Modelowanie_Wirtualnych_Swi.../Assets/Scripts/ProceduralTextureScript.cs
2021-06-14 23:45:43 +02:00

78 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq; // used for Sum of array
public class ProceduralTextureScript : MonoBehaviour {
public float snowHeight;
public float rockSlope;
// Start is called before the first frame update
void Start()
{
}
float transition(float start, float end,float value) {
if (start > end) {
return 1 - transition(end, start, value);
}
if (value < start) {
return 0;
}
if (value >= end) {
return 1;
}
var scaledValue = (value - start) / (end - start);
return scaledValue;
}
public void runProcedrualTexturing() {
var terrain = gameObject.GetComponent<Terrain>();
var layers = terrain.terrainData.alphamapLayers;
var height = terrain.terrainData.alphamapWidth;
var width = terrain.terrainData.alphamapHeight;
Debug.Log(layers);
Debug.Log(height);
Debug.Log(width);
Debug.Log(terrain.terrainData.GetInterpolatedHeight(0.5f,0.5f));
var newSplatMap = new float[width, height, layers];
//for (int i=0; i<)
for (int i=0; i < width;i++) {
for (int j = 0; j < width; j++) {
float x = j / (float)height;
float y = i / (float)width;
var splatWeights = new float[layers];
var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x,y);
for (int k = 0; k < layers; k++) {
splatWeights[k] = Random.RandomRange(0.0f,1.0f);
}
float sum = splatWeights.Sum();
for (int k = 0; k < layers; k++) {
newSplatMap[i,j,k]=splatWeights[k]/sum;
}
}
}
terrain.terrainData.SetAlphamaps(0, 0, newSplatMap);
var a = terrain.terrainData.treeInstances;
}
// Update is called once per frame
void Update()
{
}
}