コード例 #1
0
        public Vector3 CalculateBrushOffsetUp()
        {
            if (!HasPreviewPrefab())
            {
                return(Vector3.zero);
            }

            Bounds bounds = BoundsUtils.CalculateBounds(previewPrefab.prefabInstance.transform.gameObject);

            // the offset is in mouse wheel dimensions. we don't want the full offset
            // plates should have finer granularity than huge rocks
            float offsetReduction = bounds.size.y / 100f; // 1/100 is just arbitrary. let's see how that turns out during usage, might change later

            float offsetUp = previewPrefab.prefabSettings.brushOffsetUp * offsetReduction;

            return(previewPrefab.prefabInstance.transform.up * offsetUp);
        }
コード例 #2
0
        private PrefabTransform CreateAppliedTransform(PrefabSettings prefabSettings, Vector3 position, Vector3 normal)
        {
            ///
            /// Calculate position / rotation / scale
            ///

            // get new position
            Vector3 newPosition = position;

            // add offset of brush in up direction
            newPosition += CalculateBrushOffsetUp();

            // add offset of prefab settings
            newPosition += prefabSettings.positionOffset;

            // auto physics height offset
            newPosition = ApplyAutoPhysicsHeightOffset(newPosition);

            Vector3 newLocalScale = prefabSettings.prefab.transform.localScale;

            // size
            // please note that the scale might be change later again (scale to brush size)
            // which should happen after the rotation
            if (prefabSettings.changeScale)
            {
                newLocalScale = Vector3.one * Random.Range(prefabSettings.scaleMin, prefabSettings.scaleMax);
            }

            // rotation
            Quaternion alignedRotation = Quaternion.identity;
            Quaternion objectRotation;

            if (this.editorTarget.brushSettings.alignToTerrain)
            {
                alignedRotation = Quaternion.FromToRotation(Vector3.up, normal);
            }

            if (prefabSettings.randomRotation)
            {
                objectRotation = prefabSettings.instanceRotation;
            }
            else
            {
                objectRotation = Quaternion.Euler(prefabSettings.rotationOffset);
            }

            // additionally consider brush rotation
            Quaternion brushRotation = Quaternion.Euler(0f, editorTarget.brushSettings.brushRotation, 0f);

            // combine terrain aligned rotation and object rotation
            Quaternion newRotation = alignedRotation * objectRotation * brushRotation;

            // scale to brush size
            // this uses world bounds and happens after the rotation
            if (editorTarget.brushSettings.distribution == BrushSettings.Distribution.Fluent)
            {
                GameObject prefab = prefabSettings.prefab;

                Quaternion prevRotation = prefab.transform.rotation;
                {
                    // we need to rotate the gameobject now in order to calculate the world bounds
                    prefab.transform.rotation = newRotation;

                    float  brushSize   = editorTarget.brushSettings.brushSize;
                    Bounds worldBounds = BoundsUtils.CalculateBounds(prefab);

                    Vector3 prefabScale = prefab.transform.localScale;

                    float scaleFactorX = brushSize / worldBounds.size.x;
                    float scaleFactorY = brushSize / worldBounds.size.y;
                    float scaleFactorZ = brushSize / worldBounds.size.z;

                    float scaleFactorXYZ = Mathf.Min(scaleFactorX, scaleFactorY, scaleFactorZ);

                    newLocalScale = prefabScale * scaleFactorXYZ;
                }
                prefab.transform.rotation = prevRotation;
            }

            PrefabTransform prefabTransform = new PrefabTransform(newPosition, newRotation, newLocalScale);

            return(prefabTransform);
        }