303 lines
12 KiB
C#
303 lines
12 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class Environment : MonoBehaviour
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{
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public int sizeX = 100;
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public int sizeY = 100;
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public int sizeZ = 100;
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public float voxelSize = 0.1f;
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public bool visualizeLigth = true;
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public int visualizeEveryNVoxel = 100;
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// Voxel[,,] voxelSpace;
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byte[,,] voxelSpace;
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public bool rotateTowardsLight = false;
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public bool sendShadowToLSystem = true;
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public bool cutBranchesWithMaxShadow = false;
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List<List<Matrix4x4>> transformListJ;
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// Start is called before the first frame update
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public void Reset()
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{
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Start();
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}
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void Start()
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{
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voxelSpace = new byte[sizeX, sizeY, sizeZ];
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for (int i = 0; i < sizeX; i++)
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{
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for (int k = 0; k < sizeZ; k++)
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{
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for (int j = sizeY - 1; j >= 0; j--)
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{
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voxelSpace[i, j, k] = (byte)1;
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if (i == 0 || i == sizeX - 1 || k == 0 || k == sizeZ - 1)
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{
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voxelSpace[i, j, k] = (byte)255;
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}
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}
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}
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}
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List<Matrix4x4> transformList = new List<Matrix4x4>();
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transformListJ = new List<List<Matrix4x4>>();
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for (int i = 0; i < sizeX; i++)
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{
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for (int k = 0; k < sizeZ; k++)
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{
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for (int j = sizeY - 1; j >= 0; j--)
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{
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if (visualizeLigth &&
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(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
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{
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Vector3 position = gameObject.GetComponent<Transform>().position;
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Matrix4x4 matrixLigth = new Matrix4x4();
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//Take the origin position, and apply the offsets
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position.x += i * voxelSize;
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position.y += j * voxelSize;
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position.z += k * voxelSize;
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//Create a matrix for the position created from this iteration of the loop
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//Set the position/rotation/scale for this matrix
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if (voxelSpace[i, j, k] != null)
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{
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matrixLigth.SetTRS(position, Quaternion.Euler(Vector3.zero), new Vector3(voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f));
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}
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else
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{
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matrixLigth.SetTRS(position, Quaternion.Euler(Vector3.zero), new Vector3(0, 0, 0));
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}
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transformList.Add(matrixLigth);
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}
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if (transformList.Count > 1020)
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{
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transformListJ.Add(transformList);
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transformList = new List<Matrix4x4>();
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}
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}
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}
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}
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if (transformList.Count > 0)
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{
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transformListJ.Add(transformList);
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transformList = new List<Matrix4x4>();
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}
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}
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// Update is called once per frame
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int frame = 0;
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void Update()
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{
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if (frame % 300 == 0)
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{
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int mxx = 0;
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Vector3 pos = new Vector3(0, 0, 0);
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for (int j = sizeY - 1; j >= 0; j--)
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{
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for (int i = 0; i < sizeX; i++)
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{
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for (int k = 0; k < sizeZ; k++)
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{
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if (voxelSpace[i, j, k] > mxx)
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{
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mxx = voxelSpace[i, j, k];
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pos = new Vector3(i, j, k);
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// Debug.Log("mxPos = "+mxx+" "+pos);
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}
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}
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}
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}
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}
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frame += 1;
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// Debug.Log("frame"+frame);
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}
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public void addShadowPoint(Vector3 position, sbyte strength) // negative value to remove
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{
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Vector3 voxelPosition = positionInVoxel(position);
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Debug.Log(voxelPosition + " adding " + strength);
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if (inVoxelSpace((int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z))
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{
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voxelSpace[(int)voxelPosition.x, (int)voxelPosition.y, (int)voxelPosition.z] += (byte)strength;
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}
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else
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{
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Debug.Log("not in vexel space: " + voxelPosition + " - error adding");
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}
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}
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public void removeShadow(Vector3 position, sbyte strength) // negative value to remove
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{
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addShadow(position, (sbyte)-strength);
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}
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public void addShadow(Vector3 position, sbyte strength) // negative value to remove
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{
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// 6.2 / 0.1 = 62.0
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Vector3 voxelPosition = positionInVoxel(position);
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for (int j = (int)voxelPosition.y; j >= 0; j--)
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{
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if (voxelPosition.y - j > 250)
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{
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break;
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}
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int rotj = (int)(voxelPosition.y - j) * 1;
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for (int i = (int)voxelPosition.x - rotj; i <= (int)voxelPosition.x + rotj; i++)
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{
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for (int k = (int)voxelPosition.z - rotj; k <= (int)voxelPosition.z + rotj; k++)
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{
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if (inVoxelSpace(i, j, k) &&
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(i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0))
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{
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float secondaryStrength = 1.0f * strength;
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secondaryStrength = secondaryStrength / ((Mathf.Abs(k - (int)voxelPosition.z) + 1 + Mathf.Abs(i - (int)voxelPosition.x)) / 8.0f);
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if (voxelSpace[i, j, k] == null)
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{
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voxelSpace[i, j, k] = 0;
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}
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if (secondaryStrength > 0)
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{
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if (voxelSpace[i, j, k] >= 255 - (byte)secondaryStrength)
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{
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voxelSpace[i, j, k] = 255;
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}
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else
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{
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voxelSpace[i, j, k] += (byte)secondaryStrength;
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}
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}
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else
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{
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if (voxelSpace[i, j, k] > (byte)secondaryStrength)
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{
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voxelSpace[i, j, k] -= (byte)(-1 * secondaryStrength);
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}
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else
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{
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voxelSpace[i, j, k] = 1;
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}
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}
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if ((i % visualizeEveryNVoxel == 0 && j % visualizeEveryNVoxel == 0 && k % visualizeEveryNVoxel == 0) && visualizeLigth)
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{
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Vector3 positionBox = gameObject.GetComponent<Transform>().position;
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Matrix4x4 matrixLigth = new Matrix4x4();
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//Take the origin position, and apply the offsets
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positionBox.x += i * voxelSize;
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positionBox.y += j * voxelSize;
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positionBox.z += k * voxelSize;
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//Create a matrix for the position created from this iteration of the loop
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//Set the position/rotation/scale for this matrix
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matrixLigth.SetTRS(positionBox, Quaternion.Euler(Vector3.zero), new Vector3(voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f, voxelSpace[i, j, k] * voxelSize * visualizeEveryNVoxel / 255.0f));
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int l = (i * sizeZ * sizeY / (visualizeEveryNVoxel * visualizeEveryNVoxel * visualizeEveryNVoxel) + k * sizeY / (visualizeEveryNVoxel * visualizeEveryNVoxel) + j / visualizeEveryNVoxel);
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transformListJ[l / 1021][l % 1021] = matrixLigth;
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}
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}
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}
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}
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}
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}
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public void addShadowLine(Vector3 positionStart, Vector3 positionEnd, sbyte strength) // negative value to remove
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{
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int linePoints = (int)((Mathf.Abs(positionEnd.x - positionStart.x) + Mathf.Abs(positionEnd.z - positionStart.z)) / (voxelSize));
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if (linePoints < 3)
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{
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linePoints = 3;
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}
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Vector3 stepChange = new Vector3(
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(positionEnd.x - positionStart.x) / linePoints,
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(positionEnd.y - positionStart.y) / linePoints,
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(positionEnd.z - positionStart.z) / linePoints);
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Vector3 positionNow = positionStart;
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sbyte newStrength = (sbyte)(2 * (strength / linePoints));
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if (newStrength == 0)
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{
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if (strength > 0)
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{
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if (strength > 0.4f)
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newStrength = (sbyte)1;
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}
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if (strength < 0)
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{
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newStrength = (sbyte)-1;
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}
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}
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for (int i = 0; i < linePoints; i++)
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{
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addShadow(positionNow, newStrength);
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positionNow += stepChange;
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}
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}
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bool inVoxelSpace(int a, int b, int c)
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{
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return (a < sizeX && a >= 0 && b < sizeY && b >= 0 && c < sizeZ && c >= 0);
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}
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public Vector3 positionInVoxel(Vector3 positionInWorld)
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{
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Vector3 voxelPosition = new Vector3(0.0f, 0.0f, 0.0f);
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positionInWorld -= gameObject.GetComponent<Transform>().position;
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voxelPosition.x = (int)(0.5f + (positionInWorld.x / voxelSize));
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voxelPosition.y = (int)(0.5f + (positionInWorld.y / voxelSize));
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voxelPosition.z = (int)(0.5f + (positionInWorld.z / voxelSize));
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return voxelPosition;
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}
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public Vector3 positionInWorld(Vector3 positionInVoxel)
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{
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return positionInVoxel * voxelSize + gameObject.GetComponent<Transform>().position;
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}
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public void groundShape()
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{
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for (int i = 0; i < sizeX; i++)
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{
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for (int k = 0; k < sizeZ; k++)
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{
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for (int j = sizeY - 1; j >= 0; j--)
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{
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Collider[] hitColliders = Physics.OverlapSphere(new Vector3(i * voxelSize, j * voxelSize, k * voxelSize), voxelSize / 2.0f);
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foreach (var hitCollider in hitColliders)
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{
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addShadow(new Vector3(i * voxelSize, j * voxelSize, k * voxelSize), 100);
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}
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}
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}
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}
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}
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public byte shadowStrength(Vector3 pos)
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{
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Vector3 shadowPosition = positionInVoxel(pos);//pos - gameObject.GetComponent<Transform>().position;
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if (inVoxelSpace((int)((shadowPosition.x)), (int)((shadowPosition.y)), (int)((shadowPosition.z))))
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{
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byte mx = voxelSpace[0 + (int)((shadowPosition.x)), (int)((shadowPosition.y)), 0 + (int)((shadowPosition.z))];
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return mx;
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}
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return 255;
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}
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public bool isShadow(Vector3 pos)
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{
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if (shadowStrength(pos) > 10)
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{
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// Debug.Log("#shadow");
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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