public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(this.growthInt * (float)this.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = this.def.plant.visualSizeRange.LerpThroughRange(this.growthInt); float num3 = this.def.graphicData.drawSize.x * num2; Vector3 vector = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; foreach (int num5 in positionIndices) { if (this.def.plant.maxMeshCount == 1) { vector = a + Gen.RandomHorizontalVector(0.05f); float num6 = (float)base.Position.z; if (vector.z - num2 / 2f < num6) { vector.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; int maxMeshCount = this.def.plant.maxMeshCount; switch (maxMeshCount) { case 1: num7 = 1; break; default: if (maxMeshCount != 9) { if (maxMeshCount != 16) { if (maxMeshCount != 25) { Log.Error(this.def + " must have plant.MaxMeshCount that is a perfect square.", false); } else { num7 = 5; } } else { num7 = 4; } } else { num7 = 3; } break; case 4: num7 = 2; break; } float num8 = 1f / (float)num7; vector = base.Position.ToVector3(); vector.y = this.def.Altitude; vector.x += 0.5f * num8; vector.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; vector.x += (float)num9 * num8; vector.z += (float)num10 * num8; float max = num8 * 0.3f; vector += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = this.Graphic.MatSingle; GenPlant.SetWindExposureColors(Plant.workingColors, this); Vector2 vector2 = new Vector2(num3, num3); Vector3 center = vector; Vector2 size = vector2; Material mat = matSingle; bool flipUv = @bool; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, flipUv, null, Plant.workingColors, 0.1f, (float)(this.HashOffset() % 1024)); num4++; if (num4 >= num) { break; } } if (this.def.graphicData.shadowData != null) { Vector3 center2 = a + this.def.graphicData.shadowData.offset * num2; if (flag) { center2.z = base.Position.ToVector3Shifted().z + this.def.graphicData.shadowData.offset.z; } center2.y -= 0.046875f; Vector3 volume = this.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(this.growthInt * (float)base.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = base.def.plant.visualSizeRange.LerpThroughRange(this.growthInt); float num3 = base.def.graphicData.drawSize.x * num2; Vector3 vector = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; int num5 = 0; while (num5 < positionIndices.Length) { int num6 = positionIndices[num5]; if (base.def.plant.maxMeshCount == 1) { vector = a + Gen.RandomHorizontalVector(0.05f); IntVec3 position = base.Position; float num7 = (float)position.z; if (vector.z - num2 / 2.0 < num7) { vector.z = (float)(num7 + num2 / 2.0); flag = true; } } else { int num8 = 1; switch (base.def.plant.maxMeshCount) { case 1: num8 = 1; break; case 4: num8 = 2; break; case 9: num8 = 3; break; case 16: num8 = 4; break; case 25: num8 = 5; break; default: Log.Error(base.def + " must have plant.MaxMeshCount that is a perfect square."); break; } float num9 = (float)(1.0 / (float)num8); vector = base.Position.ToVector3(); vector.y = base.def.Altitude; vector.x += (float)(0.5 * num9); vector.z += (float)(0.5 * num9); int num10 = num6 / num8; int num11 = num6 % num8; vector.x += (float)num10 * num9; vector.z += (float)num11 * num9; float max = (float)(num9 * 0.30000001192092896); vector += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = this.Graphic.MatSingle; GenPlant.SetWindExposureColors(Plant.workingColors, this); Vector2 vector2 = new Vector2(num3, num3); Vector3 center = vector; Vector2 size = vector2; Material mat = matSingle; bool flipUv = @bool; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, flipUv, null, Plant.workingColors, 0.1f); num4++; if (num4 < num) { num5++; continue; } break; } if (base.def.graphicData.shadowData != null) { Vector3 center2 = a + base.def.graphicData.shadowData.offset * num2; if (flag) { Vector3 center = base.Position.ToVector3Shifted(); center2.z = center.z + base.def.graphicData.shadowData.offset.z; } center2.y -= 0.046875f; Vector3 volume = base.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void PrintOnto(SectionLayer layer) { Profiler.BeginSample("Plant.EmitMeshPieces " + this); Vector3 trueCenter = this.TrueCenter(); Profiler.BeginSample("Meshes"); Random.seed = Position.GetHashCode(); //So our random generator makes the same numbers every time //Determine random local position variance float positionVariance; if (def.plant.maxMeshCount == 1) { positionVariance = 0.05f; } else { positionVariance = 0.50f; } //Determine how many meshes to print int meshCount = Mathf.CeilToInt(growthPercent * def.plant.maxMeshCount); if (meshCount < 1) { meshCount = 1; } //Grid width is the square root of max mesh count int gridWidth = 1; switch (def.plant.maxMeshCount) { case 1: gridWidth = 1; break; case 4: gridWidth = 2; break; case 9: gridWidth = 3; break; case 16: gridWidth = 4; break; case 25: gridWidth = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float gridSpacing = 1f / gridWidth; //This works out to give half-spacings around the edges //Shuffle up the position indices and place meshes at them //We do this to get even mesh placement by placing them roughly on a grid Vector3 adjustedCenter = Vector3.zero; Vector2 planeSize = Vector2.zero; int meshesYielded = 0; int posCount = posIndexList.Count; for (int i = 0; i < posCount; i++) { int posIndex = posIndexList[i]; //Determine plane size float size = def.plant.visualSizeRange.LerpThroughRange(growthPercent); //Determine center position if (def.plant.maxMeshCount == 1) { adjustedCenter = trueCenter + new Vector3(Random.Range(-positionVariance, positionVariance), 0, Random.Range(-positionVariance, positionVariance)); //Clamp bottom of plant to square bottom //So tall plants grow upward float squareBottom = Mathf.Floor(trueCenter.z); if ((adjustedCenter.z - (size / 2f)) < squareBottom) { adjustedCenter.z = squareBottom + (size / 2f); } } else { adjustedCenter = Position.ToVector3(); //unshifted adjustedCenter.y = def.altitude; //Set altitude //Place this mesh at its randomized position on the submesh grid adjustedCenter.x += 0.5f * gridSpacing; adjustedCenter.z += 0.5f * gridSpacing; int xInd = posIndex / gridWidth; int zInd = posIndex % gridWidth; adjustedCenter.x += xInd * gridSpacing; adjustedCenter.z += zInd * gridSpacing; //Add a random offset float gridPosRandomness = gridSpacing * GridPosRandomnessFactor; adjustedCenter += new Vector3(Random.Range(-gridPosRandomness, gridPosRandomness), 0, Random.Range(-gridPosRandomness, gridPosRandomness)); } //Randomize horizontal flip bool flipped = Random.value < 0.5f; //Randomize material Material mat = def.folderDrawMats.RandomListElement(); //Set wind exposure value at each vertex by setting vertex color workingColors[1].a = workingColors[2].a = (byte)(255 * def.plant.topWindExposure); workingColors[0].a = workingColors[3].a = 0; if (def.overdraw) { size += 2f; } planeSize = new Vector2(size, size); Printer_Plane.PrintPlane(layer, adjustedCenter, planeSize, mat, flipUv: flipped, colors: workingColors); meshesYielded++; if (meshesYielded >= meshCount) { break; } } Profiler.EndSample(); Profiler.BeginSample("Shadow"); if (def.sunShadowInfo != null) { //Brutal shadow positioning hack float shadowOffsetFactor = 0.85f; if (planeSize.y < 1) { shadowOffsetFactor = 0.6f; //for bushes } else { shadowOffsetFactor = 0.81f; //for cacti } Vector3 sunShadowLoc = adjustedCenter; sunShadowLoc.z -= (planeSize.y / 2f) * shadowOffsetFactor; sunShadowLoc.y -= Altitudes.AltInc; Printer_Shadow.PrintShadow(layer, sunShadowLoc, def.sunShadowInfo); } Profiler.EndSample(); Profiler.EndSample(); }
public void Print(Plant plant, SectionLayer layer, Graphic newGraphic, int curLevel, int baseLevel) { Vector3 a = plant.TrueCenter(); Rand.PushState(); Rand.Seed = plant.Position.GetHashCode(); int num = Mathf.CeilToInt(plant.growthInt * (float)plant.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = plant.def.plant.visualSizeRange.LerpThroughRange(plant.growthInt); float num3 = plant.def.graphicData.drawSize.x * num2; Vector3 center = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(plant); bool flag = false; foreach (int num5 in positionIndices) { if (plant.def.plant.maxMeshCount == 1) { center = a + Gen.RandomHorizontalVector(0.05f); float num6 = plant.Position.z; if (center.z - num2 / 2f < num6) { center.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; switch (plant.def.plant.maxMeshCount) { case 1: num7 = 1; break; case 4: num7 = 2; break; case 9: num7 = 3; break; case 16: num7 = 4; break; case 25: num7 = 5; break; default: Log.Error(string.Concat(plant.def, " must have plant.MaxMeshCount that is a perfect square.")); break; } float num8 = 1f / (float)num7; center = plant.Position.ToVector3(); center.y = plant.def.Altitude; center.x += 0.5f * num8; center.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; center.x += (float)num9 * num8; center.z += (float)num10 * num8; float max = num8 * 0.3f; center += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = newGraphic.MatSingle; PlantUtility.SetWindExposureColors(Plant.workingColors, plant); center.z -= (curLevel - baseLevel) / 1.5f; center.y -= curLevel - baseLevel; num3 *= 1f - (((float)(curLevel) - (float)baseLevel) / 5f); Printer_Plane.PrintPlane(size: new Vector2(num3, num3), layer: layer, center: center, mat: matSingle, rot: 0f, flipUv: @bool, uvs: null, colors: Plant.workingColors, topVerticesAltitudeBias: 0.1f, uvzPayload: plant.HashOffset() % 1024); num4++; if (num4 >= num) { break; } } if (plant.def.graphicData.shadowData != null) { Vector3 center2 = a + plant.def.graphicData.shadowData.offset * num2; if (flag) { center2.z = plant.Position.ToVector3Shifted().z + plant.def.graphicData.shadowData.offset.z; } center2.y -= 3f / 70f; center2.z -= (curLevel - baseLevel) / 2f; center2.y -= curLevel - baseLevel; Vector3 volume = plant.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer) { Vector3 trueCenter = this.TrueCenter(); Rand.PushState(); Rand.Seed = Position.GetHashCode(); //So our random generator makes the same numbers every time //Determine how many meshes to print int meshCount = Mathf.CeilToInt(growthInt * def.plant.maxMeshCount); if (meshCount < 1) { meshCount = 1; } //Determine plane size float size = def.plant.visualSizeRange.LerpThroughRange(growthInt); float graphicSize = def.graphicData.drawSize.x * size; //Plants don't support non-square drawSizes //Shuffle up the position indices and place meshes at them //We do this to get even mesh placement by placing them roughly on a grid Vector3 adjustedCenter = Vector3.zero; int meshesYielded = 0; var posIndexList = PlantPosIndices.GetPositionIndices(this); bool clampedBottomToCellBottom = false; for (int i = 0; i < posIndexList.Length; i++) { int posIndex = posIndexList[i]; //Determine center position if (def.plant.maxMeshCount == 1) { //Determine random local position variance const float PositionVariance = 0.05f; adjustedCenter = trueCenter + Gen.RandomHorizontalVector(PositionVariance); //Clamp bottom of plant to square bottom //So tall plants grow upward float squareBottom = Position.z; if (adjustedCenter.z - size / 2f < squareBottom) { adjustedCenter.z = squareBottom + size / 2f; clampedBottomToCellBottom = true; } } else { //Grid width is the square root of max mesh count int gridWidth = 1; switch (def.plant.maxMeshCount) { case 1: gridWidth = 1; break; case 4: gridWidth = 2; break; case 9: gridWidth = 3; break; case 16: gridWidth = 4; break; case 25: gridWidth = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float gridSpacing = 1f / gridWidth; //This works out to give half-spacings around the edges adjustedCenter = Position.ToVector3(); //unshifted adjustedCenter.y = def.Altitude; //Set altitude //Place this mesh at its randomized position on the submesh grid adjustedCenter.x += 0.5f * gridSpacing; adjustedCenter.z += 0.5f * gridSpacing; int xInd = posIndex / gridWidth; int zInd = posIndex % gridWidth; adjustedCenter.x += xInd * gridSpacing; adjustedCenter.z += zInd * gridSpacing; //Add a random offset float gridPosRandomness = gridSpacing * GridPosRandomnessFactor; adjustedCenter += Gen.RandomHorizontalVector(gridPosRandomness); } //Randomize horizontal flip bool flipped = Rand.Bool; //Randomize material var mat = Graphic.MatSingle; //Pulls a random material //Set wind exposure value at each vertex by setting vertex color PlantUtility.SetWindExposureColors(workingColors, this); var planeSize = new Vector2(graphicSize, graphicSize); Printer_Plane.PrintPlane(layer, adjustedCenter, planeSize, mat, flipUv: flipped, colors: workingColors, topVerticesAltitudeBias: TopVerticesAltitudeBias, // need to beat walls corner filler (so trees don't get cut by mountains) uvzPayload: Gen.HashOffset(this) % 1024); meshesYielded++; if (meshesYielded >= meshCount) { break; } } if (def.graphicData.shadowData != null) { //Start with a standard shadow center var shadowCenter = trueCenter + def.graphicData.shadowData.offset * size; //Clamp center of shadow to cell bottom if (clampedBottomToCellBottom) { shadowCenter.z = Position.ToVector3Shifted().z + def.graphicData.shadowData.offset.z; } shadowCenter.y -= Altitudes.AltInc; var shadowVolume = def.graphicData.shadowData.volume * size; Printer_Shadow.PrintShadow(layer, shadowCenter, shadowVolume, Rot4.North); } Rand.PopState(); }