コード例 #1
0
    public override AreaSettings[] ProduceAreaSettings(Graph <AreaData> areaDataGraph, IEnumerable <Vector2[]> clearPolygons, Vector2[] borderPolygon)
    {
        AreaSettings forest = new ForestSettings(areaDataGraph, clearPolygons, borderPolygon,
                                                 Trees, TreeDistance, AngleTolerance, SegmentType.ToString())
        {
            ArenaTriggerPrefab = this.ArenaTriggerPrefab,
            FogGatePrefab      = this.FogGatePrefab
        };

        return(new[] { forest });
    }
コード例 #2
0
    public static List <Vector2> AddTrees(Forest mainForest, ForestSettings settings, MeshSettings meshSettings, Vector2 coord,
                                          HeightMap heightMap, Transform parent)
    {
        int            width    = heightMap.values.GetLength(0);
        int            height   = heightMap.values.GetLength(1);
        List <Vector2> treeKeys = new List <Vector2>();

        float[][,] values = new float[settings.forestElements.Length][, ];
        for (int i = 0; i < settings.forestElements.Length; i++)
        {
            values[i] = Noise.GenerateNoiseMap(width, height, settings.forestElements[i].noiseSettings, coord);
        }

        for (int y = 0; y < height; y++)
        {
            for (int x = 0; x < width; x++)
            {
                for (int i = 0; i < settings.forestElements.Length; i++)
                {
                    Vector3 newPosition = new Vector3((coord.x + x - height / 2) * meshSettings.meshScale,
                                                      heightMap.values[x, y] - settings.forestElements[i].yOffset,
                                                      (coord.y - y + (height / 2)) * meshSettings.meshScale);

                    float perlin = values[i][x, y];

                    if (heightMap.values[x, y] > settings.forestElements[i].minHeight &&
                        heightMap.values[x, y] < settings.forestElements[i].maxHeight &&
                        CanPlantTree(mainForest, new Vector2(newPosition.x, newPosition.z), settings.forestElements[i].separation, meshSettings.meshScale) &&
                        perlin < settings.forestElements[i].perlinRatio && Random.value < settings.forestElements[i].densityRatio)
                    {
                        Vector3 treeRotation = Vector3.zero;
                        treeRotation.y = Random.Range(-180, 180);

                        Vector3 scale            = Vector3.one * Random.Range(0.5f, 1.5f);
                        Vector2 forestElementKey = new Vector2(newPosition.x, newPosition.z);

                        ForestElement newForestElement = new ForestElement();
                        newForestElement.element = Instantiate(settings.forestElements[i].prefab, parent);
                        newForestElement.Initialize(newPosition, treeRotation, scale);

                        mainForest.trees.Add(forestElementKey, newForestElement);
                        treeKeys.Add(forestElementKey);
                    }
                }
            }
        }

        return(treeKeys);
    }
コード例 #3
0
ファイル: TerrainChunk.cs プロジェクト: K6PIR/ProceduralWorld
    public TerrainChunk(Vector2 coord, HeightMapSettings heightMapSettings, MeshSettings meshSettings, Forest forest, ForestSettings forestSettings,
                        LODInfo[] detailLevels, int colliderLODIndex, Transform parent, Transform viewer, Material material)
    {
        this.coord         = coord;
        _detailLevels      = detailLevels;
        _colliderLODIndex  = colliderLODIndex;
        _heightMapSettings = heightMapSettings;
        _meshSettings      = meshSettings;
        _forestSettings    = forestSettings;
        _viewer            = viewer;
        _forest            = forest;

        _sampleCentre = coord * meshSettings.meshWorldSize / meshSettings.meshScale;
        Vector2 position = coord * meshSettings.meshWorldSize;

        _bounds = new Bounds(position, Vector2.one * meshSettings.meshWorldSize);

        _meshObject = new GameObject("TerrainChunk");
        _meshObject.transform.position = new Vector3(position.x, 0, position.y);
        _meshObject.transform.parent   = parent;

        _meshRenderer          = _meshObject.AddComponent <MeshRenderer>();
        _meshRenderer.material = material;

        _meshFilter = _meshObject.AddComponent <MeshFilter>();

        _meshCollider = _meshObject.AddComponent <MeshCollider>();


        setVisible(false);

        _lodMeshes = new LODMesh[detailLevels.Length];
        for (int i = 0; i < detailLevels.Length; i++)
        {
            _lodMeshes[i] = new LODMesh(_detailLevels[i].lod);
            _lodMeshes[i].updateCallback += Update;
            if (i == colliderLODIndex)
            {
                _lodMeshes[i].updateCallback += UpdateCollisionMesh;
            }
        }

        _maxViewDistance = _detailLevels[detailLevels.Length - 1].visibleDstThreshold;
    }