コード例 #1
0
        private void DrawTerrainMeshPreview(GStylizedTerrain t, Camera cam)
        {
            Material mat = t.TerrainData.Shading.MaterialToRender;

            if (mat == null)
            {
                return;
            }

            GTerrainChunk[] chunks = t.GetChunks();
            instance.GetQuad(worldPoints);
            for (int i = 0; i < normalizedPoints.Length; ++i)
            {
                normalizedPoints[i] = t.WorldPointToUV(worldPoints[i]);
            }

            Rect dirtyRect = GUtilities.GetRectContainsPoints(normalizedPoints);

            for (int i = 0; i < chunks.Length; ++i)
            {
                Rect uvRange = chunks[i].GetUvRange();
                if (uvRange.Overlaps(dirtyRect))
                {
                    Vector3Int key       = GTerrainChunk.GetChunkMeshKey(chunks[i].Index, 0);
                    Mesh       chunkMesh = t.TerrainData.GeometryData.GetMesh(key);
                    if (chunkMesh != null)
                    {
                        Graphics.DrawMesh(
                            chunkMesh,
                            chunks[i].transform.localToWorldMatrix,
                            mat,
                            chunks[i].gameObject.layer,
                            cam,
                            0,
                            previewPropertyBlock,
                            t.TerrainData.Rendering.CastShadow,
                            t.TerrainData.Rendering.ReceiveShadow);
                    }
                }
            }
        }
コード例 #2
0
        private void DrawTerrainMeshPreview(GStylizedTerrain t, Camera cam)
        {
            Material mat = t.TerrainData.Shading.MaterialToRender;

            if (mat == null)
            {
                return;
            }

            GTerrainChunk[] chunks        = t.GetChunks();
            List <Rect>     dirtyRects    = new List <Rect>(instance.SplineCreator.SweepDirtyRect(t));
            int             chunkGridSize = t.TerrainData.Geometry.ChunkGridSize;

            for (int i = 0; i < chunks.Length; ++i)
            {
                Rect uvRange = chunks[i].GetUvRange();
                for (int r = 0; r < dirtyRects.Count; ++r)
                {
                    if (uvRange.Overlaps(dirtyRects[r]))
                    {
                        Vector3Int key       = GTerrainChunk.GetChunkMeshKey(chunks[i].Index, 0);
                        Mesh       chunkMesh = t.TerrainData.GeometryData.GetMesh(key);
                        if (chunkMesh != null)
                        {
                            Graphics.DrawMesh(
                                chunkMesh,
                                chunks[i].transform.localToWorldMatrix,
                                mat,
                                chunks[i].gameObject.layer,
                                cam,
                                0,
                                previewPropertyBlock,
                                t.TerrainData.Rendering.CastShadow,
                                t.TerrainData.Rendering.ReceiveShadow);
                        }
                        break;
                    }
                }
            }
        }