예제 #1
0
        public void UpdateAllFrontTopVerticies()
        {
            if (AllFrontTopVerticies == null)
            {
                AllFrontTopVerticies = new List <Vector3>();
            }
            else
            {
                AllFrontTopVerticies.Clear();
            }

            List <TerrainPiece> pieces = Pool.TerrainPieces.OrderBy(terp => terp.FrontMesh.BottomLeftCorner.x).ToList();

            for (int i = 0; i < pieces.Count(); i++)
            {
                TerrainPiece tp = pieces[i];

                MeshPiece mp = tp.FrontMesh;
                for (int k = 0; k < mp.RotatedPlaneVerticies.Count(); k++)
                {
                    //Evens are bottom verts, odds are top
                    if (k % 2 != 0)
                    {
                        AllFrontTopVerticies.Add(mp.RotatedPlaneVerticies[k]);
                    }
                }
            }
        }
예제 #2
0
        public List <Vector3> GetCornerVerts(TerrainPiece previousTerrain, TerrainPiece currentTerrain, MeshPiece.Plane planeType, bool topVerts)
        {
            MeshPiece lastMesh    = null;
            MeshPiece currentMesh = null;

            List <Vector3> verts = new List <Vector3>();

            if (planeType == MeshPiece.Plane.Front)
            {
                lastMesh    = previousTerrain.FrontMesh;
                currentMesh = currentTerrain.FrontMesh;
            }
            else if (planeType == MeshPiece.Plane.Detail)
            {
                lastMesh    = previousTerrain.DetailMesh;
                currentMesh = currentTerrain.DetailMesh;
            }

            if (topVerts)
            {
                verts.Add(lastMesh.TopRightCorner);
                verts.Add(currentMesh.TopLeftCorner);
            }
            else
            {
                verts.Add(lastMesh.BottomRightCorner);
                verts.Add(currentMesh.BottomLeftCorner);
            }

            return(verts);
        }
예제 #3
0
        private void MoveMeshesForCornerPiece(TerrainPiece currentTerrain, TerrainPiece nextTerrain, Vector3 origin)
        {
            //Because of the rotations these can overlap.  So get the difference, then add our spacing for the corners
            //TODO: Revisit this, I don't think it is working quite right
            float maxXPrevious = currentTerrain.FrontMesh.RotatedPlaneVerticies.Select(p => p.x).Max();
            float minXCurrent  = nextTerrain.FrontMesh.RotatedPlaneVerticies.Select(p => p.x).Min();
            float diff         = Math.Abs(maxXPrevious - minXCurrent);
            float spacing      = diff + settings.CornerMeshWidth;

            //Move every mesh piece in this terrain to give us space to have our corner mesh
            for (int j = 0; j < nextTerrain.MeshPieces.Count; j++)
            {
                MeshPiece mp         = nextTerrain.MeshPieces[j];
                Vector3   moveAmount = new Vector3(origin.x + spacing, origin.y, origin.z);

                if (mp.PlaneType == MeshPiece.Plane.Detail)
                {
                    //Move the detail mesh slightly in front of the front plane mesh
                    moveAmount = moveAmount + settings.DetailPlaneOffset;
                    mp.MoveMesh(moveAmount, mp.PlaneType);
                }
                else
                {
                    mp.MoveMesh(moveAmount, mp.PlaneType);
                }
            }
        }
예제 #4
0
        public void CreateCorner(VertexGenerator vg, TerrainPiece previousTerrain, TerrainPiece currentTerrain, Transform newParent)
        {
            //Our plane is made up of the last top and bottom verts of the previous mesh, and the first top and bottom verts of the current mesh
            List <Vector3> topVerticies    = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Front, true);
            List <Vector3> bottomVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Front, false);

            //Create our front mesh piece
            MeshPiece meshPiece = new MeshPiece(vg, MeshPiece.Plane.Front, settings);

            meshPiece.CreateCorner(topVerticies, bottomVerticies);

            //The first mesh could be null if we are below the minimum verticies we need to create a plane
            if (meshPiece.MeshObject != null)
            {
                TransformHelpers th = new TransformHelpers();

                //Now we've created the front of our mesh
                InstantiateTerrainObject(0f, newParent);
                MeshPieces.Add(meshPiece);

                //Add detail mesh
                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece meshPieceDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    topVerticies    = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Detail, true);
                    bottomVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Detail, false);
                    meshPieceDetail.CreateCorner(topVerticies, bottomVerticies);
                    MeshPieces.Add(meshPieceDetail);
                }

                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    //Create the verticies for the top of our mesh, and add that too
                    MeshPiece meshPieceTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);

                    //Use the top verts as our bottom z row
                    bottomVerticies = th.CopyList(topVerticies);
                    Vector3 firstBottomVertex = topVerticies[0];

                    //Then shift the top verts into the z plane
                    topVerticies = th.MoveStartVertex(topVerticies, firstBottomVertex, new Vector3(firstBottomVertex.x, firstBottomVertex.y, firstBottomVertex.z + settings.TopPlaneHeight), false);
                    meshPieceTop.CreateCorner(topVerticies, bottomVerticies);
                    if (settings.TopPhysicsMaterial2D != null)
                    {
                        meshPieceTop.edgeCollider.sharedMaterial = settings.TopPhysicsMaterial2D; // assign Physics Material if any
                    }
                    if (settings.TerrainLayer != 0)
                    {
                        meshPieceTop.MeshObject.layer = settings.TerrainLayer; // assign Layer if any
                    }
                    MeshPieces.Add(meshPieceTop);
                }

                //Just to tidy up the heirarchy
                ParentMeshesToTerrainObject();
            }
        }
예제 #5
0
        public void Create(VertexGenerator vg, Vector3 origin)
        {
            //Track the angle we are currenlty on
            TerrainAngle = vg.CurrentTerrainRule.Angle;

            //Create the front mesh and populate our key verts for the front plane
            MeshPiece mp = new MeshPiece(vg, MeshPiece.Plane.Front, settings);

            mp.PopulateKeyVerticies(MeshPiece.Plane.Front);

            //Now create the mesh
            mp.Create(origin, TerrainAngle);


            //The first mesh could be null if we are below the minimum verticies we need to create a plane
            if (mp.MeshObject != null)
            {
                //Create a placeholder object for our mesh pieces
                InstantiateTerrainObject();

                //if (meshCollider == null) {
                //    meshCollider = TerrainObject.AddComponent<MeshCollider>();
                //    meshCollider.convex = true;
                //}

                if (terrainCollider == null)
                {
                    terrainCollider          = TerrainObject.AddComponent <TerrainCollider>();
                    terrainCollider.material = new PhysicMaterial();
                }

                //And add the front plane mesh piece to our list of meshes in the terrain piece
                MeshPieces.Add(mp);


                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece mpDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    mpDetail.Create(origin + settings.DetailPlaneOffset, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpDetail);
                }



                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    MeshPiece mpTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);
                    mpTop.Create(mp.StartTopMesh, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpTop);
                }



                //Just to tidy up the heirarchy
                ParentMeshesToTerrainObject();
            }
        }
예제 #6
0
        public List<Vector3> MoveStartVertex(List<Vector3> verticies, Vector3 newStartVertex, bool copyVertices, MeshPiece.Plane planeType)
        {
            int startIndex = 0;
            if (planeType == MeshPiece.Plane.Front || planeType == MeshPiece.Plane.Detail)
            {
                startIndex = 1;
            }

            Vector3 originalStartVertex = verticies[startIndex];
            return MoveStartVertex(verticies, originalStartVertex, newStartVertex, copyVertices);
        }
예제 #7
0
        public void Create(VertexGenerator vg, Vector3 origin)
        {

            //Track the angle we are currenlty on          
            TerrainAngle = vg.CurrentTerrainRule.Angle;

            //Create the front mesh and populate our key verts for the front plane
            MeshPiece mp = new MeshPiece(vg, MeshPiece.Plane.Front, settings);
            mp.PopulateKeyVerticies(MeshPiece.Plane.Front);            
            
            //Now create the mesh
            mp.Create(origin, TerrainAngle);
          
			
			//The first mesh could be null if we are below the minimum verticies we need to create a plane
			if (mp.MeshObject != null){
				
                //Create a placeholder object for our mesh pieces
				InstantiateTerrainObject();	
			
                //And add the front plane mesh piece to our list of meshes in the terrain piece
			  	MeshPieces.Add(mp);


                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece mpDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    mpDetail.Create(origin + settings.DetailPlaneOffset, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpDetail);
                }



                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    MeshPiece mpTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);
                    mpTop.Create(mp.StartTopMesh, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpTop);
                }
      
                  
				
				
	            //Just to tidy up the heirarchy
	            ParentMeshesToTerrainObject();
					
			}
        }
예제 #8
0
        public void Create(VertexGenerator vg, Vector3 origin, Transform newParent)
        {
            //Track the angle we are currenlty on
            TerrainAngle = vg.CurrentTerrainRule.Angle;

            //Create the front mesh and populate our key verts for the front plane
            MeshPiece mp = new MeshPiece(vg, MeshPiece.Plane.Front, settings);

            mp.PopulateKeyVerticies(MeshPiece.Plane.Front);

            //Now create the mesh
            mp.Create(origin, TerrainAngle);

            //The first mesh could be null if we are below the minimum verticies we need to create a plane
            if (mp.MeshObject != null)
            {
                //Create a placeholder object for our mesh pieces
                InstantiateTerrainObject(origin.x, newParent);

                //And add the front plane mesh piece to our list of meshes in the terrain piece
                MeshPieces.Add(mp);

                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece mpDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    mpDetail.Create(origin + settings.DetailPlaneOffset, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpDetail);
                }

                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    MeshPiece mpTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);
                    mpTop.Create(mp.StartTopMesh, TerrainAngle, mp.KeyTopVerticies);
                    if (settings.TopPhysicsMaterial2D != null)
                    {
                        mpTop.edgeCollider.sharedMaterial = settings.TopPhysicsMaterial2D; // assign Physics Material if any
                    }
                    if (settings.TerrainLayer != 0)
                    {
                        mpTop.MeshObject.layer = settings.TerrainLayer; // assign Layer if any
                    }
                    MeshPieces.Add(mpTop);
                }
                //Just to tidy up the heirarchy
                ParentMeshesToTerrainObject();
            }
        }
예제 #9
0
        public List<Vector3> GetCornerVerts(TerrainPiece previousTerrain, TerrainPiece currentTerrain, MeshPiece.Plane planeType, bool topVerts)
        {
            MeshPiece lastMesh = null;
            MeshPiece currentMesh = null;

            List<Vector3> verts = new List<Vector3>();

            if (planeType == MeshPiece.Plane.Front)
            {
                lastMesh = previousTerrain.FrontMesh;
                currentMesh = currentTerrain.FrontMesh;
            }
            else if (planeType == MeshPiece.Plane.Detail)
            {
                lastMesh = previousTerrain.DetailMesh;
                currentMesh = currentTerrain.DetailMesh;
            }

            if (topVerts)
            {
                verts.Add(lastMesh.TopRightCorner);
                verts.Add(currentMesh.TopLeftCorner);
            }
            else
            {
                verts.Add(lastMesh.BottomRightCorner);
                verts.Add(currentMesh.BottomLeftCorner);
            }

            return verts;
        }
예제 #10
0
        public void CreateCorner(VertexGenerator vg, TerrainPiece previousTerrain, TerrainPiece currentTerrain)
        {
            //Our plane is made up of the last top and bottom verts of the previous mesh, and the first top and bottom verts of the current mesh
            List<Vector3> topVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Front, true);
            List<Vector3> bottomVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Front, false);

            //Create our front mesh piece
            MeshPiece meshPiece = new MeshPiece(vg, MeshPiece.Plane.Front, settings);
            meshPiece.CreateCorner(topVerticies, bottomVerticies);

            //The first mesh could be null if we are below the minimum verticies we need to create a plane
            if (meshPiece.MeshObject != null)
            {
                TransformHelpers th = new TransformHelpers();

                //Now we've created the front of our mesh
                InstantiateTerrainObject();
                MeshPieces.Add(meshPiece);

                //Add detail mesh

                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece meshPieceDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    topVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Detail, true);
                    bottomVerticies = GetCornerVerts(previousTerrain, currentTerrain, MeshPiece.Plane.Detail, false);
                    meshPieceDetail.CreateCorner(topVerticies, bottomVerticies);
                    MeshPieces.Add(meshPieceDetail);
                }

                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    //Create the verticies for the top of our mesh, and add that too
                    MeshPiece meshPieceTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);

                    //Use the top verts as our bottom z row
                    bottomVerticies = th.CopyList(topVerticies);
                    Vector3 firstBottomVertex = topVerticies[0];

                    //Then shift the top verts into the z plane
                    topVerticies = th.MoveStartVertex(topVerticies, firstBottomVertex, new Vector3(firstBottomVertex.x, firstBottomVertex.y, firstBottomVertex.z + settings.TopPlaneHeight), false);
                    meshPieceTop.CreateCorner(topVerticies, bottomVerticies);
                    MeshPieces.Add(meshPieceTop);
                }

                //Just to tidy up the heirarchy
                ParentMeshesToTerrainObject();

            }
        }