예제 #1
0
파일: TerrainTool.cs 프로젝트: wachel/block
        static float calcDirectSunLight(RayCastManager rayTraceManager, Vector3 sunDir, int globalX, int globalY, int globalZ, int faceIndex)
        {
            //计算ao
            Vector3 faceNormal      = Const.getFaceNormal(faceIndex);
            float   faceLightFactor = Vector3.Dot(faceNormal, -sunDir);

            if (faceLightFactor < 0)
            {
                return(0);
            }
            else
            {
                Vector3 startPos  = (new Vector3(globalX, globalY, globalZ) + Vector3.one * 0.5f + faceNormal * 0.501f) * Const.BlockSize;
                float   rayLength = 100.0f;
                //float brightness = 0.0f;
                RayCastRestult rlt = rayTraceManager.rayCast(startPos, -sunDir, rayLength, RayCastBlockType.All);
                if (rlt.bHit)
                {
                    return(0);
                }
                else
                {
                    return(faceLightFactor);
                }
            }
        }
예제 #2
0
파일: TerrainTool.cs 프로젝트: wachel/block
        public static Vector3[] getRandomRays(int num, int faceIndex)
        {
            //UnityEngine.Random.seed = 12345678;
            RandomPoints randomPoints = new RandomPoints();

            Vector2[] angles     = randomPoints.getRandomPoints(num);
            Vector3[] rays       = new Vector3[num];
            Vector3   faceNormal = Const.getFaceNormal(faceIndex);

            for (uint i = 0; i < angles.Length; i++)
            {
                rays[i] = RandomPoints.getNewDir(angles[i].x, angles[i].y, faceNormal);
            }
            return(rays);
        }
예제 #3
0
파일: TerrainTool.cs 프로젝트: wachel/block
        static float calcAo(RayCastManager rayTraceManager, Vector3[] rays, int globalX, int globalY, int globalZ, int faceIndex)
        {
            //计算ao
            Vector3 startPos   = (new Vector3(globalX, globalY, globalZ) + Vector3.one * 0.5f + Const.getFaceNormal(faceIndex) * 0.51f) * Const.BlockSize;
            float   rayLength  = 16;
            float   brightness = 0.0f;

            Vector3[] startPosArray  = new Vector3[rays.Length];
            float[]   rayLenghtArray = new float[rays.Length];
            for (int i = 0; i < startPosArray.Length; i++)
            {
                startPosArray[i]  = startPos;
                rayLenghtArray[i] = rayLength;
            }
            RayCastRestult[] rlts = rayTraceManager.batchRayCast(startPosArray, rays, rayLenghtArray, RayCastBlockType.Opacity);
            for (uint i = 0; i < rays.Length; i++)
            {
                RayCastRestult rlt = rlts[i];//rayTraceManager.rayCast(startPos, rays[i], rayLength);
                if (rlt.bHit && rlt.hitLength < rayLength)
                {
                    float a = ((rlt.hitLength) / rayLength);
                    brightness += (a / rays.Length);
                }
                else
                {
                    brightness += 1.0f / rays.Length;
                }
            }
            brightness = Mathf.Clamp(brightness, 0.0f, 1.0f);
            return(Mathf.Pow(brightness, 0.8f) * 0.9f + 0.1f);
        }