static MeshObjectData CreateFoliage(TreeData data, TreeBranch Branch, int index) { MeshDraft m; switch (data.FoliageBasePrimitiveShape) { case TreeData.BasePrimitiveShapes.Dodecahedron: m = MeshDraft.Dodecahedron(0.5f); break; case TreeData.BasePrimitiveShapes.Icosahedron: m = MeshDraft.Icosahedron(0.5f, false); break; case TreeData.BasePrimitiveShapes.Prism: m = MeshDraft.Prism(0.5f, data.foliageSegments, 0.1f, false); break; case TreeData.BasePrimitiveShapes.Pyramid: m = MeshDraft.Pyramid(0.5f, data.foliageSegments, 0.5f, false); break; default: m = MeshDraft.Sphere(0.5f, data.foliageSegments, data.foliageSegments, false); break; } MeshObjectData plant = new MeshObjectData(); plant.vertices = m.vertices.ToArray(); plant.triangles = m.triangles.ToArray(); plant.tangents = m.tangents.ToArray(); plant.AutoWeldMesh(0.0001f, 0.4f); Vector3[] verts = plant.vertices; float currentNoise = data.noise; currentNoise *= 0.4f; Vector3 Pos = Branch.To; plant.position = Pos; int s = data.TreeSeed + index + Mathf.RoundToInt(Pos.x) + Mathf.RoundToInt(Pos.y) + Mathf.RoundToInt(Pos.z) + Mathf.RoundToInt(Branch.Length); Rand r = new Rand(s); for (int i = 0; i < verts.Length; i++) { verts[i].x += r.Range(-currentNoise, currentNoise); verts[i].y += r.Range(-currentNoise, currentNoise); verts[i].z += r.Range(-currentNoise, currentNoise); } plant.vertices = verts; plant.flatShade(); Color[] vertexColor = new Color[plant.vertices.Length]; Color CC = data.foliageColors[r.Range(0, data.foliageColors.Length)]; for (int c = 0; c < plant.vertices.Length; c++) { vertexColor[c] = CC; } plant.colors = vertexColor; return(plant); }
public static void Prism() { PrimitiveTemplate(prism, () => MeshDraft.Prism(1, 16, 1).ToMesh()); }
private void Start() { GetComponent <MeshFilter>().mesh = MeshDraft.Prism(radius, segments, height).ToMesh(); }
public static void Build(RockThreadReturnData returnData) { RockData data = returnData.RockData; MeshDraft MD; switch (data.RockBasePrimitiveShape) { case RockData.BasePrimitiveShapes.Dodecahedron: MD = MeshDraft.Dodecahedron(0.5f); break; case RockData.BasePrimitiveShapes.Icosahedron: MD = MeshDraft.Icosahedron(0.5f, false); break; case RockData.BasePrimitiveShapes.Prism: MD = MeshDraft.Prism(0.5f, data.Segments, 1f, false); break; case RockData.BasePrimitiveShapes.Pyramid: MD = MeshDraft.Pyramid(0.5f, data.Segments, 1f, false); break; default: MD = MeshDraft.Sphere(0.5f, data.Segments, data.Segments, false); break; } ; MeshObjectData rock = new MeshObjectData(); rock.vertices = MD.vertices.ToArray(); rock.triangles = MD.triangles.ToArray(); rock.tangents = MD.tangents.ToArray(); rock.AutoWeldMesh(0.0001f, 0.4f); Vector3[] verts = rock.vertices; INoise noise = new SimplexNoise(data.RockSeed, 0.3f, 0.2f); Rand r = new Rand(data.RockSeed); for (int i = 0; i < verts.Length; i++) { float currentNoise = NoiseGen(noise, 3, verts[i].x / 0.5f, verts[i].y / 0.5f, verts[i].z / 0.5f); //currentNoise*=2; Vector3 norm = verts[i].normalized; verts[i].x += currentNoise * norm.x; verts[i].y += currentNoise * norm.y; verts[i].z += currentNoise * norm.z; verts[i].x *= 3; verts[i].y *= 1.2f; verts[i].z *= 1.5f; } rock.vertices = verts; rock.flatShade(); Color[] vertexColor = new Color[rock.vertices.Length]; for (int i = 0; i < rock.vertices.Length; i++) { vertexColor[i] = data.RockGradientColor.Color.Evaluate(1 - rock.vertices[i].y); } rock.colors = vertexColor; returnData.RockBuildData = rock; returnData.ManagerCallBack(returnData); }