private void CompositionNoise() { if (_previewTexture == null) { return; } _finalTexture = SceneInfoCalculation.CompositionNoise(_previewTexture, _noise, _noiseThreshold); }
private void Generate() { if (_clearParent && _parent != null) { for (int i = _parent.childCount - 1; i >= 0; i--) { var child = _parent.GetChild(i); Object.DestroyImmediate(child.gameObject); } } SceneInfoCalculation.GenerateBySceneInfo(_scenePrefabs, _parent, _finalTexture != null ? _finalTexture : _previewTexture, _sceneRaycastInfo, _space); }
private void Refresh() { var tranes = GetSelections(); if (tranes.Length == 0) { return; } var bounds = GenerateBounds(tranes); var arrayWidth = Mathf.FloorToInt(bounds.size.x) + 1 + TextureEdgeSize * 2; var arrayHeight = Mathf.FloorToInt(bounds.size.z) + 1 + TextureEdgeSize * 2; var hits = SceneJobUtility.RaycastGrid(bounds.center, arrayWidth, arrayHeight, _checkLayerMask, _maxHits); DebugRaycast(hits); _sceneRaycastInfo.UpdateData(arrayWidth, arrayHeight, hits, _maxHits, bounds.center); _previewTexture = SceneInfoCalculation.GetTexture(_sceneRaycastInfo, _calculateType, _minRange, _maxRange, _generateLayerMask); }