forked from andkok/MWS_2021
104 lines
2.1 KiB
C#
104 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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struct DifferentialEquationData {
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public float water;
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public float vegetation;
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}
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public class GrassController : MonoBehaviour {
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int _structSize() {
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return sizeof(float) + sizeof(float);
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}
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private GameObject cube;
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public float updateInterval;
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float timePassed;
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Terrain terrain;
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public ComputeShader computeShader;
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[Header("equation coeffs")]
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public float DWater = 1.0f;
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public float DVegetation = 0.5f;
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public float feedRate = 0.055f;
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public float killRate = 0.0462f;
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public float dT = 0.10f;
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public int stepsNumber = 1;
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int sizeX;
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int sizeY;
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// Start is called before the first frame update
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void Start() {
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terrain = gameObject.GetComponent<Terrain>();
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sizeX = terrain.terrainData.detailWidth;
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sizeY = terrain.terrainData.detailWidth;
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initComputeShader();
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}
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bool doUpdate() {
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timePassed += Time.deltaTime;
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if (timePassed < updateInterval) {
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return false;
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}
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else {
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timePassed = 0;
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return true;
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}
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}
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void initKillFeedBuffers() {
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//tutaj stworz
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}
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public void initBufferValues() {
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// tutaj uzupelnij wartosci buforow
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}
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public void resetGrass() {
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initBufferValues();
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}
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void initParameters() {
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//tutaj zainicjalizuj parametry
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}
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void initComputeShader() {
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//tutaj zainicjalizuj compute shader
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initKillFeedBuffers();
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initBufferValues();
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initParameters();
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}
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void swapBuffers() {
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//tutaj zamien bufory ze soba
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}
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void doSimulationSteps(int steps) {
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//tutaj wykonaj kroki symulacji
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}
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void recoverData() {
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//tutaj odczytaj bufor i przeslij wynik jako mapa detali
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}
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// Update is called once per frame
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void Update() {
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if (doUpdate()) {
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terrain = gameObject.GetComponent<Terrain>();
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initParameters();
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doSimulationSteps(stepsNumber);
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recoverData();
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}
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}
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}
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