示例#1
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    /// <summary>
    /// We override the create world object function for a tree. This is done as we need to load in multiple
    /// parts of the tree
    /// </summary>
    /// <param name="transform"></param>
    /// <returns></returns>
    public override WorldObject CreateWorldObject(Transform transform = null)
    {
        //Create random with seed unique to tree position - this ensures tree should be same every time.
        GenerationRandom genRan = new GenerationRandom(WorldPosition.x * World.WorldSize * World.ChunkSize + WorldPosition.z);
        int   canopy            = genRan.RandomInt(3, 7);
        float angleOffset       = genRan.Random(0, Mathf.PI);

        float       range    = Mathf.Sqrt(canopy * 0.5f) * 0.8f;
        WorldObject treeBase = WorldObject.CreateWorldObject(this, transform);
        Vec2i       zero     = new Vec2i(0, 0);

        Vector3[] canopyPositions = new Vector3[canopy];

        for (int i = 0; i < canopy; i++)
        {
            //Define the positions of each canopy as roughly circular about the middle of the tree.
            float   angle  = (Mathf.PI * 2 / (canopy)) * i + angleOffset;
            Vector2 delta  = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * range + genRan.RandomVector2(-0.1f, 0.1f);
            float   height = 1.8f + genRan.Random(0, 1f);
            //Store the total position for use later, then generate the canopy itself.
            canopyPositions[i] = new Vector3(delta.x, height, delta.y);
            TreeCanopy tr = new TreeCanopy(zero, canopyPositions[i]);
            tr.SetRandom(genRan);
            tr.CreateWorldObject(treeBase.transform);
        }
        //Generate the trunk

        float      trunkHeight = 1.2f;
        float      trunkScale  = 1.2f;
        TreeBranch trunk       = new TreeBranch(zero);

        trunk.SetCharacteristic(Vector3.zero, new Vector3(0, 0, 0), new Vector3(1, trunkScale, 1));
        WorldObject trunkObj = trunk.CreateWorldObject(treeBase.transform);
        //MeshCollider mc  =trunkObj.gameObject.AddComponent<MeshCollider>();
        //mc.sharedMesh = trunkObj.gameObject.GetComponent<MeshFilter>().mesh;
        Vector3 trunkTop = Vector3.up * trunkHeight * trunkScale; //Scale to correct height

        foreach (Vector3 v in canopyPositions)
        {
            TreeBranch canopyBranch = new TreeBranch(zero);
            //Calculate the Euler angles from the branch base to the canopy
            Vector3 delta_pos = v - trunkTop;
            Quaternion.FromToRotation(Vector3.up, delta_pos);
            //Vector3 rot = Quaternion.FromToRotation(trunkTop, v*5f).eulerAngles;
            Vector3 rot   = Quaternion.FromToRotation(Vector3.up, delta_pos).eulerAngles;
            float   scale = Vector3.Distance(v, trunkTop) / trunkHeight;
            canopyBranch.SetCharacteristic(trunkTop, rot, new Vector3(1 / scale, scale, 1 / scale));
            canopyBranch.CreateWorldObject(treeBase.transform);
        }

        return(treeBase);
    }