public static void ForceIvyGrowth(IvyGraph graph, IvyProfile ivyProfile, Vector3 newPos, Vector3 newNormal) { newPos -= graph.seedPos; // convert to local space var closestRoot = graph.roots[0]; var lastNode = closestRoot.nodes[closestRoot.nodes.Count - 1]; var growVector = newPos - lastNode.p; var newNode = new IvyNode(); newNode.p = newPos; newNode.g = (0.5f * lastNode.g + 0.5f * growVector.normalized).normalized; newNode.c = -newNormal; newNode.s = lastNode.s + growVector.magnitude; newNode.cS = lastNode.cS + growVector.magnitude; newNode.fS = 0f; newNode.cl = true; closestRoot.nodes.Add(newNode); closestRoot.useCachedBranchData = false; closestRoot.useCachedLeafData = false; var cache = IvyRoot.GetMeshCacheFor(closestRoot); cache.debugLineSegmentsList.Add(lastNode.p + graph.seedPos); cache.debugLineSegmentsList.Add(newPos + graph.seedPos); cache.debugLineSegmentsArray = cache.debugLineSegmentsList.ToArray(); if (graph.generateMeshDuringGrowth) { IvyMesh.GenerateMesh(graph, ivyProfile); } }
public static void ForceRandomIvyBranch(IvyGraph graph, IvyProfile ivyProfile) { var randomRoot = graph.roots[0]; var randomNode = randomRoot.nodes[Random.Range(0, randomRoot.nodes.Count)]; var randomLength = randomNode.cS + Mathf.Lerp(ivyProfile.minLength * 1.5f, ivyProfile.maxLength, Random.value); TryGrowIvyBranch(graph, ivyProfile, randomRoot, randomNode, randomLength); }
static void RefreshMeshObject(MeshFilter mf, IvyProfile ivyProfile) { #if UNITY_EDITOR SetStaticEditorFlag(mf.gameObject, StaticEditorFlags.BatchingStatic, ivyProfile.markMeshAsStatic); SetStaticEditorFlag(mf.gameObject, StaticEditorFlags.ContributeGI, ivyProfile.useLightmapping); #endif var branchTrans = mf.transform; branchTrans.localPosition = Vector3.zero; branchTrans.localRotation = Quaternion.identity; branchTrans.localScale = Vector3.one; }
public static IvyGraph MergeVisibleIvyGraphs(IvyBehavior ivyBehavior, IvyProfile ivyProfile, bool rebuildMesh = true) { var graphsToMerge = ivyBehavior.ivyGraphs.Where(graph => graph.isVisible).ToList(); if (graphsToMerge == null || graphsToMerge.Count == 0) { return(null); } var mainGraph = graphsToMerge[0]; for (int i = 0; i < ivyBehavior.ivyGraphs.Count; i++) { var graph = ivyBehavior.ivyGraphs[i]; if (!graph.isVisible || graph == mainGraph) { continue; } // convert merged graph's localPos to mainGraph's localPos foreach (var root in graph.roots) { foreach (var node in root.nodes) { node.p += graph.seedPos - mainGraph.seedPos; } } mainGraph.roots.AddRange(graph.roots); if (graph.rootGO != null) { DestroyObject(graph.rootGO); } TryToDestroyMeshes(ivyBehavior, graph); ivyBehavior.ivyGraphs.Remove(graph); i--; } if (rebuildMesh) { Undo.RegisterFullObjectHierarchyUndo(mainGraph.rootGO, "Hedera > Merge Visible"); IvyMesh.GenerateMesh(mainGraph, ivyProfile, ivyProfile.useLightmapping, true); AssetDatabase.SaveAssets(); } return(mainGraph); }
public static void InitOrRefreshRoot(IvyGraph ivyGraph, IvyProfile ivyProfile) { if (ivyGraph.rootGO == null) { ivyGraph.rootGO = new GameObject("HederaObject"); ivyGraph.rootGO.transform.SetParent(ivyGraph.rootBehavior); } #if UNITY_EDITOR SetStaticEditorFlag(ivyGraph.rootGO, StaticEditorFlags.BatchingStatic, ivyProfile.markMeshAsStatic); SetStaticEditorFlag(ivyGraph.rootGO, StaticEditorFlags.ContributeGI, ivyProfile.useLightmapping); #endif var rootTrans = ivyGraph.rootGO.transform; rootTrans.position = ivyGraph.seedPos; rootTrans.rotation = Quaternion.identity; rootTrans.localScale = Vector3.one; ivyGraph.rootGO.name = string.Format(ivyProfile.namePrefix, ivyGraph.roots.Count, ivyGraph.seedPos); }
static bool TryGrowIvyBranch(IvyGraph graph, IvyProfile ivyProfile, IvyRoot root, IvyNode fromNode, float forceMinLength = -1f) { //weight depending on ratio of node length to total length float weight = 1f; //Mathf.PerlinNoise( fromNode.localPos.x + fromNode.lengthCumulative, fromNode.length + fromNode.localPos.y + fromNode.localPos.z); // - ( Mathf.Cos( fromNode.length / root.nodes[root.nodes.Count-1].length * 2.0f * Mathf.PI) * 0.5f + 0.5f ); var nearbyRootCount = graph.roots.Where(r => (r.nodes[0].p - fromNode.p).sqrMagnitude < ivyProfile.ivyStepDistance * ivyProfile.ivyStepDistance).Count(); if (forceMinLength <= 0f) { if (graph.roots.Count >= ivyProfile.maxBranchesTotal || nearbyRootCount > ivyProfile.branchingProbability * 2.5f || root.childCount > ivyProfile.branchingProbability * 3.5f || root.nodes.Count < 3 || root.parents > ivyProfile.branchingProbability * 9f || ivyProfile.maxLength - fromNode.cS < ivyProfile.minLength || Random.value * Mathf.Clamp(weight, 0f, 1f - ivyProfile.branchingProbability) > ivyProfile.branchingProbability ) { return(false); } } //new ivy node IvyNode newRootNode = new IvyNode(); newRootNode.p = fromNode.p; newRootNode.g = Vector3.Lerp(fromNode.g, Vector3.up, 0.5f).normalized; newRootNode.c = fromNode.c; newRootNode.s = 0.0f; newRootNode.cS = forceMinLength > 0f ? 0f : fromNode.cS; newRootNode.fS = forceMinLength > 0f ? 0f : fromNode.fS; newRootNode.cl = true; //new ivy root IvyRoot newRoot = new IvyRoot(); newRoot.nodes.Add(newRootNode); newRoot.isAlive = true; newRoot.parents = root.parents + 1; newRoot.forceMinLength = forceMinLength; graph.roots.Add(newRoot); root.childCount++; return(true); }
static void CreateIvyMeshObject(IvyGraph graph, IvyProfile profile, Mesh mesh, bool isLeaves = false) { var PartObj = new GameObject("HederaMesh"); PartObj.transform.parent = graph.rootGO.transform; PartObj.transform.localPosition = Vector3.zero; if (!isLeaves) { graph.branchMF = PartObj.AddComponent <MeshFilter>(); graph.branchMF.sharedMesh = mesh; graph.branchR = PartObj.AddComponent <MeshRenderer>(); } else { graph.leafMF = PartObj.AddComponent <MeshFilter>(); graph.leafMF.sharedMesh = mesh; graph.leafR = PartObj.AddComponent <MeshRenderer>(); } }
public static IvyGraph SeedNewIvyGraph(IvyProfile ivyProfile, Vector3 seedPos, Vector3 primaryGrowDir, Vector3 adhesionVector, Transform root, bool generateMeshPreview = false) { var graph = new IvyGraph(); graph.roots.Clear(); graph.seedPos = seedPos; graph.seedNormal = adhesionVector; graph.generateMeshDuringGrowth = generateMeshPreview; graph.rootBehavior = root; IvyNode tmpNode = new IvyNode(); tmpNode.p = Vector3.zero; //seedPos; tmpNode.g = primaryGrowDir; tmpNode.c = adhesionVector; tmpNode.s = 0.0f; tmpNode.cS = 0f; tmpNode.fS = 0.0f; tmpNode.cl = true; IvyRoot tmpRoot = new IvyRoot(); tmpRoot.nodes.Add(tmpNode); tmpRoot.isAlive = true; graph.isGrowing = true; tmpRoot.parents = 0; graph.roots.Add(tmpRoot); if (graph.generateMeshDuringGrowth) { IvyMesh.GenerateMesh(graph, ivyProfile); #if UNITY_EDITOR Undo.RegisterCreatedObjectUndo(graph.rootGO, "Hedera > Paint Ivy"); #endif } return(graph); }
public static void GenerateMesh(IvyGraph ivyGraph, IvyProfile ivyProfile, bool doUV2s = false, bool forceGeneration = false) { // avoid GC allocations by reusing static lists verticesAll.Clear(); texCoordsAll.Clear(); trianglesAll.Clear(); leafVerticesAll.Clear(); leafUVsAll.Clear(); leafTrianglesAll.Clear(); leafColorsAll.Clear(); // the main mesh generation actually happens here; if it can't generate a mesh, then stop if (!GenerateMeshData(ivyGraph, ivyProfile, forceGeneration)) { return; } ivyGraph.dirtyUV2s = !doUV2s; InitOrRefreshRoot(ivyGraph, ivyProfile); var myAsset = IvyCore.GetDataAsset(ivyGraph.rootGO); // Branch mesh debug // Debug.Log( "branchVertices: " + verticesAll.Count ); // Debug.Log( "branchTris: " + string.Join(", ", trianglesAll.Select( tri => tri.ToString() ).ToArray()) ); // foreach ( var vert in verticesAll ) { // Debug.DrawRay( vert + ivyGraph.seedPos, Vector3.up, Color.cyan, 1f, false ); // } if (ivyProfile.ivyBranchSize < 0.0001f) { if (ivyGraph.branchMF != null) { IvyCore.DestroyObject(ivyGraph.branchMF.gameObject); } IvyCore.TryDestroyMesh(ivyGraph.branchMeshID, myAsset, true); } else { CheckMeshDataAsset(ref ivyGraph.branchMeshID, myAsset, ivyProfile.meshCompress); branchMesh = myAsset.meshList[ivyGraph.branchMeshID]; if (ivyGraph.branchMF == null || ivyGraph.branchR == null) { CreateIvyMeshObject(ivyGraph, ivyProfile, branchMesh, false); } RefreshMeshObject(ivyGraph.branchMF, ivyProfile); branchMesh.Clear(); ivyGraph.branchMF.name = ivyGraph.rootGO.name + "_Branches"; ivyGraph.branchR.shadowCastingMode = ivyProfile.castShadows; ivyGraph.branchR.receiveShadows = ivyProfile.receiveShadows; branchMesh.name = ivyGraph.branchMF.name; branchMesh.SetVertices(verticesAll); branchMesh.SetUVs(0, texCoordsAll); if (ivyProfile.useLightmapping && doUV2s) { PackBranchUV2s(ivyGraph); } branchMesh.SetTriangles(trianglesAll, 0); branchMesh.RecalculateBounds(); branchMesh.RecalculateNormals(); branchMesh.RecalculateTangents(); #if UNITY_2017_1_OR_NEWER && UNITY_EDITOR MeshUtility.Optimize(branchMesh); #endif ivyGraph.branchMF.sharedMesh = branchMesh; #if UNITY_EDITOR ivyGraph.branchR.sharedMaterial = ivyProfile.branchMaterial != null ? ivyProfile.branchMaterial : AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat"); #else ivyGraph.branchR.sharedMaterial = ivyProfile.branchMaterial; #endif } // Leaves mesh debug // Debug.Log( "leafVertices: " + ivyGraph.leafVertices.Count ); // Debug.Log( "leafTris: " + string.Join(", ", ivyGraph.leafTriangles.Select( tri => tri.ToString() ).ToArray()) ); // don't do leaf mesh if it's unnecessary if (ivyProfile.leafProbability < 0.001f) { if (ivyGraph.leafMF != null) { IvyCore.DestroyObject(ivyGraph.leafMF.gameObject); } IvyCore.TryDestroyMesh(ivyGraph.leafMeshID, myAsset, true); } else { CheckMeshDataAsset(ref ivyGraph.leafMeshID, myAsset, ivyProfile.meshCompress); leafMesh = myAsset.meshList[ivyGraph.leafMeshID]; if (ivyGraph.leafMF == null || ivyGraph.leafR == null) { CreateIvyMeshObject(ivyGraph, ivyProfile, leafMesh, true); } RefreshMeshObject(ivyGraph.leafMF, ivyProfile); leafMesh.Clear(); ivyGraph.leafMF.name = ivyGraph.rootGO.name + "_Leaves"; ivyGraph.leafR.shadowCastingMode = ivyProfile.castShadows; ivyGraph.leafR.receiveShadows = ivyProfile.receiveShadows; leafMesh.name = ivyGraph.leafMF.name; leafMesh.SetVertices(leafVerticesAll); leafMesh.SetUVs(0, leafUVsAll); if (ivyProfile.useLightmapping && doUV2s) { PackLeafUV2s(ivyGraph); } leafMesh.SetTriangles(leafTrianglesAll, 0); if (ivyProfile.useVertexColors) { leafMesh.SetColors(leafColorsAll); } leafMesh.RecalculateBounds(); leafMesh.RecalculateNormals(); leafMesh.RecalculateTangents(); #if UNITY_2017_1_OR_NEWER && UNITY_EDITOR MeshUtility.Optimize(leafMesh); #endif ivyGraph.leafMF.sharedMesh = leafMesh; #if UNITY_EDITOR ivyGraph.leafR.sharedMaterial = ivyProfile.leafMaterial != null ? ivyProfile.leafMaterial : AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat"); #else ivyGraph.leafR.sharedMaterial = ivyProfile.leafMaterial; #endif } // EditorUtility.SetDirty( myAsset ); // AssetDatabase.SaveAssets(); // AssetDatabase.ImportAsset( AssetDatabase.GetAssetPath(myAsset) ); }
static bool GenerateMeshData(IvyGraph ivyGraph, IvyProfile ivyProfile, bool forceGeneration = false) { var p = ivyProfile; //branches foreach (var root in ivyGraph.roots) { var cache = IvyRoot.GetMeshCacheFor(root); if (root.useCachedBranchData && !forceGeneration) { combinedTriangleIndices.Clear(); cache.triangles.ForEach(localIndex => combinedTriangleIndices.Add(localIndex + verticesAll.Count)); trianglesAll.AddRange(combinedTriangleIndices); verticesAll.AddRange(cache.vertices); texCoordsAll.AddRange(cache.texCoords); continue; } root.useCachedBranchData = true; //process only roots with more than one node if (root.nodes.Count < 2) { continue; } cache.vertices.Clear(); cache.texCoords.Clear(); cache.triangles.Clear(); //branch diameter depends on number of parents AND branch taper float local_ivyBranchDiameter = 1.0f / Mathf.Lerp(1f, 1f + root.parents, ivyProfile.branchTaper); // smooth the line... which increases points a lot allPoints = root.nodes.Select(node => node.p).ToList(); var useThesePoints = allPoints; if (ivyProfile.branchSmooth > 1) { SmoothLineCatmullRomNonAlloc(allPoints, smoothPoints, ivyProfile.branchSmooth); useThesePoints = smoothPoints; } // generate simplified points for each root, to make it less wavy AND save tris if (!root.isAlive && ivyProfile.branchOptimize > 0f) { newPoints.Clear(); newPoints.AddRange(SimplificationHelpers.Simplify <Vector3>( useThesePoints, (vec1, vec2) => vec1 == vec2, (vec) => vec.x, (vec) => vec.y, (vec) => vec.z, ivyProfile.branchOptimize * ivyProfile.ivyStepDistance * 0.5f, false )); useThesePoints = newPoints; } // I'm not sure why there's this bug when we use Catmull Rom + line simplify, but let's do this hacky fix // if ( ivyProfile.branchSmooth > 1 && ivyProfile.branchOptimize > 0f ) { // useThesePoints.ForEach( delegate(Vector3 point) { // if ( float.IsInfinity(point.x) ) {point.x = 0f;} // if ( float.IsInfinity(point.y) ) {point.y = 0f;} // if ( float.IsInfinity(point.z) ) {point.z = 0f;} // } ); // } for (int n = 0; n < useThesePoints.Count; n++) { if (verticesAll.Count >= 65531) { Debug.LogWarning("Hedera: ending branch generation early, reached ~65536 vertex limit on mesh " + ivyGraph.seedPos + "... but this could technically be solved in Unity 2017.3+ or later with 32-bit index formats for meshes? The exercise is left to the reader."); break; } cache.meshSegments = n + 1; //weight depending on ratio of node length to total length float taper = 1f * n / useThesePoints.Count; taper = Mathf.Lerp(1f, (1f - taper) * taper, ivyProfile.branchTaper); //create trihedral vertices... TODO: let user specify how many sides? Vector3 up = Vector3.down; Vector3 basis = Vector3.Normalize(n < useThesePoints.Count - 1 ? useThesePoints[n + 1] - useThesePoints[n] : -(useThesePoints[n] - useThesePoints[n - 1])); // Debug.DrawLine( newPoints[node+1] + ivyGraph.seedPos, newPoints[node] + ivyGraph.seedPos, Color.cyan, 5f, false); int edges = 3; // TODO: finish this, make it configurable float texV = (n % 2 == 0 ? 1f : 0.0f); // vertical UV tiling for (int b = 0; b < edges; b++) { // generate vertices if (b == 0) { branchVertBasis[b] = Vector3.Cross(up, basis).normalized *Mathf.Max(0.001f, local_ivyBranchDiameter * p.ivyBranchSize * taper) + useThesePoints[n]; } else { branchVertBasis[b] = RotateAroundAxis(branchVertBasis[0], useThesePoints[n], basis, 6.283f * b / edges); } cache.vertices.Add(branchVertBasis[b]); // generate UVs cache.texCoords.Add(new Vector2(1f * b / (edges - 1), texV)); // add triangles // AddTriangle(root, 4, 1, 5); // AddTriangle(root, 5, 1, 2); // TODO: finish this } if (n == 0) // start cap { if (taper > 0f) { AddTriangle(cache, 1, 2, 3); } continue; } AddTriangle(cache, 4, 1, 5); AddTriangle(cache, 5, 1, 2); AddTriangle(cache, 5, 2, 6); AddTriangle(cache, 6, 2, 3); AddTriangle(cache, 6, 3, 1); AddTriangle(cache, 6, 1, 4); if (n == useThesePoints.Count - 1 && taper > 0f) // end cap { AddTriangle(cache, 3, 2, 1); } } combinedTriangleIndices.Clear(); cache.triangles.ForEach(localIndex => combinedTriangleIndices.Add(localIndex + verticesAll.Count)); trianglesAll.AddRange(combinedTriangleIndices); verticesAll.AddRange(cache.vertices); texCoordsAll.AddRange(cache.texCoords); } if (ivyProfile.ivyLeafSize <= 0.001f || ivyProfile.leafProbability <= 0.001f) { return(true); } //create leafs allLeafPoints.Clear(); foreach (var root in ivyGraph.roots) { // don't bother on small roots if (root.nodes.Count <= 2) { root.useCachedLeafData = false; continue; } var cache = IvyRoot.GetMeshCacheFor(root); // use cached mesh data for leaves only if (a) we're supposed to, and (b) if not using vertex colors OR vertex colors seem valid if (root.useCachedLeafData && !forceGeneration && (!ivyProfile.useVertexColors || cache.leafVertices.Count == cache.leafVertexColors.Count)) { combinedTriangleIndices.Clear(); cache.leafTriangles.ForEach(index => combinedTriangleIndices.Add(index + leafVerticesAll.Count)); leafTrianglesAll.AddRange(combinedTriangleIndices); allLeafPoints.AddRange(cache.leafPoints); leafVerticesAll.AddRange(cache.leafVertices); leafUVsAll.AddRange(cache.leafUVs); if (ivyProfile.useVertexColors) { leafColorsAll.AddRange(cache.leafVertexColors); } continue; } root.useCachedLeafData = true; cache.leafPoints.Clear(); cache.leafVertices.Clear(); cache.leafUVs.Clear(); cache.leafTriangles.Clear(); cache.leafVertexColors.Clear(); // simple multiplier, just to make it a more dense for (int i = 0; i < 1; ++i) { var leafPositions = GetAllSamplePosAlongRoot(root, p.ivyLeafSize); // for(int n=0; n<root.nodes.Count; n++) foreach (var kvp in leafPositions) { if (leafVerticesAll.Count >= 65530) { Debug.LogWarning("Hedera: ending leaf generation early, reached ~65536 vertex limit on mesh " + ivyGraph.seedPos + "... but this could technically be solved in Unity 2017.3+ or later with 32-bit index formats for meshes? The exercise is left to the reader."); break; } int n = kvp.Value; Vector3 newLeafPos = kvp.Key; var node = root.nodes[n]; // // do not generate a leaf on the first few nodes // if ( n <= 1 ) { // || n >= root.nodes.Count // continue; // } // probability of leaves on the ground is increased float groundedness = Vector3.Dot(Vector3.down, node.c.normalized); if (groundedness < -0.02f) { groundedness -= 0.1f; groundedness *= 3f; } else { groundedness = (groundedness - 0.25f) * 0.5f; } groundedness *= ivyProfile.leafSunlightBonus * p.leafProbability; // don't spawn a leaf on top of another leaf bool badLeafPos = false; float leafSqrSize = p.ivyLeafSize * p.ivyLeafSize * Mathf.Clamp(1f - p.leafProbability - groundedness, 0.01f, 2f); for (int f = 0; f < allLeafPoints.Count; f++) { if (Vector3.SqrMagnitude(allLeafPoints[f] - newLeafPos) < leafSqrSize) { badLeafPos = true; break; } } if (badLeafPos) { continue; } IvyNode previousNode = root.nodes[Mathf.Max(0, n - 1)]; float randomSpreadHack = 0.25f; if (n <= 1 || n == root.nodes.Count - 1) { randomSpreadHack = 0f; } // randomize leaf probability // guarantee a leaf on the first or last node if ((Random.value + groundedness > 1f - p.leafProbability) || randomSpreadHack == 0f) { cache.leafPoints.Add(node.p); allLeafPoints.Add(node.p); //center of leaf quad Vector3 up = (newLeafPos - previousNode.p).normalized; Vector3 right = Vector3.Cross(up, node.c); Vector3 center = newLeafPos - node.c.normalized * 0.05f + (up * Random.Range(-1f, 1f) + right * Random.Range(-1f, 1f)) * randomSpreadHack * p.ivyLeafSize; //size of leaf float sizeWeight = 1.5f - (Mathf.Abs(Mathf.Cos(2.0f * Mathf.PI)) * 0.5f + 0.5f); float leafSize = p.ivyLeafSize * sizeWeight + Random.Range(-p.ivyLeafSize, p.ivyLeafSize) * 0.1f + (p.ivyLeafSize * groundedness); leafSize = Mathf.Max(0.01f, leafSize); Quaternion facing = node.c.sqrMagnitude < 0.001f ? Quaternion.identity : Quaternion.LookRotation(Vector3.Lerp(-node.c, Vector3.up, Mathf.Clamp01(0.68f - Mathf.Abs(groundedness)) * ivyProfile.leafSunlightBonus), Random.onUnitSphere); AddLeafVertex(cache, center, new Vector3(-1f, 1f, 0f), leafSize, facing); AddLeafVertex(cache, center, new Vector3(1f, 1f, 0f), leafSize, facing); AddLeafVertex(cache, center, new Vector3(-1f, -1f, 0f), leafSize, facing); AddLeafVertex(cache, center, new Vector3(1f, -1f, 0f), leafSize, facing); cache.leafUVs.Add(new Vector2(1.0f, 1.0f)); cache.leafUVs.Add(new Vector2(0.0f, 1.0f)); cache.leafUVs.Add(new Vector2(1.0f, 0.0f)); cache.leafUVs.Add(new Vector2(0.0f, 0.0f)); if (ivyProfile.useVertexColors) { var randomColor = ivyProfile.leafVertexColors.Evaluate(Random.value); cache.leafVertexColors.Add(randomColor); cache.leafVertexColors.Add(randomColor); cache.leafVertexColors.Add(randomColor); cache.leafVertexColors.Add(randomColor); } // calculate normal of the leaf tri, and make it face outwards // var normal = GetNormal( // ivyGraph.leafVertices[ivyGraph.leafVertices.Count - 2], // ivyGraph.leafVertices[ivyGraph.leafVertices.Count - 4], // ivyGraph.leafVertices[ivyGraph.leafVertices.Count - 3] // ); // if ( Vector3.Dot( normal, node.adhesionVector) < 0f) { // AddLeafTriangle(ivyGraph, 2, 4, 3); // AddLeafTriangle(ivyGraph, 3, 1, 2); // } else { AddLeafTriangle(cache, 1, 3, 4); AddLeafTriangle(cache, 4, 2, 1); // } } } combinedTriangleIndices.Clear(); cache.leafTriangles.ForEach(index => combinedTriangleIndices.Add(index + leafVerticesAll.Count)); leafTrianglesAll.AddRange(combinedTriangleIndices); leafVerticesAll.AddRange(cache.leafVertices); leafUVsAll.AddRange(cache.leafUVs); if (ivyProfile.useVertexColors) { leafColorsAll.AddRange(cache.leafVertexColors); } } } return(true); }
static Vector3 ComputeAdhesion(Vector3 pos, IvyProfile ivyProfile) { Vector3 adhesionVector = Vector3.zero; float minDistance = ivyProfile.maxAdhesionDistance; // find nearest colliders var nearbyColliders = Physics.OverlapSphere(pos, ivyProfile.maxAdhesionDistance, ivyProfile.collisionMask, QueryTriggerInteraction.Ignore); // find closest point on each collider foreach (var col in nearbyColliders) { Vector3 closestPoint = pos + Vector3.down * ivyProfile.maxAdhesionDistance * 1.1f; // ClosestPoint does not work on non-convex mesh colliders so let's just pick the closest vertex if (col is MeshCollider && !((MeshCollider)col).convex) { // if we haven't already cached mesh vertices, or it's a bad cache for some reason, then re-cache it var mesh = ((MeshCollider)col).sharedMesh; if (!adhesionMeshCache.ContainsKey(mesh)) { adhesionMeshCache.Add(mesh, mesh.vertices); } // check for a close-enough vertex float sqrMeshDistance = ivyProfile.maxAdhesionDistance * ivyProfile.maxAdhesionDistance * 4f; for (int i = 0; i < adhesionMeshCache[mesh].Length; i++) { if (Vector3.SqrMagnitude(pos - col.transform.TransformPoint(adhesionMeshCache[mesh][i])) < sqrMeshDistance) { closestPoint = col.transform.TransformPoint(adhesionMeshCache[mesh][i]); sqrMeshDistance = Vector3.SqrMagnitude(pos - closestPoint); } } // closestPoint = col.transform.TransformPoint( ((MeshCollider)col).sharedMesh.vertices.OrderBy( vert => Vector3.SqrMagnitude(pos - col.transform.TransformPoint(vert)) ).FirstOrDefault() ); // try to get surface normal towards nearest vertex var meshColliderHit = new RaycastHit(); if (col.Raycast(new Ray(pos, closestPoint - pos), out meshColliderHit, ivyProfile.maxAdhesionDistance)) { closestPoint = pos - meshColliderHit.normal * meshColliderHit.distance; } //Debug.Log($"Mesh collider not convex: {col.gameObject.name}"); } // ClosestPoint doesn't work on TerrainColliders either... else if (col is TerrainCollider) { // based on cache of TerrainColliders, search surrounding points until we find a close enough position var terrain = colliderToTerrain[(TerrainCollider)col]; closestPoint = pos; closestPoint.y = terrain.SampleHeight(closestPoint); Vector3 closestSearchPoint = closestPoint; Vector3 currentSearchPoint = Vector3.zero; for (int i = 0; i < terrainSearchDisc.Length; i++) { currentSearchPoint = closestPoint + terrainSearchDisc[i] * ivyProfile.maxAdhesionDistance; currentSearchPoint.y = terrain.SampleHeight(currentSearchPoint); if (Vector3.SqrMagnitude(pos - currentSearchPoint) < Vector3.SqrMagnitude(pos - closestSearchPoint)) { closestSearchPoint = currentSearchPoint; // close enough, early out if (Vector3.SqrMagnitude(pos - currentSearchPoint) < ivyProfile.ivyStepDistance * ivyProfile.ivyStepDistance) { break; } } } currentSearchPoint = closestSearchPoint + Vector3.down * 0.25f; var terrainRayHit = new RaycastHit(); if (Physics.Raycast(pos, currentSearchPoint - pos, out terrainRayHit, minDistance, ivyProfile.collisionMask, QueryTriggerInteraction.Ignore)) { closestPoint = pos - terrainRayHit.normal * Vector3.Distance(closestSearchPoint, pos); } } else { closestPoint = col.ClosestPoint(pos); } // see if the distance is closer than the closest distance so far float distance = Vector3.Distance(pos, closestPoint); if (distance < minDistance) { minDistance = distance; adhesionVector = (closestPoint - pos).normalized; adhesionVector *= 1.0f - distance / ivyProfile.maxAdhesionDistance; //distance dependent adhesion vector // close enough, early out if (Vector3.SqrMagnitude(pos - closestPoint) < ivyProfile.ivyStepDistance * ivyProfile.ivyStepDistance) { //break; } } } return(adhesionVector); }
public static void GrowIvyStep(IvyGraph graph, IvyProfile ivyProfile) { // if there are no longer any live roots, then we're dead if (graph.isGrowing) { graph.isGrowing = graph.roots.Where(root => root.isAlive).Count() > 0; } if (!graph.isGrowing) { return; } //lets grow foreach (var root in graph.roots) { //process only roots that are alive if (!root.isAlive) { continue; } IvyNode lastNode = root.nodes[root.nodes.Count - 1]; //let the ivy die, if the maximum float length is reached if (lastNode.cS > ivyProfile.maxLength || (lastNode.cS > Mathf.Max(root.forceMinLength, ivyProfile.minLength) && lastNode.fS > ivyProfile.maxFloatLength)) { // Debug.LogFormat("root death! cum dist: {0:F2}, floatLength {1:F2}", lastNode.lengthCumulative, lastNode.floatingLength); root.isAlive = false; SmoothGaussianAdhesion(root); continue; } //grow vectors: primary direction, random influence, and adhesion of scene objectss //primary vector = weighted sum of previous grow vectors plus a little bit upwards Vector3 primaryVector = Vector3.Normalize(lastNode.g * 2f + Vector3.up); //random influence plus a little upright vector Vector3 exploreVector = lastNode.p - root.nodes[0].p; if (exploreVector.magnitude > 1f) { exploreVector = exploreVector.normalized; } exploreVector *= Mathf.PingPong(root.nodes[0].p.sqrMagnitude * root.parents + lastNode.cS * 0.69f, 1f); Vector3 randomVector = (Random.onUnitSphere * 0.5f + exploreVector).normalized; //adhesion influence to the nearest triangle = weighted sum of previous adhesion vectors Vector3 adhesionVector = ComputeAdhesion(lastNode.p + graph.seedPos, ivyProfile); if (adhesionVector.sqrMagnitude <= 0.01f) { adhesionVector = lastNode.c; } //compute grow vector Vector3 growVector = ivyProfile.ivyStepDistance * Vector3.Normalize( primaryVector * ivyProfile.primaryWeight + randomVector * Mathf.Max(0.01f, ivyProfile.randomWeight) + adhesionVector * ivyProfile.adhesionWeight ); //gravity influence Vector3 gravityVector = ivyProfile.ivyStepDistance * Vector3.down * ivyProfile.gravityWeight; //gravity depends on the floating length gravityVector *= Mathf.Pow(lastNode.fS / ivyProfile.maxFloatLength, 0.7f); //next possible ivy node //climbing state of that ivy node, will be set during collision detection bool climbing = false; //compute position of next ivy node Vector3 newPos = lastNode.p + growVector + gravityVector; //combine alive state with result of the collision detection, e.g. let the ivy die in case of a collision detection problem Vector3 adhesionFromRaycast = adhesionVector; // convert newPos to world position, just for the collision calc newPos += graph.seedPos; root.isAlive = root.isAlive && ComputeCollision(0.01f, lastNode.p + graph.seedPos, ref newPos, ref climbing, ref adhesionFromRaycast, ivyProfile.collisionMask); newPos -= graph.seedPos; //update grow vector due to a changed newPos growVector = newPos - lastNode.p - gravityVector; // +graph.seedPos to convert back to world space var cache = IvyRoot.GetMeshCacheFor(root); cache.debugLineSegmentsList.Add(lastNode.p + graph.seedPos); cache.debugLineSegmentsList.Add(newPos + graph.seedPos); // cache line segments cache.debugLineSegmentsArray = cache.debugLineSegmentsList.ToArray(); //create next ivy node IvyNode newNode = new IvyNode(); newNode.p = newPos; newNode.g = (0.5f * lastNode.g + 0.5f * growVector.normalized).normalized; newNode.c = adhesionVector; //Vector3.Lerp(adhesionVector, adhesionFromRaycast, 0.5f); newNode.s = lastNode.s + (newPos - lastNode.p).magnitude; newNode.cS = lastNode.cS + (newPos - lastNode.p).magnitude; newNode.fS = climbing ? 0.0f : lastNode.fS + (newPos - lastNode.p).magnitude; newNode.cl = climbing; root.nodes.Add(newNode); root.useCachedBranchData = false; root.useCachedLeafData = false; if (!root.isAlive) { SmoothGaussianAdhesion(root); } var randomNode = root.nodes[Random.Range(0, root.nodes.Count)]; if (TryGrowIvyBranch(graph, ivyProfile, root, randomNode)) { break; } } }