Пример #1
0
    public void Regenerate()
    {
        float halfSize = size / 2f;
        float origin   = -halfSize;

        int triNum = size * size * 6;

        Vector3[] verts     = new Vector3[triNum];
        Color32[] colors    = new Color32[triNum];
        int[]     triangles = new int[triNum];

        int sideVertsNum = size + 1;
        int vertsNum     = sideVertsNum * sideVertsNum;

        Vector3[] smoothVerts = new Vector3[vertsNum];

        Surfacer surfacer    = Surfacer.GetInstance();
        int      vertexIndex = 0;

        for (int z = 0; z < sideVertsNum; z++)
        {
            for (int x = 0; x < sideVertsNum; x++)
            {
                float height = surfacer.GetHeight(centerX + origin + x, centerZ + origin + z);
                smoothVerts[vertexIndex] = new Vector3(origin + x, height, origin + z);

                if (x < size && z < size)
                {
                    AddTriangle(triangles, vertexIndex, vertexIndex + sideVertsNum, vertexIndex + sideVertsNum + 1);
                    AddTriangle(triangles, vertexIndex, vertexIndex + sideVertsNum + 1, vertexIndex + 1);
                }
                vertexIndex++;
            }
        }

        for (int i = 0; i < triangles.Length; i++)
        {
            verts[i]     = smoothVerts[triangles[i]];
            triangles[i] = i;
        }

        for (int i = 0; i < verts.Length; i += 3)
        {
            float averageTriHeight = (verts[i].y + verts[i + 1].y + verts[i + 2].y) / 3f;
            Color triColor         = SurfDecorator.GetTriColor(averageTriHeight);
            AddColor(colors, i, triColor);
        }

        InitMesh(verts, triangles, colors);
    }
    void Start()
    {
        int   patchSize = size / 2;
        float halfSize  = patchSize / 2.0f;

        Surfacer surfacer = Surfacer.GetInstance();

        surfacer.InitSurface(size, maxHeight, fieldMaxHeight);
        surfacer.InitAllFBM(mainScaleFBM, fieldScaleFBM, offsetMainFBM, offsetFieldFBM);

        SurfDecorator.shaderColorFill = shaderColorFill;
        SurfDecorator.MaxHeight       = maxHeight;
        SurfDecorator.WaterHeightPerc = waterHeightPerc;
        SurfDecorator.CoastHeightPerc = coastHeightPerc;
        SurfDecorator.GrassHeightPerc = grassHeightPerc;
        SurfDecorator.RockHeightPerc  = rockHeightPerc;
        SurfDecorator.InitMaterial();

        patchArr    = new TerrainPatch[numPatches];
        patchArr[0] = new TerrainPatch(gameObject.transform, -halfSize, -halfSize, patchSize);
        patchArr[1] = new TerrainPatch(gameObject.transform, -halfSize, halfSize, patchSize);
        patchArr[2] = new TerrainPatch(gameObject.transform, halfSize, -halfSize, patchSize);
        patchArr[3] = new TerrainPatch(gameObject.transform, halfSize, halfSize, patchSize);
    }