override public void BuildAOSpheres(List <TreeAOSphere> aoSpheres) { float minStepSize = 0.5f; if (visible) { bool includeFronds = (geometryMode != GeometryMode.Branch); bool includeBranch = (geometryMode != GeometryMode.Frond); for (int n = 0; n < nodes.Count; n++) { TreeNode node = nodes[n]; if (!node.visible) { continue; } float scale = node.GetScale(); float totalHeight = node.spline.GetApproximateLength(); if (totalHeight < minStepSize) { totalHeight = minStepSize; } float minStep = minStepSize / totalHeight; float t = 0.0f; while (t < 1.0f) { Vector3 pos = node.matrix.MultiplyPoint(node.spline.GetPositionAtTime(t)); float rad = 0.0f; if (includeBranch) { rad = GetRadiusAtTime(node, t, false) * 0.95f; } if (includeFronds) { rad = Mathf.Max(rad, 0.95f * (Mathf.Clamp01(frondCurve.Evaluate(t)) * frondWidth * scale)); // push position down.. pos.y -= rad; } if (rad > 0.01f) { aoSpheres.Add(new TreeAOSphere(pos, rad, 1.0f)); } t += Mathf.Max(minStep, rad / totalHeight); } } } // Update child groups.. base.BuildAOSpheres(aoSpheres); }
public float GetScale() { float sp = 1.0f; if (parent != null) { sp = parent.GetScale(); } return(scale * sp); }
public void UpdateSpline(TreeNode node) { if (this.lockFlags != 0) { return; } UnityEngine.Random.seed = node.seed; if (node.spline == null) { TreeSpline spline = new TreeSpline(); node.spline = spline; } float num = this.height.y * node.GetScale(); float num2 = 1f; int num3 = (int)Mathf.Round(num / num2); float num4 = 0f; Quaternion quaternion = Quaternion.identity; Vector3 vector = new Vector3(0f, 0f, 0f); Matrix4x4 inverse = (node.matrix * base.GetRootMatrix()).inverse; Quaternion to = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(0f, node.angle, 0f); Quaternion to2 = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(-180f, node.angle, 0f); node.spline.Reset(); node.spline.AddPoint(vector, 0f); for (int i = 0; i < num3; i++) { float num5 = num2; if (i == num3 - 1) { num5 = num - num4; } num4 += num5; float num6 = num4 / num; float num7 = Mathf.Clamp(this.seekCurve.Evaluate(num6), -1f, 1f); float t = Mathf.Clamp01(num7) * this.seekBlend; float t2 = Mathf.Clamp01(-num7) * this.seekBlend; quaternion = Quaternion.Slerp(quaternion, to, t); quaternion = Quaternion.Slerp(quaternion, to2, t2); float t3 = this.crinklyness * Mathf.Clamp01(this.crinkCurve.Evaluate(num6)); Quaternion to3 = Quaternion.Euler(new Vector3(180f * (UnityEngine.Random.value - 0.5f), node.angle, 180f * (UnityEngine.Random.value - 0.5f))); quaternion = Quaternion.Slerp(quaternion, to3, t3); vector += quaternion * new Vector3(0f, num5, 0f); node.spline.AddPoint(vector, num6); } node.spline.UpdateTime(); node.spline.UpdateRotations(); }
public void UpdateSpline(TreeNode node) { if (base.lockFlags == 0) { UnityEngine.Random.InitState(node.seed); if (node.spline == null) { TreeSpline spline = new TreeSpline(); node.spline = spline; } float num = this.height.y * node.GetScale(); float num2 = 1f; int num3 = (int)Mathf.Round(num / num2); float num4 = 0f; Quaternion identity = Quaternion.identity; Vector3 pos = new Vector3(0f, 0f, 0f); Matrix4x4 matrixx2 = node.matrix * base.GetRootMatrix(); Matrix4x4 inverse = matrixx2.inverse; Quaternion b = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(0f, node.angle, 0f); Quaternion quaternion3 = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(-180f, node.angle, 0f); node.spline.Reset(); node.spline.AddPoint(pos, 0f); for (int i = 0; i < num3; i++) { float y = num2; if (i == (num3 - 1)) { y = num - num4; } num4 += y; float time = num4 / num; float num8 = Mathf.Clamp(this.seekCurve.Evaluate(time), -1f, 1f); float t = Mathf.Clamp01(num8) * this.seekBlend; float num10 = Mathf.Clamp01(-num8) * this.seekBlend; identity = Quaternion.Slerp(Quaternion.Slerp(identity, b, t), quaternion3, num10); float num11 = this.crinklyness * Mathf.Clamp01(this.crinkCurve.Evaluate(time)); Quaternion quaternion4 = Quaternion.Euler(new Vector3(180f * (UnityEngine.Random.value - 0.5f), node.angle, 180f * (UnityEngine.Random.value - 0.5f))); identity = Quaternion.Slerp(identity, quaternion4, num11); pos += identity * new Vector3(0f, y, 0f); node.spline.AddPoint(pos, time); } node.spline.UpdateTime(); node.spline.UpdateRotations(); } }
public Vector2 ComputeWindFactor(TreeNode node, float offset) { Vector2 vector; if (node.group.parentGroup.GetType() == typeof(TreeGroupRoot)) { vector = new Vector2(0f, 0f); } else { vector = node.parent.group.ComputeWindFactor(node.parent, node.offset); } float scale = node.GetScale(); vector.x += (((offset * offset) * offset) * scale) * this.animationPrimary; vector.y += ((offset * offset) * scale) * this.animationSecondary; return(vector); }
private Vector3 GetFlareWeldAtTime(TreeNode node, float time) { float scale = node.GetScale(); float num = 0f; float num2 = 0f; if (this.flareHeight > 0.001f) { float value = (1f - time - (1f - this.flareHeight)) / this.flareHeight; num = Mathf.Pow(Mathf.Clamp01(value), 1.5f) * scale; } if (this.weldHeight > 0.001f) { float value2 = (1f - time - (1f - this.weldHeight)) / this.weldHeight; num2 = Mathf.Pow(Mathf.Clamp01(value2), 1.5f) * scale; } return(new Vector3(num * this.flareSize, num2 * this.weldSpreadTop * TreeGroupBranch.spreadMul, num2 * this.weldSpreadBottom * TreeGroupBranch.spreadMul)); }
public Vector2 ComputeWindFactor(TreeNode node, float offset) { Vector2 result; if (node.group.parentGroup.GetType() == typeof(TreeGroupRoot)) { result = new Vector2(0f, 0f); } else { result = node.parent.group.ComputeWindFactor(node.parent, node.offset); } float scale = node.GetScale(); result.x += offset * offset * offset * scale * this.animationPrimary; result.y += offset * offset * scale * this.animationSecondary; return(result); }
private Vector3 GetFlareWeldAtTime(TreeNode node, float time) { float scale = node.GetScale(); float num2 = 0f; float num3 = 0f; if (this.flareHeight > 0.001f) { float num4 = ((1f - time) - (1f - this.flareHeight)) / this.flareHeight; num2 = Mathf.Pow(Mathf.Clamp01(num4), 1.5f) * scale; } if (this.weldHeight > 0.001f) { float num5 = ((1f - time) - (1f - this.weldHeight)) / this.weldHeight; num3 = Mathf.Pow(Mathf.Clamp01(num5), 1.5f) * scale; } return(new Vector3(num2 * this.flareSize, (num3 * this.weldSpreadTop) * spreadMul, (num3 * this.weldSpreadBottom) * spreadMul)); }
public override void BuildAOSpheres(List <TreeAOSphere> aoSpheres) { float num = 0.5f; if (this.visible) { bool flag = this.geometryMode != TreeGroupBranch.GeometryMode.Branch; bool flag2 = this.geometryMode != TreeGroupBranch.GeometryMode.Frond; for (int i = 0; i < this.nodes.Count; i++) { TreeNode treeNode = this.nodes[i]; if (treeNode.visible) { float scale = treeNode.GetScale(); float num2 = treeNode.spline.GetApproximateLength(); if (num2 < num) { num2 = num; } float a = num / num2; float num4; for (float num3 = 0f; num3 < 1f; num3 += Mathf.Max(a, num4 / num2)) { Vector3 pos = treeNode.matrix.MultiplyPoint(treeNode.spline.GetPositionAtTime(num3)); num4 = 0f; if (flag2) { num4 = this.GetRadiusAtTime(treeNode, num3, false) * 0.95f; } if (flag) { num4 = Mathf.Max(num4, 0.95f * (Mathf.Clamp01(this.frondCurve.Evaluate(num3)) * this.frondWidth * scale)); pos.y -= num4; } if (num4 > 0.01f) { aoSpheres.Add(new TreeAOSphere(pos, num4, 1f)); } } } } } base.BuildAOSpheres(aoSpheres); }
public override void BuildAOSpheres(List <TreeAOSphere> aoSpheres) { float num = 0.5f; if (base.visible) { bool flag = this.geometryMode != GeometryMode.Branch; bool flag2 = this.geometryMode != GeometryMode.Frond; for (int i = 0; i < base.nodes.Count; i++) { TreeNode node = base.nodes[i]; if (node.visible) { float num7; float scale = node.GetScale(); float approximateLength = node.spline.GetApproximateLength(); if (approximateLength < num) { approximateLength = num; } float a = num / approximateLength; for (float j = 0f; j < 1f; j += Mathf.Max(a, num7 / approximateLength)) { Vector3 pos = node.matrix.MultiplyPoint(node.spline.GetPositionAtTime(j)); num7 = 0f; if (flag2) { num7 = this.GetRadiusAtTime(node, j, false) * 0.95f; } if (flag) { num7 = Mathf.Max(num7, 0.95f * ((Mathf.Clamp01(this.frondCurve.Evaluate(j)) * this.frondWidth) * scale)); pos.y -= num7; } if (num7 > 0.01f) { aoSpheres.Add(new TreeAOSphere(pos, num7, 1f)); } } } } } base.BuildAOSpheres(aoSpheres); }
public Vector2 ComputeWindFactor(TreeNode node, float offset) { Vector2 factor; if (node.group.parentGroup.GetType() == typeof(TreeGroupRoot)) { factor = new Vector2(0, 0); } else { factor = node.parent.group.ComputeWindFactor(node.parent, node.offset); } float scale = node.GetScale(); // primary (cubic falloff) factor.x += ((offset * offset * offset) * scale * animationPrimary); // secondary (square falloff) factor.y += ((offset * offset) * scale * animationSecondary); return(factor); }
private Vector3 GetFlareWeldAtTime(TreeNode node, float time) { float scale = node.GetScale(); float flareFactor = 0.0f; float spreadFactor = 0.0f; // flares if (flareHeight > 0.001f) { float flareDist = ((1.0f - time) - (1.0f - flareHeight)) / flareHeight; flareFactor = Mathf.Pow(Mathf.Clamp01(flareDist), 1.5f) * scale; } // weld spread top/bottom if (weldHeight > 0.001f) { float spreadDist = ((1.0f - time) - (1.0f - weldHeight)) / weldHeight; spreadFactor = Mathf.Pow(Mathf.Clamp01(spreadDist), 1.5f) * scale; } return(new Vector3(flareFactor * flareSize, spreadFactor * weldSpreadTop * spreadMul, spreadFactor * weldSpreadBottom * spreadMul)); }
private Vector3 GetFlareWeldAtTime(TreeNode node, float time) { float scale = node.GetScale(); float num = 0f; float num2 = 0f; if (this.flareHeight > 0.001f) { float value = (1f - time - (1f - this.flareHeight)) / this.flareHeight; num = Mathf.Pow(Mathf.Clamp01(value), 1.5f) * scale; } if (this.weldHeight > 0.001f) { float value2 = (1f - time - (1f - this.weldHeight)) / this.weldHeight; num2 = Mathf.Pow(Mathf.Clamp01(value2), 1.5f) * scale; } return new Vector3(num * this.flareSize, num2 * this.weldSpreadTop * TreeGroupBranch.spreadMul, num2 * this.weldSpreadBottom * TreeGroupBranch.spreadMul); }
private void UpdateNodeMesh(TreeNode node, List<TreeMaterial> materials, List<TreeVertex> verts, List<TreeTriangle> tris, List<TreeAOSphere> aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity) { node.triStart = tris.Count; node.triEnd = tris.Count; node.vertStart = verts.Count; node.vertEnd = verts.Count; if (node.visible && base.visible) { int count = verts.Count; float approximateLength = node.spline.GetApproximateLength(); List<RingLoop> list = new List<RingLoop>(); float num3 = Mathf.Clamp01(adaptiveQuality * this.lodQualityMultiplier); List<float> list2 = TreeData.GetAdaptiveSamples(this, node, num3); int adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(this.radius, num3); TreeGroupBranch parentGroup = null; if ((base.parentGroup != null) && (base.parentGroup.GetType() == typeof(TreeGroupBranch))) { parentGroup = (TreeGroupBranch) base.parentGroup; } if ((this.geometryMode == GeometryMode.BranchFrond) || (this.geometryMode == GeometryMode.Branch)) { int materialIndex = TreeGroup.GetMaterialIndex(this.materialBranch, materials, true); float bOffset = 0f; float num7 = 0f; float num8 = approximateLength / ((this.GetRadiusAtTime(node, 0f, false) * 3.141593f) * 2f); bool flag = true; if ((node.parent != null) && (parentGroup != null)) { num7 = node.offset * node.parent.spline.GetApproximateLength(); } float num9 = 1f - node.capRange; for (int i = 0; i < list2.Count; i++) { float timeParam = list2[i]; Vector3 positionAtTime = node.spline.GetPositionAtTime(timeParam); Quaternion rotationAtTime = node.spline.GetRotationAtTime(timeParam); float r = this.GetRadiusAtTime(node, timeParam, false); Matrix4x4 m = node.matrix * Matrix4x4.TRS(positionAtTime, rotationAtTime, new Vector3(1f, 1f, 1f)); Vector3 flareWeldAtTime = this.GetFlareWeldAtTime(node, timeParam); float num13 = Mathf.Max(flareWeldAtTime.x, Mathf.Max(flareWeldAtTime.y, flareWeldAtTime.z) * 0.25f); if (timeParam <= num9) { adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(r + num13, num3); } if (flag) { if (i > 0) { float t = list2[i - 1]; float num15 = timeParam - t; float num16 = (r + this.GetRadiusAtTime(node, t, false)) * 0.5f; bOffset += (num15 * approximateLength) / ((num16 * 3.141593f) * 2f); } } else { bOffset = num7 + (timeParam * num8); } Vector2 vector3 = base.ComputeWindFactor(node, timeParam); RingLoop item = new RingLoop(); item.Reset(r, m, bOffset, adaptiveRadialSegments); item.SetSurfaceAngle(node.GetSurfaceAngleAtTime(timeParam)); item.SetAnimationProperties(vector3.x, vector3.y, 0f, node.animSeed); item.SetSpread(flareWeldAtTime.y, flareWeldAtTime.z); item.SetNoise(this.noise * Mathf.Clamp01(this.noiseCurve.Evaluate(timeParam)), this.noiseScaleU * 10f, this.noiseScaleV * 10f); item.SetFlares(flareWeldAtTime.x, this.flareNoise * 10f); int num17 = verts.Count; item.BuildVertices(verts); int num18 = verts.Count; if ((buildFlags & 2) != 0) { float weldHeight = this.weldHeight; float num20 = Mathf.Pow(Mathf.Clamp01(((1f - timeParam) - (1f - this.weldHeight)) / this.weldHeight), 1.5f); float num21 = 1f - num20; if ((timeParam < weldHeight) && ((node.parent != null) && (node.parent.spline != null))) { Ray ray = new Ray(); for (int k = num17; k < num18; k++) { ray.origin = verts[k].pos; ray.direction = m.MultiplyVector(-Vector3.up); Vector3 pos = verts[k].pos; Vector3 nor = verts[k].nor; float num23 = -10000f; float num24 = 100000f; for (int n = node.parent.triStart; n < node.parent.triEnd; n++) { object obj2 = MathUtils.IntersectRayTriangle(ray, verts[tris[n].v[0]].pos, verts[tris[n].v[1]].pos, verts[tris[n].v[2]].pos, true); if (obj2 != null) { RaycastHit hit = (RaycastHit) obj2; if ((Mathf.Abs(hit.distance) < num24) && (hit.distance > num23)) { num24 = Mathf.Abs(hit.distance); verts[k].nor = (Vector3) (((verts[tris[n].v[0]].nor * hit.barycentricCoordinate.x) + (verts[tris[n].v[1]].nor * hit.barycentricCoordinate.y)) + (verts[tris[n].v[2]].nor * hit.barycentricCoordinate.z)); verts[k].nor = (Vector3) ((verts[k].nor * num20) + (nor * num21)); verts[k].pos = (Vector3) ((hit.point * num20) + (pos * num21)); } } } } } } list.Add(item); if ((timeParam == 1f) && (item.radius > 0.005f)) { RingLoop loop2 = item.Clone(); loop2.radius = 0f; loop2.baseOffset += r / 6.283185f; loop2.BuildVertices(verts); list.Add(loop2); } } if (((list.Count > 0) && (list[list.Count - 1].radius > 0.025f)) && (node.breakOffset < 1f)) { float mappingScale = 1f / ((this.radius * 3.141593f) * 2f); float sphereFactor = 0f; float noise = 1f; int mappingMode = 0; Material materialBranch = this.materialBranch; if (this.materialBreak != null) { materialBranch = this.materialBreak; } int num30 = TreeGroup.GetMaterialIndex(materialBranch, materials, false); list[list.Count - 1].Cap(sphereFactor, noise, mappingMode, mappingScale, verts, tris, num30); } node.triStart = tris.Count; for (int j = 0; j < (list.Count - 1); j++) { list[j].Connect(list[j + 1], tris, materialIndex, false, false); } node.triEnd = tris.Count; list.Clear(); } float num32 = Mathf.Min(this.frondRange.x, this.frondRange.y); float num33 = Mathf.Max(this.frondRange.x, this.frondRange.y); float num34 = num32; float num35 = num33; num32 = Mathf.Clamp(num32, 0f, node.breakOffset); num33 = Mathf.Clamp(num33, 0f, node.breakOffset); if (((this.geometryMode == GeometryMode.BranchFrond) || (this.geometryMode == GeometryMode.Frond)) && ((this.frondCount > 0) && (num32 != num33))) { bool flag2 = true; bool flag3 = true; for (int num36 = 0; num36 < list2.Count; num36++) { float num37 = list2[num36]; if (num37 < num32) { list2.RemoveAt(num36); num36--; } else if (num37 == num32) { flag2 = false; } else if (num37 == num33) { flag3 = false; } else if (num37 > num33) { list2.RemoveAt(num36); num36--; } } if (flag2) { list2.Insert(0, num32); } if (flag3) { list2.Add(num33); } int material = TreeGroup.GetMaterialIndex(this.materialFrond, materials, false); float num39 = 1f - node.capRange; for (int num40 = 0; num40 < this.frondCount; num40++) { float num41 = (this.frondCrease * 90f) * 0.01745329f; float num42 = (((this.frondRotation * 360f) + ((num40 * 180f) / ((float) this.frondCount))) - 90f) * 0.01745329f; float f = -num42 - num41; float num44 = num42 - num41; Vector3 vector9 = new Vector3(Mathf.Sin(f), 0f, Mathf.Cos(f)); Vector3 v = new Vector3(vector9.z, 0f, -vector9.x); Vector3 vector11 = new Vector3(Mathf.Sin(num44), 0f, -Mathf.Cos(num44)); Vector3 vector12 = new Vector3(-vector11.z, 0f, vector11.x); for (int num45 = 0; num45 < list2.Count; num45++) { float num46 = list2[num45]; float y = (num46 - num34) / (num35 - num34); float num48 = num46; if (num46 > num39) { num48 = num39; float num49 = Mathf.Acos(Mathf.Clamp01((num46 - num39) / node.capRange)); float num50 = Mathf.Sin(num49); float num51 = Mathf.Cos(num49) * this.capSmoothing; vector9 = new Vector3(Mathf.Sin(f) * num50, num51, Mathf.Cos(f) * num50); v = new Vector3(vector9.z, vector9.y, -vector9.x); vector11 = new Vector3(Mathf.Sin(num44) * num50, num51, -Mathf.Cos(num44) * num50); vector12 = new Vector3(-vector11.z, vector11.y, vector11.x); } Vector3 vector13 = new Vector3(0f, 0f, -1f); Vector3 vector14 = node.spline.GetPositionAtTime(num48); Quaternion q = node.spline.GetRotationAtTime(num46); float num52 = (Mathf.Clamp01(this.frondCurve.Evaluate(num46)) * this.frondWidth) * node.GetScale(); Matrix4x4 matrixx2 = node.matrix * Matrix4x4.TRS(vector14, q, new Vector3(1f, 1f, 1f)); if (TreeGroup.GenerateDoubleSidedGeometry) { for (float num53 = -1f; num53 < 2f; num53 += 2f) { TreeVertex vertex = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3) (vector9 * num52)), nor = matrixx2.MultiplyVector((Vector3) (v * num53)).normalized }; vertex.tangent = TreeGroup.CreateTangent(node, q, vertex.nor); vertex.tangent.w = -num53; vertex.uv0 = new Vector2(1f, y); TreeVertex vertex2 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector((Vector3) (vector13 * num53)).normalized }; vertex2.tangent = TreeGroup.CreateTangent(node, q, vertex2.nor); vertex2.tangent.w = -num53; vertex2.uv0 = new Vector2(0.5f, y); TreeVertex vertex3 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector((Vector3) (vector13 * num53)).normalized }; vertex3.tangent = TreeGroup.CreateTangent(node, q, vertex3.nor); vertex3.tangent.w = -num53; vertex3.uv0 = new Vector2(0.5f, y); TreeVertex vertex4 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3) (vector11 * num52)), nor = matrixx2.MultiplyVector((Vector3) (vector12 * num53)).normalized }; vertex4.tangent = TreeGroup.CreateTangent(node, q, vertex4.nor); vertex4.tangent.w = -num53; vertex4.uv0 = new Vector2(0f, y); Vector2 vector19 = base.ComputeWindFactor(node, num46); vertex.SetAnimationProperties(vector19.x, vector19.y, base.animationEdge, node.animSeed); vertex2.SetAnimationProperties(vector19.x, vector19.y, 0f, node.animSeed); vertex3.SetAnimationProperties(vector19.x, vector19.y, 0f, node.animSeed); vertex4.SetAnimationProperties(vector19.x, vector19.y, base.animationEdge, node.animSeed); verts.Add(vertex); verts.Add(vertex2); verts.Add(vertex3); verts.Add(vertex4); } if (num45 > 0) { int num54 = verts.Count; TreeTriangle triangle = new TreeTriangle(material, num54 - 4, num54 - 3, num54 - 11); TreeTriangle triangle2 = new TreeTriangle(material, num54 - 4, num54 - 11, num54 - 12); triangle.flip(); triangle2.flip(); TreeTriangle triangle3 = new TreeTriangle(material, num54 - 8, num54 - 7, num54 - 15); TreeTriangle triangle4 = new TreeTriangle(material, num54 - 8, num54 - 15, num54 - 0x10); tris.Add(triangle); tris.Add(triangle2); tris.Add(triangle3); tris.Add(triangle4); TreeTriangle triangle5 = new TreeTriangle(material, num54 - 2, num54 - 9, num54 - 1); TreeTriangle triangle6 = new TreeTriangle(material, num54 - 2, num54 - 10, num54 - 9); TreeTriangle triangle7 = new TreeTriangle(material, num54 - 6, num54 - 13, num54 - 5); TreeTriangle triangle8 = new TreeTriangle(material, num54 - 6, num54 - 14, num54 - 13); triangle7.flip(); triangle8.flip(); tris.Add(triangle5); tris.Add(triangle6); tris.Add(triangle7); tris.Add(triangle8); } } else { TreeVertex vertex5 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3) (vector9 * num52)), nor = matrixx2.MultiplyVector(v).normalized, uv0 = new Vector2(0f, y) }; TreeVertex vertex6 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector(Vector3.back).normalized, uv0 = new Vector2(0.5f, y) }; TreeVertex vertex7 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3) (vector11 * num52)), nor = matrixx2.MultiplyVector(vector12).normalized, uv0 = new Vector2(1f, y) }; Vector2 vector23 = base.ComputeWindFactor(node, num46); vertex5.SetAnimationProperties(vector23.x, vector23.y, base.animationEdge, node.animSeed); vertex6.SetAnimationProperties(vector23.x, vector23.y, 0f, node.animSeed); vertex7.SetAnimationProperties(vector23.x, vector23.y, base.animationEdge, node.animSeed); verts.Add(vertex5); verts.Add(vertex6); verts.Add(vertex7); if (num45 > 0) { int num55 = verts.Count; TreeTriangle triangle9 = new TreeTriangle(material, num55 - 2, num55 - 3, num55 - 6); TreeTriangle triangle10 = new TreeTriangle(material, num55 - 2, num55 - 6, num55 - 5); tris.Add(triangle9); tris.Add(triangle10); TreeTriangle triangle11 = new TreeTriangle(material, num55 - 2, num55 - 4, num55 - 1); TreeTriangle triangle12 = new TreeTriangle(material, num55 - 2, num55 - 5, num55 - 4); tris.Add(triangle11); tris.Add(triangle12); } } } } } if ((buildFlags & 1) != 0) { for (int num56 = count; num56 < verts.Count; num56++) { verts[num56].SetAmbientOcclusion(TreeGroup.ComputeAmbientOcclusion(verts[num56].pos, verts[num56].nor, aoSpheres, aoDensity)); } } node.vertEnd = verts.Count; } }
public void UpdateSpline(TreeNode node) { if (base.lockFlags == 0) { UnityEngine.Random.InitState(node.seed); if (node.spline == null) { TreeSpline spline = new TreeSpline(); node.spline = spline; } float num = this.height.y * node.GetScale(); float num2 = 1f; int num3 = (int) Mathf.Round(num / num2); float num4 = 0f; Quaternion identity = Quaternion.identity; Vector3 pos = new Vector3(0f, 0f, 0f); Matrix4x4 matrixx2 = node.matrix * base.GetRootMatrix(); Matrix4x4 inverse = matrixx2.inverse; Quaternion b = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(0f, node.angle, 0f); Quaternion quaternion3 = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(-180f, node.angle, 0f); node.spline.Reset(); node.spline.AddPoint(pos, 0f); for (int i = 0; i < num3; i++) { float y = num2; if (i == (num3 - 1)) { y = num - num4; } num4 += y; float time = num4 / num; float num8 = Mathf.Clamp(this.seekCurve.Evaluate(time), -1f, 1f); float t = Mathf.Clamp01(num8) * this.seekBlend; float num10 = Mathf.Clamp01(-num8) * this.seekBlend; identity = Quaternion.Slerp(Quaternion.Slerp(identity, b, t), quaternion3, num10); float num11 = this.crinklyness * Mathf.Clamp01(this.crinkCurve.Evaluate(time)); Quaternion quaternion4 = Quaternion.Euler(new Vector3(180f * (UnityEngine.Random.value - 0.5f), node.angle, 180f * (UnityEngine.Random.value - 0.5f))); identity = Quaternion.Slerp(identity, quaternion4, num11); pos += identity * new Vector3(0f, y, 0f); node.spline.AddPoint(pos, time); } node.spline.UpdateTime(); node.spline.UpdateRotations(); } }
public Vector2 ComputeWindFactor(TreeNode node, float offset) { Vector2 vector; if (node.group.parentGroup.GetType() == typeof(TreeGroupRoot)) { vector = new Vector2(0f, 0f); } else { vector = node.parent.group.ComputeWindFactor(node.parent, node.offset); } float scale = node.GetScale(); vector.x += (((offset * offset) * offset) * scale) * this.animationPrimary; vector.y += ((offset * offset) * scale) * this.animationSecondary; return vector; }
private Vector3 GetFlareWeldAtTime(TreeNode node, float time) { float scale = node.GetScale(); float num2 = 0f; float num3 = 0f; if (this.flareHeight > 0.001f) { float num4 = ((1f - time) - (1f - this.flareHeight)) / this.flareHeight; num2 = Mathf.Pow(Mathf.Clamp01(num4), 1.5f) * scale; } if (this.weldHeight > 0.001f) { float num5 = ((1f - time) - (1f - this.weldHeight)) / this.weldHeight; num3 = Mathf.Pow(Mathf.Clamp01(num5), 1.5f) * scale; } return new Vector3(num2 * this.flareSize, (num3 * this.weldSpreadTop) * spreadMul, (num3 * this.weldSpreadBottom) * spreadMul); }
private void UpdateNodeMesh(TreeNode node, List <TreeMaterial> materials, List <TreeVertex> verts, List <TreeTriangle> tris, List <TreeAOSphere> aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity) { // Clear tri range node.triStart = tris.Count; node.triEnd = tris.Count; node.vertStart = verts.Count; node.vertEnd = verts.Count; // Check for visibility if (!node.visible || !visible) { return; } Profiler.BeginSample("TreeGroupBranch.UpdateNodeMesh"); int vertOffset = verts.Count; float totalHeight = node.spline.GetApproximateLength();// *node.GetScale(); //height * node.GetScale(); // list to hold the ring loops List <RingLoop> ringloops = new List <RingLoop>(); // Modify LOD to fit local settings float lodQuality = Mathf.Clamp01(adaptiveQuality * lodQualityMultiplier); // LOD settings List <float> heightSamples = TreeData.GetAdaptiveSamples(this, node, lodQuality); int radialSamples = TreeData.GetAdaptiveRadialSegments(radius, lodQuality); // // Parent branch group if any.. TreeGroupBranch parentBranchGroup = null; if ((parentGroup != null) && (parentGroup.GetType() == typeof(TreeGroupBranch))) { parentBranchGroup = (TreeGroupBranch)parentGroup; } if ((geometryMode == GeometryMode.BranchFrond) || (geometryMode == GeometryMode.Branch)) { int materialIndex = GetMaterialIndex(materialBranch, materials, true); float uvOffset = 0.0f; float uvBaseOffset = 0.0f; float uvStep = totalHeight / (GetRadiusAtTime(node, 0.0f, false) * Mathf.PI * 2.0f); bool uvAdapt = true; if (node.parent != null && parentBranchGroup != null) { uvBaseOffset = node.offset * node.parent.spline.GetApproximateLength(); } float capStart = 1.0f - node.capRange; for (int i = 0; i < heightSamples.Count; i++) { float t = heightSamples[i]; Vector3 pos = node.spline.GetPositionAtTime(t); Quaternion rot = node.spline.GetRotationAtTime(t); float rad = GetRadiusAtTime(node, t, false); Matrix4x4 m = node.matrix * Matrix4x4.TRS(pos, rot, new Vector3(1, 1, 1)); // total offset for wind animation //float totalOffset = (totalOffsetBase + t); // flare / weld spreading Vector3 flareWeldSpread = GetFlareWeldAtTime(node, t); // Do adaptive LOD for ringloops float radModify = Mathf.Max(flareWeldSpread.x, Mathf.Max(flareWeldSpread.y, flareWeldSpread.z) * 0.25f); // keep the same number of vertices per ring for the cap.. to give a nicer result if (t <= capStart) { radialSamples = TreeData.GetAdaptiveRadialSegments(rad + radModify, lodQuality); } // uv offset.. if (uvAdapt) { if (i > 0) { float preT = heightSamples[i - 1]; float uvDelta = t - preT; float uvRad = (rad + GetRadiusAtTime(node, preT, false)) * 0.5f; uvOffset += (uvDelta * totalHeight) / (uvRad * Mathf.PI * 2.0f); } } else { uvOffset = uvBaseOffset + (t * uvStep); } // wind Vector2 windFactors = ComputeWindFactor(node, t); RingLoop r = new RingLoop(); r.Reset(rad, m, uvOffset, radialSamples); r.SetSurfaceAngle(node.GetSurfaceAngleAtTime(t)); r.SetAnimationProperties(windFactors.x, windFactors.y, 0.0f, node.animSeed); r.SetSpread(flareWeldSpread.y, flareWeldSpread.z); r.SetNoise(noise * Mathf.Clamp01(noiseCurve.Evaluate(t)), noiseScaleU * 10.0f, noiseScaleV * 10.0f); r.SetFlares(flareWeldSpread.x, flareNoise * 10.0f); int vertStart = verts.Count; r.BuildVertices(verts); int vertEnd = verts.Count; if ((buildFlags & (int)BuildFlag.BuildWeldParts) != 0) { float projectionRange = weldHeight; float projectionBlend = Mathf.Pow(Mathf.Clamp01(((1.0f - t) - (1.0f - weldHeight)) / weldHeight), 1.5f); float invProjectionBlend = 1.0f - projectionBlend; if (t < projectionRange) { if ((node.parent != null) && (node.parent.spline != null)) { Ray ray = new Ray(); for (int v = vertStart; v < vertEnd; v++) { ray.origin = verts[v].pos; ray.direction = m.MultiplyVector(-Vector3.up); Vector3 origPos = verts[v].pos; Vector3 origNor = verts[v].nor; float minDist = -10000.0f; float maxDist = 100000.0f; // project vertices onto parent for (int tri = node.parent.triStart; tri < node.parent.triEnd; tri++) { object hit = MathUtils.IntersectRayTriangle(ray, verts[tris[tri].v[0]].pos, verts[tris[tri].v[1]].pos, verts[tris[tri].v[2]].pos, true); if (hit != null) { RaycastHit rayHit = ((RaycastHit)hit); if ((Mathf.Abs(rayHit.distance) < maxDist) && (rayHit.distance > minDist)) { maxDist = Mathf.Abs(rayHit.distance); verts[v].nor = (verts[tris[tri].v[0]].nor * rayHit.barycentricCoordinate.x) + (verts[tris[tri].v[1]].nor * rayHit.barycentricCoordinate.y) + (verts[tris[tri].v[2]].nor * rayHit.barycentricCoordinate.z); verts[v].nor = (verts[v].nor * projectionBlend) + (origNor * invProjectionBlend); verts[v].pos = (rayHit.point * projectionBlend) + (origPos * invProjectionBlend); } } } } } } } ringloops.Add(r); // make sure we cap the puppy.. if ((t == 1.0f) && (r.radius > 0.005f)) { RingLoop r2 = r.Clone(); r2.radius = 0.0f; r2.baseOffset += rad / (Mathf.PI * 2.0f); r2.BuildVertices(verts); ringloops.Add(r2); } } // Cap // if needed.. if (ringloops.Count > 0) { if (ringloops[ringloops.Count - 1].radius > 0.025f) { if (node.breakOffset < 1.0f) { float mappingScale = 1.0f / (radius * Mathf.PI * 2.0f); float tempCapSpherical = 0.0f; float tempCapNoise = 1.0f; int tempCapMapping = 0; Material tempCapMaterial = materialBranch; if (materialBreak != null) { tempCapMaterial = materialBreak; } int capMaterialIndex = GetMaterialIndex(tempCapMaterial, materials, false); ringloops[ringloops.Count - 1].Cap(tempCapSpherical, tempCapNoise, tempCapMapping, mappingScale, verts, tris, capMaterialIndex); } } } // Build triangles // Debug.Log("MAT INDEX: "+materialIndex); node.triStart = tris.Count; for (int i = 0; i < (ringloops.Count - 1); i++) { ringloops[i].Connect(ringloops[i + 1], tris, materialIndex, false, false); } node.triEnd = tris.Count; ringloops.Clear(); } // Build fronds float frondMin = Mathf.Min(frondRange.x, frondRange.y); float frondMax = Mathf.Max(frondRange.x, frondRange.y); // Mapping range.. may be different from min/max if broken.. float frondMappingMin = frondMin; float frondMappingMax = frondMax; // Include breaking frondMin = Mathf.Clamp(frondMin, 0.0f, node.breakOffset); frondMax = Mathf.Clamp(frondMax, 0.0f, node.breakOffset); if ((geometryMode == GeometryMode.BranchFrond) || (geometryMode == GeometryMode.Frond)) { if ((frondCount > 0) && (frondMin != frondMax)) { bool needStartPoint = true; bool needEndPoint = true; for (int i = 0; i < heightSamples.Count; i++) { float t = heightSamples[i]; if (t < frondMin) { heightSamples.RemoveAt(i); i--; } else if (t == frondMin) { needStartPoint = false; } else if (t == frondMax) { needEndPoint = false; } else if (t > frondMax) { heightSamples.RemoveAt(i); i--; } } if (needStartPoint) { heightSamples.Insert(0, frondMin); } if (needEndPoint) { heightSamples.Add(frondMax); } int frondMaterialIndex = GetMaterialIndex(materialFrond, materials, false); float capStart = 1.0f - node.capRange; //float capRadius = GetRadiusAtTime(capStart); for (int j = 0; j < frondCount; j++) { float crease = (frondCrease * 90.0f) * Mathf.Deg2Rad; float angle = ((frondRotation * 360.0f) + (((float)j * 180.0f) / frondCount) - 90.0f) * Mathf.Deg2Rad; float angleA = -angle - crease; float angleB = angle - crease; Vector3 directionA = new Vector3(Mathf.Sin(angleA), 0.0f, Mathf.Cos(angleA)); Vector3 normalA = new Vector3(directionA.z, 0.0f, -directionA.x); Vector3 directionB = new Vector3(Mathf.Sin(angleB), 0.0f, -Mathf.Cos(angleB)); Vector3 normalB = new Vector3(-directionB.z, 0.0f, directionB.x); //float totalOffsetBase = GetTotalOffset(); for (int i = 0; i < heightSamples.Count; i++) { float t = heightSamples[i]; float v = (t - frondMappingMin) / (frondMappingMax - frondMappingMin); // handle soft capping.. float t2 = t; if (t > capStart) { t2 = capStart; float capAngle = Mathf.Acos(Mathf.Clamp01((t - capStart) / node.capRange)); float sinCapAngle = Mathf.Sin(capAngle); float cosCapAngle = Mathf.Cos(capAngle) * capSmoothing; directionA = new Vector3(Mathf.Sin(angleA) * sinCapAngle, cosCapAngle, Mathf.Cos(angleA) * sinCapAngle); normalA = new Vector3(directionA.z, directionA.y, -directionA.x); directionB = new Vector3(Mathf.Sin(angleB) * sinCapAngle, cosCapAngle, -Mathf.Cos(angleB) * sinCapAngle); normalB = new Vector3(-directionB.z, directionB.y, directionB.x); } Vector3 normalMid = new Vector3(0, 0, -1); Vector3 pos = node.spline.GetPositionAtTime(t2); Quaternion rot = node.spline.GetRotationAtTime(t); float rad = (Mathf.Clamp01(frondCurve.Evaluate(t)) * frondWidth * node.GetScale()); Matrix4x4 m = node.matrix * Matrix4x4.TRS(pos, rot, new Vector3(1, 1, 1)); if (GenerateDoubleSidedGeometry) { // Generate double sided geometry to compensate for lack of VFACE shader semantic // Twice the poly count // Split vertices along back seam, to avoid bent normals.. 8 verts instead of 3 for (float side = -1; side < 2; side += 2) { TreeVertex v0 = new TreeVertex(); v0.pos = m.MultiplyPoint(directionA * rad); v0.nor = m.MultiplyVector(normalA * side).normalized; v0.tangent = CreateTangent(node, rot, v0.nor); v0.tangent.w = -side; v0.uv0 = new Vector2(1.0f, v); TreeVertex v1 = new TreeVertex(); v1.pos = m.MultiplyPoint(Vector3.zero); v1.nor = m.MultiplyVector(normalMid * side).normalized; v1.tangent = CreateTangent(node, rot, v1.nor); v1.tangent.w = -side; v1.uv0 = new Vector2(0.5f, v); TreeVertex v2 = new TreeVertex(); v2.pos = m.MultiplyPoint(Vector3.zero); v2.nor = m.MultiplyVector(normalMid * side).normalized; v2.tangent = CreateTangent(node, rot, v2.nor); v2.tangent.w = -side; v2.uv0 = new Vector2(0.5f, v); TreeVertex v3 = new TreeVertex(); v3.pos = m.MultiplyPoint(directionB * rad); v3.nor = m.MultiplyVector(normalB * side).normalized; v3.tangent = CreateTangent(node, rot, v3.nor); v3.tangent.w = -side; v3.uv0 = new Vector2(0.0f, v); // Animation properties.. Vector2 windFactors = ComputeWindFactor(node, t); v0.SetAnimationProperties(windFactors.x, windFactors.y, animationEdge, node.animSeed); v1.SetAnimationProperties(windFactors.x, windFactors.y, 0.0f, node.animSeed); // no edge flutter for center vertex v2.SetAnimationProperties(windFactors.x, windFactors.y, 0.0f, node.animSeed); // no edge flutter for center vertex v3.SetAnimationProperties(windFactors.x, windFactors.y, animationEdge, node.animSeed); verts.Add(v0); verts.Add(v1); verts.Add(v2); verts.Add(v3); } if (i > 0) { int voffset = verts.Count; // // theoretical left side :) // // back TreeTriangle tri0 = new TreeTriangle(frondMaterialIndex, voffset - 4, voffset - 3, voffset - 11); TreeTriangle tri1 = new TreeTriangle(frondMaterialIndex, voffset - 4, voffset - 11, voffset - 12); tri0.flip(); tri1.flip(); // front TreeTriangle tri2 = new TreeTriangle(frondMaterialIndex, voffset - 8, voffset - 7, voffset - 15); TreeTriangle tri3 = new TreeTriangle(frondMaterialIndex, voffset - 8, voffset - 15, voffset - 16); tris.Add(tri0); tris.Add(tri1); tris.Add(tri2); tris.Add(tri3); // // theoretical right side :) // // front TreeTriangle tri4 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 9, voffset - 1); TreeTriangle tri5 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 10, voffset - 9); // back TreeTriangle tri6 = new TreeTriangle(frondMaterialIndex, voffset - 6, voffset - 13, voffset - 5); TreeTriangle tri7 = new TreeTriangle(frondMaterialIndex, voffset - 6, voffset - 14, voffset - 13); tri6.flip(); tri7.flip(); tris.Add(tri4); tris.Add(tri5); tris.Add(tri6); tris.Add(tri7); } } else { // Single sided geometry .. we'll keep this for later TreeVertex v0 = new TreeVertex(); v0.pos = m.MultiplyPoint(directionA * rad); v0.nor = m.MultiplyVector(normalA).normalized; v0.uv0 = new Vector2(0.0f, v); TreeVertex v1 = new TreeVertex(); v1.pos = m.MultiplyPoint(Vector3.zero); v1.nor = m.MultiplyVector(Vector3.back).normalized; v1.uv0 = new Vector2(0.5f, v); TreeVertex v2 = new TreeVertex(); v2.pos = m.MultiplyPoint(directionB * rad); v2.nor = m.MultiplyVector(normalB).normalized; v2.uv0 = new Vector2(1.0f, v); // Animation properties.. Vector2 windFactors = ComputeWindFactor(node, t); v0.SetAnimationProperties(windFactors.x, windFactors.y, animationEdge, node.animSeed); v1.SetAnimationProperties(windFactors.x, windFactors.y, 0.0f, node.animSeed); // no edge flutter for center vertex v2.SetAnimationProperties(windFactors.x, windFactors.y, animationEdge, node.animSeed); verts.Add(v0); verts.Add(v1); verts.Add(v2); if (i > 0) { int voffset = verts.Count; TreeTriangle tri0 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 3, voffset - 6); TreeTriangle tri1 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 6, voffset - 5); tris.Add(tri0); tris.Add(tri1); TreeTriangle tri2 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 4, voffset - 1); TreeTriangle tri3 = new TreeTriangle(frondMaterialIndex, voffset - 2, voffset - 5, voffset - 4); tris.Add(tri2); tris.Add(tri3); } } } } } } // compute ambient occlusion.. if ((buildFlags & (int)BuildFlag.BuildAmbientOcclusion) != 0) { for (int i = vertOffset; i < verts.Count; i++) { verts[i].SetAmbientOcclusion(ComputeAmbientOcclusion(verts[i].pos, verts[i].nor, aoSpheres, aoDensity)); } } node.vertEnd = verts.Count; Profiler.EndSample(); // TreeGroupBranch.UpdateNodeMesh }
private void UpdateNodeMesh(TreeNode node, List <TreeMaterial> materials, List <TreeVertex> verts, List <TreeTriangle> tris, List <TreeAOSphere> aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity) { node.triStart = tris.Count; node.triEnd = tris.Count; node.vertStart = verts.Count; node.vertEnd = verts.Count; if (!node.visible || !this.visible) { return; } Profiler.BeginSample("TreeGroupBranch.UpdateNodeMesh"); int count = verts.Count; float approximateLength = node.spline.GetApproximateLength(); List <RingLoop> list = new List <RingLoop>(); float adaptiveQuality2 = Mathf.Clamp01(adaptiveQuality * this.lodQualityMultiplier); List <float> adaptiveSamples = TreeData.GetAdaptiveSamples(this, node, adaptiveQuality2); int adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(this.radius, adaptiveQuality2); TreeGroupBranch treeGroupBranch = null; if (this.parentGroup != null && this.parentGroup.GetType() == typeof(TreeGroupBranch)) { treeGroupBranch = (TreeGroupBranch)this.parentGroup; } if (this.geometryMode == TreeGroupBranch.GeometryMode.BranchFrond || this.geometryMode == TreeGroupBranch.GeometryMode.Branch) { int materialIndex = TreeGroup.GetMaterialIndex(this.materialBranch, materials, true); float num = 0f; float num2 = 0f; float num3 = approximateLength / (this.GetRadiusAtTime(node, 0f, false) * 3.14159274f * 2f); bool flag = true; if (node.parent != null && treeGroupBranch != null) { num2 = node.offset * node.parent.spline.GetApproximateLength(); } float num4 = 1f - node.capRange; for (int i = 0; i < adaptiveSamples.Count; i++) { float num5 = adaptiveSamples[i]; Vector3 positionAtTime = node.spline.GetPositionAtTime(num5); Quaternion rotationAtTime = node.spline.GetRotationAtTime(num5); float radiusAtTime = this.GetRadiusAtTime(node, num5, false); Matrix4x4 m = node.matrix * Matrix4x4.TRS(positionAtTime, rotationAtTime, new Vector3(1f, 1f, 1f)); Vector3 flareWeldAtTime = this.GetFlareWeldAtTime(node, num5); float num6 = Mathf.Max(flareWeldAtTime.x, Mathf.Max(flareWeldAtTime.y, flareWeldAtTime.z) * 0.25f); if (num5 <= num4) { adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(radiusAtTime + num6, adaptiveQuality2); } if (flag) { if (i > 0) { float num7 = adaptiveSamples[i - 1]; float num8 = num5 - num7; float num9 = (radiusAtTime + this.GetRadiusAtTime(node, num7, false)) * 0.5f; num += num8 * approximateLength / (num9 * 3.14159274f * 2f); } } else { num = num2 + num5 * num3; } Vector2 vector = base.ComputeWindFactor(node, num5); RingLoop ringLoop = new RingLoop(); ringLoop.Reset(radiusAtTime, m, num, adaptiveRadialSegments); ringLoop.SetSurfaceAngle(node.GetSurfaceAngleAtTime(num5)); ringLoop.SetAnimationProperties(vector.x, vector.y, 0f, node.animSeed); ringLoop.SetSpread(flareWeldAtTime.y, flareWeldAtTime.z); ringLoop.SetNoise(this.noise * Mathf.Clamp01(this.noiseCurve.Evaluate(num5)), this.noiseScaleU * 10f, this.noiseScaleV * 10f); ringLoop.SetFlares(flareWeldAtTime.x, this.flareNoise * 10f); int count2 = verts.Count; ringLoop.BuildVertices(verts); int count3 = verts.Count; if ((buildFlags & 2) != 0) { float num10 = this.weldHeight; float num11 = Mathf.Pow(Mathf.Clamp01((1f - num5 - (1f - this.weldHeight)) / this.weldHeight), 1.5f); float d = 1f - num11; if (num5 < num10 && node.parent != null && node.parent.spline != null) { Ray ray = default(Ray); for (int j = count2; j < count3; j++) { ray.origin = verts[j].pos; ray.direction = m.MultiplyVector(-Vector3.up); Vector3 pos = verts[j].pos; Vector3 nor = verts[j].nor; float num12 = -10000f; float num13 = 100000f; for (int k = node.parent.triStart; k < node.parent.triEnd; k++) { object obj = MathUtils.IntersectRayTriangle(ray, verts[tris[k].v[0]].pos, verts[tris[k].v[1]].pos, verts[tris[k].v[2]].pos, true); if (obj != null) { RaycastHit raycastHit = (RaycastHit)obj; if (Mathf.Abs(raycastHit.distance) < num13 && raycastHit.distance > num12) { num13 = Mathf.Abs(raycastHit.distance); verts[j].nor = verts[tris[k].v[0]].nor * raycastHit.barycentricCoordinate.x + verts[tris[k].v[1]].nor * raycastHit.barycentricCoordinate.y + verts[tris[k].v[2]].nor * raycastHit.barycentricCoordinate.z; verts[j].nor = verts[j].nor * num11 + nor * d; verts[j].pos = raycastHit.point * num11 + pos * d; } } } } } } list.Add(ringLoop); if (num5 == 1f && ringLoop.radius > 0.005f) { RingLoop ringLoop2 = ringLoop.Clone(); ringLoop2.radius = 0f; ringLoop2.baseOffset += radiusAtTime / 6.28318548f; ringLoop2.BuildVertices(verts); list.Add(ringLoop2); } } if (list.Count > 0 && list[list.Count - 1].radius > 0.025f && node.breakOffset < 1f) { float mappingScale = 1f / (this.radius * 3.14159274f * 2f); float sphereFactor = 0f; float num14 = 1f; int mappingMode = 0; Material m2 = this.materialBranch; if (this.materialBreak != null) { m2 = this.materialBreak; } int materialIndex2 = TreeGroup.GetMaterialIndex(m2, materials, false); list[list.Count - 1].Cap(sphereFactor, num14, mappingMode, mappingScale, verts, tris, materialIndex2); } node.triStart = tris.Count; for (int l = 0; l < list.Count - 1; l++) { list[l].Connect(list[l + 1], tris, materialIndex, false, false); } node.triEnd = tris.Count; list.Clear(); } float num15 = Mathf.Min(this.frondRange.x, this.frondRange.y); float num16 = Mathf.Max(this.frondRange.x, this.frondRange.y); float num17 = num15; float num18 = num16; num15 = Mathf.Clamp(num15, 0f, node.breakOffset); num16 = Mathf.Clamp(num16, 0f, node.breakOffset); if ((this.geometryMode == TreeGroupBranch.GeometryMode.BranchFrond || this.geometryMode == TreeGroupBranch.GeometryMode.Frond) && this.frondCount > 0 && num15 != num16) { bool flag2 = true; bool flag3 = true; for (int n = 0; n < adaptiveSamples.Count; n++) { float num19 = adaptiveSamples[n]; if (num19 < num15) { adaptiveSamples.RemoveAt(n); n--; } else { if (num19 == num15) { flag2 = false; } else { if (num19 == num16) { flag3 = false; } else { if (num19 > num16) { adaptiveSamples.RemoveAt(n); n--; } } } } } if (flag2) { adaptiveSamples.Insert(0, num15); } if (flag3) { adaptiveSamples.Add(num16); } int materialIndex3 = TreeGroup.GetMaterialIndex(this.materialFrond, materials, false); float num20 = 1f - node.capRange; for (int num21 = 0; num21 < this.frondCount; num21++) { float num22 = this.frondCrease * 90f * 0.0174532924f; float num23 = (this.frondRotation * 360f + (float)num21 * 180f / (float)this.frondCount - 90f) * 0.0174532924f; float f = -num23 - num22; float f2 = num23 - num22; Vector3 a = new Vector3(Mathf.Sin(f), 0f, Mathf.Cos(f)); Vector3 vector2 = new Vector3(a.z, 0f, -a.x); Vector3 a2 = new Vector3(Mathf.Sin(f2), 0f, -Mathf.Cos(f2)); Vector3 vector3 = new Vector3(-a2.z, 0f, a2.x); for (int num24 = 0; num24 < adaptiveSamples.Count; num24++) { float num25 = adaptiveSamples[num24]; float y = (num25 - num17) / (num18 - num17); float timeParam = num25; if (num25 > num20) { timeParam = num20; float f3 = Mathf.Acos(Mathf.Clamp01((num25 - num20) / node.capRange)); float num26 = Mathf.Sin(f3); float y2 = Mathf.Cos(f3) * this.capSmoothing; a = new Vector3(Mathf.Sin(f) * num26, y2, Mathf.Cos(f) * num26); vector2 = new Vector3(a.z, a.y, -a.x); a2 = new Vector3(Mathf.Sin(f2) * num26, y2, -Mathf.Cos(f2) * num26); vector3 = new Vector3(-a2.z, a2.y, a2.x); } Vector3 a3 = new Vector3(0f, 0f, -1f); Vector3 positionAtTime2 = node.spline.GetPositionAtTime(timeParam); Quaternion rotationAtTime2 = node.spline.GetRotationAtTime(num25); float d2 = Mathf.Clamp01(this.frondCurve.Evaluate(num25)) * this.frondWidth * node.GetScale(); Matrix4x4 matrix4x = node.matrix * Matrix4x4.TRS(positionAtTime2, rotationAtTime2, new Vector3(1f, 1f, 1f)); if (TreeGroup.GenerateDoubleSidedGeometry) { for (float num27 = -1f; num27 < 2f; num27 += 2f) { TreeVertex treeVertex = new TreeVertex(); treeVertex.pos = matrix4x.MultiplyPoint(a * d2); treeVertex.nor = matrix4x.MultiplyVector(vector2 * num27).normalized; treeVertex.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex.nor); treeVertex.tangent.w = -num27; treeVertex.uv0 = new Vector2(1f, y); TreeVertex treeVertex2 = new TreeVertex(); treeVertex2.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex2.nor = matrix4x.MultiplyVector(a3 * num27).normalized; treeVertex2.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex2.nor); treeVertex2.tangent.w = -num27; treeVertex2.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex3 = new TreeVertex(); treeVertex3.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex3.nor = matrix4x.MultiplyVector(a3 * num27).normalized; treeVertex3.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex3.nor); treeVertex3.tangent.w = -num27; treeVertex3.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex4 = new TreeVertex(); treeVertex4.pos = matrix4x.MultiplyPoint(a2 * d2); treeVertex4.nor = matrix4x.MultiplyVector(vector3 * num27).normalized; treeVertex4.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex4.nor); treeVertex4.tangent.w = -num27; treeVertex4.uv0 = new Vector2(0f, y); Vector2 vector4 = base.ComputeWindFactor(node, num25); treeVertex.SetAnimationProperties(vector4.x, vector4.y, this.animationEdge, node.animSeed); treeVertex2.SetAnimationProperties(vector4.x, vector4.y, 0f, node.animSeed); treeVertex3.SetAnimationProperties(vector4.x, vector4.y, 0f, node.animSeed); treeVertex4.SetAnimationProperties(vector4.x, vector4.y, this.animationEdge, node.animSeed); verts.Add(treeVertex); verts.Add(treeVertex2); verts.Add(treeVertex3); verts.Add(treeVertex4); } if (num24 > 0) { int count4 = verts.Count; TreeTriangle treeTriangle = new TreeTriangle(materialIndex3, count4 - 4, count4 - 3, count4 - 11); TreeTriangle treeTriangle2 = new TreeTriangle(materialIndex3, count4 - 4, count4 - 11, count4 - 12); treeTriangle.flip(); treeTriangle2.flip(); TreeTriangle item = new TreeTriangle(materialIndex3, count4 - 8, count4 - 7, count4 - 15); TreeTriangle item2 = new TreeTriangle(materialIndex3, count4 - 8, count4 - 15, count4 - 16); tris.Add(treeTriangle); tris.Add(treeTriangle2); tris.Add(item); tris.Add(item2); TreeTriangle item3 = new TreeTriangle(materialIndex3, count4 - 2, count4 - 9, count4 - 1); TreeTriangle item4 = new TreeTriangle(materialIndex3, count4 - 2, count4 - 10, count4 - 9); TreeTriangle treeTriangle3 = new TreeTriangle(materialIndex3, count4 - 6, count4 - 13, count4 - 5); TreeTriangle treeTriangle4 = new TreeTriangle(materialIndex3, count4 - 6, count4 - 14, count4 - 13); treeTriangle3.flip(); treeTriangle4.flip(); tris.Add(item3); tris.Add(item4); tris.Add(treeTriangle3); tris.Add(treeTriangle4); } } else { TreeVertex treeVertex5 = new TreeVertex(); treeVertex5.pos = matrix4x.MultiplyPoint(a * d2); treeVertex5.nor = matrix4x.MultiplyVector(vector2).normalized; treeVertex5.uv0 = new Vector2(0f, y); TreeVertex treeVertex6 = new TreeVertex(); treeVertex6.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex6.nor = matrix4x.MultiplyVector(Vector3.back).normalized; treeVertex6.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex7 = new TreeVertex(); treeVertex7.pos = matrix4x.MultiplyPoint(a2 * d2); treeVertex7.nor = matrix4x.MultiplyVector(vector3).normalized; treeVertex7.uv0 = new Vector2(1f, y); Vector2 vector5 = base.ComputeWindFactor(node, num25); treeVertex5.SetAnimationProperties(vector5.x, vector5.y, this.animationEdge, node.animSeed); treeVertex6.SetAnimationProperties(vector5.x, vector5.y, 0f, node.animSeed); treeVertex7.SetAnimationProperties(vector5.x, vector5.y, this.animationEdge, node.animSeed); verts.Add(treeVertex5); verts.Add(treeVertex6); verts.Add(treeVertex7); if (num24 > 0) { int count5 = verts.Count; TreeTriangle item5 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 3, count5 - 6); TreeTriangle item6 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 6, count5 - 5); tris.Add(item5); tris.Add(item6); TreeTriangle item7 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 4, count5 - 1); TreeTriangle item8 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 5, count5 - 4); tris.Add(item7); tris.Add(item8); } } } } } if ((buildFlags & 1) != 0) { for (int num28 = count; num28 < verts.Count; num28++) { verts[num28].SetAmbientOcclusion(TreeGroup.ComputeAmbientOcclusion(verts[num28].pos, verts[num28].nor, aoSpheres, aoDensity)); } } node.vertEnd = verts.Count; Profiler.EndSample(); }
public void UpdateSpline(TreeNode node) { // locked due to user editing... if (lockFlags != 0) { return; } Random.InitState(node.seed); if (node.spline == null) { TreeSpline spline = new TreeSpline(); node.spline = spline; // Add asset to database.. // UnityEditor.AssetDatabase.AddObjectToAsset(spline, this); } float totalHeight = height.y * node.GetScale(); float stepSize = 1.0f; int count = (int)Mathf.Round(totalHeight / stepSize); float curHeight = 0.0f; Quaternion r = Quaternion.identity; Vector3 p = new Vector3(0, 0, 0); Matrix4x4 worldUp = (node.matrix * GetRootMatrix()).inverse; Quaternion rotPhotropism = MathUtils.QuaternionFromMatrix(worldUp) * Quaternion.Euler(0.0f, node.angle, 0.0f); Quaternion rotGravitropism = MathUtils.QuaternionFromMatrix(worldUp) * Quaternion.Euler(-180.0f, node.angle, 0.0f); node.spline.Reset(); node.spline.AddPoint(p, 0.0f); for (int i = 0; i < count; i++) { float stepPos = stepSize; if (i == (count - 1)) { stepPos = totalHeight - curHeight; } curHeight += stepPos; float curTime = curHeight / totalHeight; // seek towards sun or ground.. float seekValue = Mathf.Clamp(seekCurve.Evaluate(curTime), -1.0f, 1.0f); float seekSun = Mathf.Clamp01(seekValue) * seekBlend; float seekGround = Mathf.Clamp01(-seekValue) * seekBlend; r = Quaternion.Slerp(r, rotPhotropism, seekSun); r = Quaternion.Slerp(r, rotGravitropism, seekGround); // crinkle float crinkle = crinklyness * Mathf.Clamp01(crinkCurve.Evaluate(curTime)); Quaternion c = Quaternion.Euler(new Vector3(180.0f * (Random.value - 0.5f), node.angle, 180.0f * (Random.value - 0.5f))); r = Quaternion.Slerp(r, c, crinkle); // advance position p += r * (new Vector3(0.0f, stepPos, 0.0f)); node.spline.AddPoint(p, curTime); } // Rethink time and rotations node.spline.UpdateTime(); node.spline.UpdateRotations(); }
private void UpdateNodeMesh(TreeNode node, List<TreeMaterial> materials, List<TreeVertex> verts, List<TreeTriangle> tris, List<TreeAOSphere> aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity) { node.triStart = tris.Count; node.triEnd = tris.Count; node.vertStart = verts.Count; node.vertEnd = verts.Count; if (!node.visible || !this.visible) { return; } Profiler.BeginSample("TreeGroupBranch.UpdateNodeMesh"); int count = verts.Count; float approximateLength = node.spline.GetApproximateLength(); List<RingLoop> list = new List<RingLoop>(); float adaptiveQuality2 = Mathf.Clamp01(adaptiveQuality * this.lodQualityMultiplier); List<float> adaptiveSamples = TreeData.GetAdaptiveSamples(this, node, adaptiveQuality2); int adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(this.radius, adaptiveQuality2); TreeGroupBranch treeGroupBranch = null; if (this.parentGroup != null && this.parentGroup.GetType() == typeof(TreeGroupBranch)) { treeGroupBranch = (TreeGroupBranch)this.parentGroup; } if (this.geometryMode == TreeGroupBranch.GeometryMode.BranchFrond || this.geometryMode == TreeGroupBranch.GeometryMode.Branch) { int materialIndex = TreeGroup.GetMaterialIndex(this.materialBranch, materials, true); float num = 0f; float num2 = 0f; float num3 = approximateLength / (this.GetRadiusAtTime(node, 0f, false) * 3.14159274f * 2f); bool flag = true; if (node.parent != null && treeGroupBranch != null) { num2 = node.offset * node.parent.spline.GetApproximateLength(); } float num4 = 1f - node.capRange; for (int i = 0; i < adaptiveSamples.Count; i++) { float num5 = adaptiveSamples[i]; Vector3 positionAtTime = node.spline.GetPositionAtTime(num5); Quaternion rotationAtTime = node.spline.GetRotationAtTime(num5); float radiusAtTime = this.GetRadiusAtTime(node, num5, false); Matrix4x4 m = node.matrix * Matrix4x4.TRS(positionAtTime, rotationAtTime, new Vector3(1f, 1f, 1f)); Vector3 flareWeldAtTime = this.GetFlareWeldAtTime(node, num5); float num6 = Mathf.Max(flareWeldAtTime.x, Mathf.Max(flareWeldAtTime.y, flareWeldAtTime.z) * 0.25f); if (num5 <= num4) { adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(radiusAtTime + num6, adaptiveQuality2); } if (flag) { if (i > 0) { float num7 = adaptiveSamples[i - 1]; float num8 = num5 - num7; float num9 = (radiusAtTime + this.GetRadiusAtTime(node, num7, false)) * 0.5f; num += num8 * approximateLength / (num9 * 3.14159274f * 2f); } } else { num = num2 + num5 * num3; } Vector2 vector = base.ComputeWindFactor(node, num5); RingLoop ringLoop = new RingLoop(); ringLoop.Reset(radiusAtTime, m, num, adaptiveRadialSegments); ringLoop.SetSurfaceAngle(node.GetSurfaceAngleAtTime(num5)); ringLoop.SetAnimationProperties(vector.x, vector.y, 0f, node.animSeed); ringLoop.SetSpread(flareWeldAtTime.y, flareWeldAtTime.z); ringLoop.SetNoise(this.noise * Mathf.Clamp01(this.noiseCurve.Evaluate(num5)), this.noiseScaleU * 10f, this.noiseScaleV * 10f); ringLoop.SetFlares(flareWeldAtTime.x, this.flareNoise * 10f); int count2 = verts.Count; ringLoop.BuildVertices(verts); int count3 = verts.Count; if ((buildFlags & 2) != 0) { float num10 = this.weldHeight; float num11 = Mathf.Pow(Mathf.Clamp01((1f - num5 - (1f - this.weldHeight)) / this.weldHeight), 1.5f); float d = 1f - num11; if (num5 < num10 && node.parent != null && node.parent.spline != null) { Ray ray = default(Ray); for (int j = count2; j < count3; j++) { ray.origin = verts[j].pos; ray.direction = m.MultiplyVector(-Vector3.up); Vector3 pos = verts[j].pos; Vector3 nor = verts[j].nor; float num12 = -10000f; float num13 = 100000f; for (int k = node.parent.triStart; k < node.parent.triEnd; k++) { object obj = MathUtils.IntersectRayTriangle(ray, verts[tris[k].v[0]].pos, verts[tris[k].v[1]].pos, verts[tris[k].v[2]].pos, true); if (obj != null) { RaycastHit raycastHit = (RaycastHit)obj; if (Mathf.Abs(raycastHit.distance) < num13 && raycastHit.distance > num12) { num13 = Mathf.Abs(raycastHit.distance); verts[j].nor = verts[tris[k].v[0]].nor * raycastHit.barycentricCoordinate.x + verts[tris[k].v[1]].nor * raycastHit.barycentricCoordinate.y + verts[tris[k].v[2]].nor * raycastHit.barycentricCoordinate.z; verts[j].nor = verts[j].nor * num11 + nor * d; verts[j].pos = raycastHit.point * num11 + pos * d; } } } } } } list.Add(ringLoop); if (num5 == 1f && ringLoop.radius > 0.005f) { RingLoop ringLoop2 = ringLoop.Clone(); ringLoop2.radius = 0f; ringLoop2.baseOffset += radiusAtTime / 6.28318548f; ringLoop2.BuildVertices(verts); list.Add(ringLoop2); } } if (list.Count > 0 && list[list.Count - 1].radius > 0.025f && node.breakOffset < 1f) { float mappingScale = 1f / (this.radius * 3.14159274f * 2f); float sphereFactor = 0f; float num14 = 1f; int mappingMode = 0; Material m2 = this.materialBranch; if (this.materialBreak != null) { m2 = this.materialBreak; } int materialIndex2 = TreeGroup.GetMaterialIndex(m2, materials, false); list[list.Count - 1].Cap(sphereFactor, num14, mappingMode, mappingScale, verts, tris, materialIndex2); } node.triStart = tris.Count; for (int l = 0; l < list.Count - 1; l++) { list[l].Connect(list[l + 1], tris, materialIndex, false, false); } node.triEnd = tris.Count; list.Clear(); } float num15 = Mathf.Min(this.frondRange.x, this.frondRange.y); float num16 = Mathf.Max(this.frondRange.x, this.frondRange.y); float num17 = num15; float num18 = num16; num15 = Mathf.Clamp(num15, 0f, node.breakOffset); num16 = Mathf.Clamp(num16, 0f, node.breakOffset); if ((this.geometryMode == TreeGroupBranch.GeometryMode.BranchFrond || this.geometryMode == TreeGroupBranch.GeometryMode.Frond) && this.frondCount > 0 && num15 != num16) { bool flag2 = true; bool flag3 = true; for (int n = 0; n < adaptiveSamples.Count; n++) { float num19 = adaptiveSamples[n]; if (num19 < num15) { adaptiveSamples.RemoveAt(n); n--; } else { if (num19 == num15) { flag2 = false; } else { if (num19 == num16) { flag3 = false; } else { if (num19 > num16) { adaptiveSamples.RemoveAt(n); n--; } } } } } if (flag2) { adaptiveSamples.Insert(0, num15); } if (flag3) { adaptiveSamples.Add(num16); } int materialIndex3 = TreeGroup.GetMaterialIndex(this.materialFrond, materials, false); float num20 = 1f - node.capRange; for (int num21 = 0; num21 < this.frondCount; num21++) { float num22 = this.frondCrease * 90f * 0.0174532924f; float num23 = (this.frondRotation * 360f + (float)num21 * 180f / (float)this.frondCount - 90f) * 0.0174532924f; float f = -num23 - num22; float f2 = num23 - num22; Vector3 a = new Vector3(Mathf.Sin(f), 0f, Mathf.Cos(f)); Vector3 vector2 = new Vector3(a.z, 0f, -a.x); Vector3 a2 = new Vector3(Mathf.Sin(f2), 0f, -Mathf.Cos(f2)); Vector3 vector3 = new Vector3(-a2.z, 0f, a2.x); for (int num24 = 0; num24 < adaptiveSamples.Count; num24++) { float num25 = adaptiveSamples[num24]; float y = (num25 - num17) / (num18 - num17); float timeParam = num25; if (num25 > num20) { timeParam = num20; float f3 = Mathf.Acos(Mathf.Clamp01((num25 - num20) / node.capRange)); float num26 = Mathf.Sin(f3); float y2 = Mathf.Cos(f3) * this.capSmoothing; a = new Vector3(Mathf.Sin(f) * num26, y2, Mathf.Cos(f) * num26); vector2 = new Vector3(a.z, a.y, -a.x); a2 = new Vector3(Mathf.Sin(f2) * num26, y2, -Mathf.Cos(f2) * num26); vector3 = new Vector3(-a2.z, a2.y, a2.x); } Vector3 a3 = new Vector3(0f, 0f, -1f); Vector3 positionAtTime2 = node.spline.GetPositionAtTime(timeParam); Quaternion rotationAtTime2 = node.spline.GetRotationAtTime(num25); float d2 = Mathf.Clamp01(this.frondCurve.Evaluate(num25)) * this.frondWidth * node.GetScale(); Matrix4x4 matrix4x = node.matrix * Matrix4x4.TRS(positionAtTime2, rotationAtTime2, new Vector3(1f, 1f, 1f)); if (TreeGroup.GenerateDoubleSidedGeometry) { for (float num27 = -1f; num27 < 2f; num27 += 2f) { TreeVertex treeVertex = new TreeVertex(); treeVertex.pos = matrix4x.MultiplyPoint(a * d2); treeVertex.nor = matrix4x.MultiplyVector(vector2 * num27).normalized; treeVertex.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex.nor); treeVertex.tangent.w = -num27; treeVertex.uv0 = new Vector2(1f, y); TreeVertex treeVertex2 = new TreeVertex(); treeVertex2.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex2.nor = matrix4x.MultiplyVector(a3 * num27).normalized; treeVertex2.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex2.nor); treeVertex2.tangent.w = -num27; treeVertex2.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex3 = new TreeVertex(); treeVertex3.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex3.nor = matrix4x.MultiplyVector(a3 * num27).normalized; treeVertex3.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex3.nor); treeVertex3.tangent.w = -num27; treeVertex3.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex4 = new TreeVertex(); treeVertex4.pos = matrix4x.MultiplyPoint(a2 * d2); treeVertex4.nor = matrix4x.MultiplyVector(vector3 * num27).normalized; treeVertex4.tangent = TreeGroup.CreateTangent(node, rotationAtTime2, treeVertex4.nor); treeVertex4.tangent.w = -num27; treeVertex4.uv0 = new Vector2(0f, y); Vector2 vector4 = base.ComputeWindFactor(node, num25); treeVertex.SetAnimationProperties(vector4.x, vector4.y, this.animationEdge, node.animSeed); treeVertex2.SetAnimationProperties(vector4.x, vector4.y, 0f, node.animSeed); treeVertex3.SetAnimationProperties(vector4.x, vector4.y, 0f, node.animSeed); treeVertex4.SetAnimationProperties(vector4.x, vector4.y, this.animationEdge, node.animSeed); verts.Add(treeVertex); verts.Add(treeVertex2); verts.Add(treeVertex3); verts.Add(treeVertex4); } if (num24 > 0) { int count4 = verts.Count; TreeTriangle treeTriangle = new TreeTriangle(materialIndex3, count4 - 4, count4 - 3, count4 - 11); TreeTriangle treeTriangle2 = new TreeTriangle(materialIndex3, count4 - 4, count4 - 11, count4 - 12); treeTriangle.flip(); treeTriangle2.flip(); TreeTriangle item = new TreeTriangle(materialIndex3, count4 - 8, count4 - 7, count4 - 15); TreeTriangle item2 = new TreeTriangle(materialIndex3, count4 - 8, count4 - 15, count4 - 16); tris.Add(treeTriangle); tris.Add(treeTriangle2); tris.Add(item); tris.Add(item2); TreeTriangle item3 = new TreeTriangle(materialIndex3, count4 - 2, count4 - 9, count4 - 1); TreeTriangle item4 = new TreeTriangle(materialIndex3, count4 - 2, count4 - 10, count4 - 9); TreeTriangle treeTriangle3 = new TreeTriangle(materialIndex3, count4 - 6, count4 - 13, count4 - 5); TreeTriangle treeTriangle4 = new TreeTriangle(materialIndex3, count4 - 6, count4 - 14, count4 - 13); treeTriangle3.flip(); treeTriangle4.flip(); tris.Add(item3); tris.Add(item4); tris.Add(treeTriangle3); tris.Add(treeTriangle4); } } else { TreeVertex treeVertex5 = new TreeVertex(); treeVertex5.pos = matrix4x.MultiplyPoint(a * d2); treeVertex5.nor = matrix4x.MultiplyVector(vector2).normalized; treeVertex5.uv0 = new Vector2(0f, y); TreeVertex treeVertex6 = new TreeVertex(); treeVertex6.pos = matrix4x.MultiplyPoint(Vector3.zero); treeVertex6.nor = matrix4x.MultiplyVector(Vector3.back).normalized; treeVertex6.uv0 = new Vector2(0.5f, y); TreeVertex treeVertex7 = new TreeVertex(); treeVertex7.pos = matrix4x.MultiplyPoint(a2 * d2); treeVertex7.nor = matrix4x.MultiplyVector(vector3).normalized; treeVertex7.uv0 = new Vector2(1f, y); Vector2 vector5 = base.ComputeWindFactor(node, num25); treeVertex5.SetAnimationProperties(vector5.x, vector5.y, this.animationEdge, node.animSeed); treeVertex6.SetAnimationProperties(vector5.x, vector5.y, 0f, node.animSeed); treeVertex7.SetAnimationProperties(vector5.x, vector5.y, this.animationEdge, node.animSeed); verts.Add(treeVertex5); verts.Add(treeVertex6); verts.Add(treeVertex7); if (num24 > 0) { int count5 = verts.Count; TreeTriangle item5 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 3, count5 - 6); TreeTriangle item6 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 6, count5 - 5); tris.Add(item5); tris.Add(item6); TreeTriangle item7 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 4, count5 - 1); TreeTriangle item8 = new TreeTriangle(materialIndex3, count5 - 2, count5 - 5, count5 - 4); tris.Add(item7); tris.Add(item8); } } } } } if ((buildFlags & 1) != 0) { for (int num28 = count; num28 < verts.Count; num28++) { verts[num28].SetAmbientOcclusion(TreeGroup.ComputeAmbientOcclusion(verts[num28].pos, verts[num28].nor, aoSpheres, aoDensity)); } } node.vertEnd = verts.Count; Profiler.EndSample(); }
private void UpdateNodeMesh(TreeNode node, List <TreeMaterial> materials, List <TreeVertex> verts, List <TreeTriangle> tris, List <TreeAOSphere> aoSpheres, int buildFlags, float adaptiveQuality, float aoDensity) { node.triStart = tris.Count; node.triEnd = tris.Count; node.vertStart = verts.Count; node.vertEnd = verts.Count; if (node.visible && base.visible) { int count = verts.Count; float approximateLength = node.spline.GetApproximateLength(); List <RingLoop> list = new List <RingLoop>(); float num3 = Mathf.Clamp01(adaptiveQuality * this.lodQualityMultiplier); List <float> list2 = TreeData.GetAdaptiveSamples(this, node, num3); int adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(this.radius, num3); TreeGroupBranch parentGroup = null; if ((base.parentGroup != null) && (base.parentGroup.GetType() == typeof(TreeGroupBranch))) { parentGroup = (TreeGroupBranch)base.parentGroup; } if ((this.geometryMode == GeometryMode.BranchFrond) || (this.geometryMode == GeometryMode.Branch)) { int materialIndex = TreeGroup.GetMaterialIndex(this.materialBranch, materials, true); float bOffset = 0f; float num7 = 0f; float num8 = approximateLength / ((this.GetRadiusAtTime(node, 0f, false) * 3.141593f) * 2f); bool flag = true; if ((node.parent != null) && (parentGroup != null)) { num7 = node.offset * node.parent.spline.GetApproximateLength(); } float num9 = 1f - node.capRange; for (int i = 0; i < list2.Count; i++) { float timeParam = list2[i]; Vector3 positionAtTime = node.spline.GetPositionAtTime(timeParam); Quaternion rotationAtTime = node.spline.GetRotationAtTime(timeParam); float r = this.GetRadiusAtTime(node, timeParam, false); Matrix4x4 m = node.matrix * Matrix4x4.TRS(positionAtTime, rotationAtTime, new Vector3(1f, 1f, 1f)); Vector3 flareWeldAtTime = this.GetFlareWeldAtTime(node, timeParam); float num13 = Mathf.Max(flareWeldAtTime.x, Mathf.Max(flareWeldAtTime.y, flareWeldAtTime.z) * 0.25f); if (timeParam <= num9) { adaptiveRadialSegments = TreeData.GetAdaptiveRadialSegments(r + num13, num3); } if (flag) { if (i > 0) { float t = list2[i - 1]; float num15 = timeParam - t; float num16 = (r + this.GetRadiusAtTime(node, t, false)) * 0.5f; bOffset += (num15 * approximateLength) / ((num16 * 3.141593f) * 2f); } } else { bOffset = num7 + (timeParam * num8); } Vector2 vector3 = base.ComputeWindFactor(node, timeParam); RingLoop item = new RingLoop(); item.Reset(r, m, bOffset, adaptiveRadialSegments); item.SetSurfaceAngle(node.GetSurfaceAngleAtTime(timeParam)); item.SetAnimationProperties(vector3.x, vector3.y, 0f, node.animSeed); item.SetSpread(flareWeldAtTime.y, flareWeldAtTime.z); item.SetNoise(this.noise * Mathf.Clamp01(this.noiseCurve.Evaluate(timeParam)), this.noiseScaleU * 10f, this.noiseScaleV * 10f); item.SetFlares(flareWeldAtTime.x, this.flareNoise * 10f); int num17 = verts.Count; item.BuildVertices(verts); int num18 = verts.Count; if ((buildFlags & 2) != 0) { float weldHeight = this.weldHeight; float num20 = Mathf.Pow(Mathf.Clamp01(((1f - timeParam) - (1f - this.weldHeight)) / this.weldHeight), 1.5f); float num21 = 1f - num20; if ((timeParam < weldHeight) && ((node.parent != null) && (node.parent.spline != null))) { Ray ray = new Ray(); for (int k = num17; k < num18; k++) { ray.origin = verts[k].pos; ray.direction = m.MultiplyVector(-Vector3.up); Vector3 pos = verts[k].pos; Vector3 nor = verts[k].nor; float num23 = -10000f; float num24 = 100000f; for (int n = node.parent.triStart; n < node.parent.triEnd; n++) { object obj2 = MathUtils.IntersectRayTriangle(ray, verts[tris[n].v[0]].pos, verts[tris[n].v[1]].pos, verts[tris[n].v[2]].pos, true); if (obj2 != null) { RaycastHit hit = (RaycastHit)obj2; if ((Mathf.Abs(hit.distance) < num24) && (hit.distance > num23)) { num24 = Mathf.Abs(hit.distance); verts[k].nor = (Vector3)(((verts[tris[n].v[0]].nor * hit.barycentricCoordinate.x) + (verts[tris[n].v[1]].nor * hit.barycentricCoordinate.y)) + (verts[tris[n].v[2]].nor * hit.barycentricCoordinate.z)); verts[k].nor = (Vector3)((verts[k].nor * num20) + (nor * num21)); verts[k].pos = (Vector3)((hit.point * num20) + (pos * num21)); } } } } } } list.Add(item); if ((timeParam == 1f) && (item.radius > 0.005f)) { RingLoop loop2 = item.Clone(); loop2.radius = 0f; loop2.baseOffset += r / 6.283185f; loop2.BuildVertices(verts); list.Add(loop2); } } if (((list.Count > 0) && (list[list.Count - 1].radius > 0.025f)) && (node.breakOffset < 1f)) { float mappingScale = 1f / ((this.radius * 3.141593f) * 2f); float sphereFactor = 0f; float noise = 1f; int mappingMode = 0; Material materialBranch = this.materialBranch; if (this.materialBreak != null) { materialBranch = this.materialBreak; } int num30 = TreeGroup.GetMaterialIndex(materialBranch, materials, false); list[list.Count - 1].Cap(sphereFactor, noise, mappingMode, mappingScale, verts, tris, num30); } node.triStart = tris.Count; for (int j = 0; j < (list.Count - 1); j++) { list[j].Connect(list[j + 1], tris, materialIndex, false, false); } node.triEnd = tris.Count; list.Clear(); } float num32 = Mathf.Min(this.frondRange.x, this.frondRange.y); float num33 = Mathf.Max(this.frondRange.x, this.frondRange.y); float num34 = num32; float num35 = num33; num32 = Mathf.Clamp(num32, 0f, node.breakOffset); num33 = Mathf.Clamp(num33, 0f, node.breakOffset); if (((this.geometryMode == GeometryMode.BranchFrond) || (this.geometryMode == GeometryMode.Frond)) && ((this.frondCount > 0) && (num32 != num33))) { bool flag2 = true; bool flag3 = true; for (int num36 = 0; num36 < list2.Count; num36++) { float num37 = list2[num36]; if (num37 < num32) { list2.RemoveAt(num36); num36--; } else if (num37 == num32) { flag2 = false; } else if (num37 == num33) { flag3 = false; } else if (num37 > num33) { list2.RemoveAt(num36); num36--; } } if (flag2) { list2.Insert(0, num32); } if (flag3) { list2.Add(num33); } int material = TreeGroup.GetMaterialIndex(this.materialFrond, materials, false); float num39 = 1f - node.capRange; for (int num40 = 0; num40 < this.frondCount; num40++) { float num41 = (this.frondCrease * 90f) * 0.01745329f; float num42 = (((this.frondRotation * 360f) + ((num40 * 180f) / ((float)this.frondCount))) - 90f) * 0.01745329f; float f = -num42 - num41; float num44 = num42 - num41; Vector3 vector9 = new Vector3(Mathf.Sin(f), 0f, Mathf.Cos(f)); Vector3 v = new Vector3(vector9.z, 0f, -vector9.x); Vector3 vector11 = new Vector3(Mathf.Sin(num44), 0f, -Mathf.Cos(num44)); Vector3 vector12 = new Vector3(-vector11.z, 0f, vector11.x); for (int num45 = 0; num45 < list2.Count; num45++) { float num46 = list2[num45]; float y = (num46 - num34) / (num35 - num34); float num48 = num46; if (num46 > num39) { num48 = num39; float num49 = Mathf.Acos(Mathf.Clamp01((num46 - num39) / node.capRange)); float num50 = Mathf.Sin(num49); float num51 = Mathf.Cos(num49) * this.capSmoothing; vector9 = new Vector3(Mathf.Sin(f) * num50, num51, Mathf.Cos(f) * num50); v = new Vector3(vector9.z, vector9.y, -vector9.x); vector11 = new Vector3(Mathf.Sin(num44) * num50, num51, -Mathf.Cos(num44) * num50); vector12 = new Vector3(-vector11.z, vector11.y, vector11.x); } Vector3 vector13 = new Vector3(0f, 0f, -1f); Vector3 vector14 = node.spline.GetPositionAtTime(num48); Quaternion q = node.spline.GetRotationAtTime(num46); float num52 = (Mathf.Clamp01(this.frondCurve.Evaluate(num46)) * this.frondWidth) * node.GetScale(); Matrix4x4 matrixx2 = node.matrix * Matrix4x4.TRS(vector14, q, new Vector3(1f, 1f, 1f)); if (TreeGroup.GenerateDoubleSidedGeometry) { for (float num53 = -1f; num53 < 2f; num53 += 2f) { TreeVertex vertex = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3)(vector9 * num52)), nor = matrixx2.MultiplyVector((Vector3)(v * num53)).normalized }; vertex.tangent = TreeGroup.CreateTangent(node, q, vertex.nor); vertex.tangent.w = -num53; vertex.uv0 = new Vector2(1f, y); TreeVertex vertex2 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector((Vector3)(vector13 * num53)).normalized }; vertex2.tangent = TreeGroup.CreateTangent(node, q, vertex2.nor); vertex2.tangent.w = -num53; vertex2.uv0 = new Vector2(0.5f, y); TreeVertex vertex3 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector((Vector3)(vector13 * num53)).normalized }; vertex3.tangent = TreeGroup.CreateTangent(node, q, vertex3.nor); vertex3.tangent.w = -num53; vertex3.uv0 = new Vector2(0.5f, y); TreeVertex vertex4 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3)(vector11 * num52)), nor = matrixx2.MultiplyVector((Vector3)(vector12 * num53)).normalized }; vertex4.tangent = TreeGroup.CreateTangent(node, q, vertex4.nor); vertex4.tangent.w = -num53; vertex4.uv0 = new Vector2(0f, y); Vector2 vector19 = base.ComputeWindFactor(node, num46); vertex.SetAnimationProperties(vector19.x, vector19.y, base.animationEdge, node.animSeed); vertex2.SetAnimationProperties(vector19.x, vector19.y, 0f, node.animSeed); vertex3.SetAnimationProperties(vector19.x, vector19.y, 0f, node.animSeed); vertex4.SetAnimationProperties(vector19.x, vector19.y, base.animationEdge, node.animSeed); verts.Add(vertex); verts.Add(vertex2); verts.Add(vertex3); verts.Add(vertex4); } if (num45 > 0) { int num54 = verts.Count; TreeTriangle triangle = new TreeTriangle(material, num54 - 4, num54 - 3, num54 - 11); TreeTriangle triangle2 = new TreeTriangle(material, num54 - 4, num54 - 11, num54 - 12); triangle.flip(); triangle2.flip(); TreeTriangle triangle3 = new TreeTriangle(material, num54 - 8, num54 - 7, num54 - 15); TreeTriangle triangle4 = new TreeTriangle(material, num54 - 8, num54 - 15, num54 - 0x10); tris.Add(triangle); tris.Add(triangle2); tris.Add(triangle3); tris.Add(triangle4); TreeTriangle triangle5 = new TreeTriangle(material, num54 - 2, num54 - 9, num54 - 1); TreeTriangle triangle6 = new TreeTriangle(material, num54 - 2, num54 - 10, num54 - 9); TreeTriangle triangle7 = new TreeTriangle(material, num54 - 6, num54 - 13, num54 - 5); TreeTriangle triangle8 = new TreeTriangle(material, num54 - 6, num54 - 14, num54 - 13); triangle7.flip(); triangle8.flip(); tris.Add(triangle5); tris.Add(triangle6); tris.Add(triangle7); tris.Add(triangle8); } } else { TreeVertex vertex5 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3)(vector9 * num52)), nor = matrixx2.MultiplyVector(v).normalized, uv0 = new Vector2(0f, y) }; TreeVertex vertex6 = new TreeVertex { pos = matrixx2.MultiplyPoint(Vector3.zero), nor = matrixx2.MultiplyVector(Vector3.back).normalized, uv0 = new Vector2(0.5f, y) }; TreeVertex vertex7 = new TreeVertex { pos = matrixx2.MultiplyPoint((Vector3)(vector11 * num52)), nor = matrixx2.MultiplyVector(vector12).normalized, uv0 = new Vector2(1f, y) }; Vector2 vector23 = base.ComputeWindFactor(node, num46); vertex5.SetAnimationProperties(vector23.x, vector23.y, base.animationEdge, node.animSeed); vertex6.SetAnimationProperties(vector23.x, vector23.y, 0f, node.animSeed); vertex7.SetAnimationProperties(vector23.x, vector23.y, base.animationEdge, node.animSeed); verts.Add(vertex5); verts.Add(vertex6); verts.Add(vertex7); if (num45 > 0) { int num55 = verts.Count; TreeTriangle triangle9 = new TreeTriangle(material, num55 - 2, num55 - 3, num55 - 6); TreeTriangle triangle10 = new TreeTriangle(material, num55 - 2, num55 - 6, num55 - 5); tris.Add(triangle9); tris.Add(triangle10); TreeTriangle triangle11 = new TreeTriangle(material, num55 - 2, num55 - 4, num55 - 1); TreeTriangle triangle12 = new TreeTriangle(material, num55 - 2, num55 - 5, num55 - 4); tris.Add(triangle11); tris.Add(triangle12); } } } } } if ((buildFlags & 1) != 0) { for (int num56 = count; num56 < verts.Count; num56++) { verts[num56].SetAmbientOcclusion(TreeGroup.ComputeAmbientOcclusion(verts[num56].pos, verts[num56].nor, aoSpheres, aoDensity)); } } node.vertEnd = verts.Count; } }
public void UpdateSpline(TreeNode node) { if (this.lockFlags != 0) { return; } UnityEngine.Random.seed = node.seed; if (node.spline == null) { TreeSpline spline = new TreeSpline(); node.spline = spline; } float num = this.height.y * node.GetScale(); float num2 = 1f; int num3 = (int)Mathf.Round(num / num2); float num4 = 0f; Quaternion quaternion = Quaternion.identity; Vector3 vector = new Vector3(0f, 0f, 0f); Matrix4x4 inverse = (node.matrix * base.GetRootMatrix()).inverse; Quaternion to = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(0f, node.angle, 0f); Quaternion to2 = MathUtils.QuaternionFromMatrix(inverse) * Quaternion.Euler(-180f, node.angle, 0f); node.spline.Reset(); node.spline.AddPoint(vector, 0f); for (int i = 0; i < num3; i++) { float num5 = num2; if (i == num3 - 1) { num5 = num - num4; } num4 += num5; float num6 = num4 / num; float num7 = Mathf.Clamp(this.seekCurve.Evaluate(num6), -1f, 1f); float t = Mathf.Clamp01(num7) * this.seekBlend; float t2 = Mathf.Clamp01(-num7) * this.seekBlend; quaternion = Quaternion.Slerp(quaternion, to, t); quaternion = Quaternion.Slerp(quaternion, to2, t2); float t3 = this.crinklyness * Mathf.Clamp01(this.crinkCurve.Evaluate(num6)); Quaternion to3 = Quaternion.Euler(new Vector3(180f * (UnityEngine.Random.value - 0.5f), node.angle, 180f * (UnityEngine.Random.value - 0.5f))); quaternion = Quaternion.Slerp(quaternion, to3, t3); vector += quaternion * new Vector3(0f, num5, 0f); node.spline.AddPoint(vector, num6); } node.spline.UpdateTime(); node.spline.UpdateRotations(); }
public Vector2 ComputeWindFactor(TreeNode node, float offset) { Vector2 result; if (node.group.parentGroup.GetType() == typeof(TreeGroupRoot)) { result = new Vector2(0f, 0f); } else { result = node.parent.group.ComputeWindFactor(node.parent, node.offset); } float scale = node.GetScale(); result.x += offset * offset * offset * scale * this.animationPrimary; result.y += offset * offset * scale * this.animationSecondary; return result; }