Exemplo n.º 1
0
    void UpdatePropLayer(TerrainImport terrainImport, TerrainImport.PropLayer layer)
    {
        var time = stopwatch.Elapsed;

        var terrain     = terrainImport.GetComponent <Terrain>();
        var terrainData = terrain.terrainData;


        if (layer.propSet == null)
        {
            return;
        }

        var instanceList = new List <TreeInstance>(terrainData.treeInstances);


        foreach (var propData in layer.propSet.props)
        {
            sampler.Setup(new float2(terrainData.size.x, terrainData.size.z), Mathf.Min(propData.distanceStart, propData.distanceEnd));

            if (layer.map != null)
            {
                float[,] mapData = new float[layer.map.width, layer.map.height];
                ReadChannelFromTexture(layer.map, 0, ref mapData);
                sampler.MapDesity(ref mapData, propData.minDensity, propData.maxDensity, propData.distanceStart, propData.distanceEnd);
            }

            sampler.Calculate();

            var protoIndex = FindTreeProtoIndex(terrainData, propData.prefab);
            if (protoIndex == -1)
            {
                var protoList = new List <TreePrototype>(terrainData.treePrototypes);
                protoIndex = protoList.Count;
                protoList.Add(new TreePrototype
                {
                    prefab = propData.prefab
                });
                terrainData.treePrototypes = protoList.ToArray();
                EditorUtility.SetDirty(terrainData);
                EditorUtility.SetDirty(terrain);
            }


            for (int i = 0; i < sampler.propData.Count; i++)
            {
                var prop     = sampler.propData[i];
                var gridData = sampler.propGrid[prop.gridIndex];

                var pos3D    = new Vector3(prop.pos.x, 0, prop.pos.y);
                var worldPos = terrainImport.transform.TransformPoint(pos3D);

                var height = terrain.SampleHeight(worldPos);

                var pos = new float3(sampler.propData[i].pos.x / terrainData.size.x, height / terrainData.size.y,
                                     sampler.propData[i].pos.y / terrainData.size.z);

                var densityFactor = 1.0f / (propData.maxDensity - propData.minDensity);
                var scaleRange    = propData.scaleEnd - propData.scaleStart;
                var scale         = propData.scaleStart + (gridData.density - propData.minDensity) * densityFactor * scaleRange;

                scale = scale + Random.Range(0, scale * propData.scaleRandomFraction);

                instanceList.Add(new TreeInstance
                {
                    prototypeIndex = protoIndex,
                    widthScale     = scale,
                    heightScale    = scale,
                    rotation       = Random.Range(0, 360),
                    color          = propData.color,
                    lightmapColor  = propData.lightmapColor,
                    position       = pos
                });
            }
        }



        terrainData.treeInstances = instanceList.ToArray();
        EditorUtility.SetDirty(terrainData);
        EditorUtility.SetDirty(terrain);

        GameDebug.Log("Prop layers applied [" + (stopwatch.Elapsed - time).Milliseconds + "ms]");
    }