private void OnEnable() { spawner = (VegetationSpawner)target; if (spawner.terrains != null) { hasMissingTerrains = SpawnerBase.HasMissingTerrain(spawner.terrains); } seed = serializedObject.FindProperty("seed"); terrains = serializedObject.FindProperty("terrains"); detailResolutionIndex = serializedObject.FindProperty("detailResolutionIndex"); detailResolution = serializedObject.FindProperty("detailResolution"); grassPatchSize = serializedObject.FindProperty("grassPatchSize"); grassPatchSizeIndex = serializedObject.FindProperty("grassPatchSizeIndex"); terrainSettings = serializedObject.FindProperty("terrainSettings"); cellSize = serializedObject.FindProperty("cellSize"); cellDivisions = serializedObject.FindProperty("cellDivisions"); collisionLayerMask = serializedObject.FindProperty("collisionLayerMask"); highPrecisionCollision = serializedObject.FindProperty("highPrecisionCollision"); tempColliders = serializedObject.FindProperty("tempColliders"); waterHeight = serializedObject.FindProperty("waterHeight"); autoRespawnTrees = serializedObject.FindProperty("autoRespawnTrees"); VegetationSpawner.VisualizeCells = VisualizeCellsPersistent; Undo.undoRedoPerformed += OnUndoRedo; }
private void SpawnTreeOnTerrain(Terrain terrain, TreeType item) { float height, worldHeight, normalizedHeight; List <TreeInstance> treeInstanceCollection = new List <TreeInstance>(terrain.terrainData.treeInstances); //Clear all existing instances first, setting the tree instances is additive for (int i = 0; i < treeInstanceCollection.Count; i++) { foreach (TreePrefab prefab in item.prefabs) { treeInstanceCollection.RemoveAll(x => x.prototypeIndex == prefab.index); } } if (item.enabled) { InitializeSeed(item.seed); //Speed up, only recalculate spawn points if distance was altered, or if there are none at all if (item.prevDistance > item.distance || item.prevDistance < item.distance || item.spawnPoints.Count == 0) { item.prevDistance = item.distance; item.spawnPoints = PoissonDisc.GetSpawnpoints(terrain, item.distance, item.seed + seed); } foreach (Vector3 pos in item.spawnPoints) { //InitializeSeed(item.seed + index); //Relative position as 0-1 value Vector2 normalizedPos = terrain.GetNormalizedPosition(pos); InitializeSeed(item.seed + (int)pos.x * (int)pos.z); //Skip if failing global probability check if (((Random.value * 100f) <= item.probability) == false) { continue; } if (item.collisionCheck) { //Check for collision if (InsideOccupiedCell(terrain, pos, normalizedPos)) { continue; } } TreePrefab prefab = SpawnerBase.GetProbableTree(item); //Failed probability checks entirely if (prefab == null) { continue; } terrain.SampleHeight(normalizedPos, out height, out worldHeight, out normalizedHeight); //Reject if lower than chosen water level if (item.rejectUnderwater && worldHeight < waterHeight) { continue; } //Check height if (worldHeight < item.heightRange.x || worldHeight > item.heightRange.y) { continue; } if (item.slopeRange.x > 0 || item.slopeRange.y < 90f) { float slope = terrain.GetSlope(normalizedPos, false); //Reject if slope check fails if (!(slope >= (item.slopeRange.x) && slope <= (item.slopeRange.y))) { continue; } } if (item.curvatureRange.x > 0 || item.curvatureRange.y < 1f) { float curvature = terrain.SampleConvexity(normalizedPos); //0=concave, 0.5=flat, 1=convex curvature = TerrainSampler.ConvexityToCurvature(curvature); if (curvature < item.curvatureRange.x || curvature > item.curvatureRange.y) { continue; } } float spawnChance = 0f; if (item.layerMasks.Count == 0) { spawnChance = 100f; } else { //Reject based on layer masks splatmapTexelIndex = terrain.SplatmapTexelIndex(normalizedPos); } foreach (TerrainLayerMask layer in item.layerMasks) { Texture2D splat = terrain.terrainData.GetAlphamapTexture(GetSplatmapID(layer.layerID)); Color color = splat.GetPixel(splatmapTexelIndex.x, splatmapTexelIndex.y); int channel = layer.layerID % 4; float value = SampleChannel(color, channel); if (value > 0) { value = Mathf.Clamp01(value - layer.threshold); } value *= 100f; spawnChance += value; } InitializeSeed((int)pos.x * (int)pos.z); if ((Random.value <= spawnChance) == false) { continue; } //Passed all conditions, add instance TreeInstance treeInstance = new TreeInstance(); treeInstance.prototypeIndex = prefab.index; //Note: Sink amount should be converted to normalized 0-1 height treeInstance.position = new Vector3(normalizedPos.x, normalizedHeight - (item.sinkAmount / (terrain.terrainData.size.y + 0.01f)), normalizedPos.y); treeInstance.rotation = Random.Range(0f, 359f) * Mathf.Deg2Rad; float scale = Random.Range(item.scaleRange.x, item.scaleRange.y); treeInstance.heightScale = scale; treeInstance.widthScale = scale; treeInstance.color = Color.white; treeInstance.lightmapColor = Color.white; treeInstanceCollection.Add(treeInstance); item.instanceCount++; } } #if UNITY_2019_1_OR_NEWER terrain.terrainData.SetTreeInstances(treeInstanceCollection.ToArray(), false); #else terrain.terrainData.treeInstances = treeInstanceCollection.ToArray(); #endif }