ZMWSLI0-SL2021-GR11/cw6/Terrain/Assets/Scripts/GrassController.cs

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2021-06-28 21:23:25 +02:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
struct DifferentialEquationData {
public float water;
public float vegetation;
}
public class GrassController : MonoBehaviour {
int _structSize() {
return sizeof(float) + sizeof(float);
}
private GameObject cube;
public float updateInterval;
float timePassed;
Terrain terrain;
public ComputeShader computeShader;
[Header("equation coeffs")]
public float DWater = 1.0f;
public float DVegetation = 0.5f;
public float feedRate = 0.055f;
public float killRate = 0.0462f;
public float dT = 0.10f;
public int stepsNumber = 1;
int sizeX;
int sizeY;
// Start is called before the first frame update
void Start() {
terrain = gameObject.GetComponent<Terrain>();
sizeX = terrain.terrainData.detailWidth;
sizeY = terrain.terrainData.detailWidth;
initComputeShader();
}
bool doUpdate() {
timePassed += Time.deltaTime;
if (timePassed < updateInterval) {
return false;
}
else {
timePassed = 0;
return true;
}
}
void initKillFeedBuffers() {
//tutaj stworz
}
public void initBufferValues() {
// tutaj uzupelnij wartosci buforow
}
public void resetGrass() {
initBufferValues();
}
void initParameters() {
//tutaj zainicjalizuj parametry
}
void initComputeShader() {
//tutaj zainicjalizuj compute shader
initKillFeedBuffers();
initBufferValues();
initParameters();
}
void swapBuffers() {
//tutaj zamien bufory ze soba
}
void doSimulationSteps(int steps) {
//tutaj wykonaj kroki symulacji
}
void recoverData() {
//tutaj odczytaj bufor i przeslij wynik jako mapa detali
}
// Update is called once per frame
void Update() {
if (doUpdate()) {
terrain = gameObject.GetComponent<Terrain>();
initParameters();
doSimulationSteps(stepsNumber);
recoverData();
}
}
}