示例#1
0
        public override void Apply(ProceduralLayer layer, TerrainWrapper wrapper)
        {
            var           objects  = wrapper.CompoundTerrainData.Objects;
            var           tSize    = wrapper.Terrain.terrainData.size;
            List <string> toRemove = new List <string>();

            foreach (var tree in objects)
            {
                if (!InvertPrefabMask && Prefabs.Count > 0 && !Prefabs.Contains(tree.Value.Data.Prefab))
                {
                    continue;
                }
                if (InvertPrefabMask && Prefabs.Count > 0 && Prefabs.Contains(tree.Value.Data.Prefab))
                {
                    continue;
                }

                var wPos = wrapper.Terrain.TreeToWorldPos(tree.Value.Data.Position);
                wPos.y = wrapper.GetCompoundHeight(layer, wPos, true) * tSize.y;
                var gradient = wrapper.GetNormalFromHeightmap(tree.Value.Data.Position.xz());

                if (gradient.y < MinY)
                {
                    toRemove.Add(tree.Key);
                    continue;
                }
            }
            foreach (var guid in toRemove)
            {
                objects.Remove(guid);
            }
            Debug.LogFormat("TreeGradientFilter removed {0} trees", toRemove.Count);
        }
示例#2
0
        public override void Apply(ProceduralLayer layer, TerrainWrapper wrapper)
        {
            var           trees    = wrapper.CompoundTerrainData.Trees;
            var           tSize    = wrapper.Terrain.terrainData.size;
            List <string> toRemove = new List <string>();

            foreach (var tree in trees)
            {
                if (!InvertPrefabMask && Prefabs.Count > 0 && !Prefabs.Contains(tree.Value.Prototype))
                {
                    continue;
                }
                if (InvertPrefabMask && Prefabs.Count > 0 && Prefabs.Contains(tree.Value.Prototype))
                {
                    continue;
                }

                var wPos = wrapper.Terrain.TreeToWorldPos(tree.Value.Position);
                wPos.y = wrapper.GetCompoundHeight(layer, wPos, true) * tSize.y;
                var gradient = wrapper.GetNormalFromHeightmap(tree.Value.Position.xz());

                if (gradient.y < MinY)
                {
                    //Debug.DrawLine(wPos, wPos + gradient, Color.red, 10);
                    toRemove.Add(tree.Key);
                    continue;
                }

                //Debug.DrawLine(wPos, wPos + gradient, Color.green, 10);
                var yPos = Offset.Evaluate(gradient.y);
                tree.Value.Position.y = Mathf.Min(yPos, tree.Value.Position.y);

                /*Debug.DrawLine(wPos, wPos + Vector3.up * yPos, Color.yellow, 10);
                 * DebugHelper.DrawPoint(wPos, 0.1f, Color.yellow, 10);
                 * DebugHelper.DrawPoint(wPos + Vector3.up * yPos, 0.1f, Color.blue, 10);*/
            }
            foreach (var guid in toRemove)
            {
                trees.Remove(guid);
            }
            Debug.LogFormat("TreeGradientFilter removed {0} trees", toRemove.Count);
        }
示例#3
0
        public override void Apply(ProceduralLayer layer, TerrainWrapper wrapper)
        {
            const float margin = 0.01f;

            var seed = layer.Seed;
            var rand = new Random(seed);

            var tBounds = wrapper.Terrain.GetBounds();
            var step    = StepDistance / tBounds.size.x;

            var cellCount = Mathf.CeilToInt(tBounds.size.x / MinDistance);

            bool[,] proximityCheck = new bool[cellCount, cellCount];

            int counter = 0;

            for (var u = margin; u < 1 - margin; u += step)
            {
                if (counter > MaxCount)
                {
                    break;
                }

                for (var v = margin; v < 1 - margin; v += step)
                {
                    if (counter > MaxCount)
                    {
                        break;
                    }

                    var cellX = Mathf.FloorToInt(u * cellCount);
                    var cellY = Mathf.FloorToInt(v * cellCount);
                    if (proximityCheck[cellX, cellY])
                    {
                        continue;
                    }

                    var normalizedPos = new Vector2(u, v);
                    var normal        = wrapper.GetNormalFromHeightmap(normalizedPos);
                    if (normal.y > RequiredY)
                    {
                        continue;
                    }

                    var prefab      = Prefabs.Random();
                    var prefabEntry = new PrefabObjectData()
                    {
                        Guid     = Guid.NewGuid().ToString(),
                        Prefab   = prefab,
                        Position = normalizedPos.x0z() + Offset.GetRand(rand),
                        Rotation = Rotation.GetRand(rand),
                        Scale    = Scale.GetRand(rand),
                    };

                    layer.Objects.Add(prefabEntry);
                    counter++;
                    proximityCheck[cellX, cellY] = true;
                }
            }
            Debug.Log(string.Format("GradientObjectPlacer placed {0} objects.", counter));
        }