237 lines
8.8 KiB
C#
237 lines
8.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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public class main : MonoBehaviour
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{
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//ground
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float m_groundWidth = 150.0f;
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float m_groundHeight = 120.0f;
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Shader m_groundShader;
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Texture m_groundTexture;
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Color m_groundColor;
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//camera GUI
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float m_FieldOfView = 60.0f;
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float m_camPosX = 0.0f;
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float m_camPosY = 8.0f;
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float m_camPosZ = 10.0f;
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float m_camLookAtX = 0.0f;
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float m_camLookAtY = -15.0f;
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float m_camLookAtZ = 0.0f;
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Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
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//SceneVariables
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float PlantSpacing = 10.0f;
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float PlantDist = 4.0f;
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float PlantOffset = 20.0f;
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static int rowCount = 8;
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static int colCount = 10;
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//components
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GameObject mainCamera;
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GameObject directionalLight;
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GameObject ground;
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GameObject[,] trees = new GameObject[colCount,rowCount];
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void Start()
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{
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//camera
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mainCamera = new GameObject();
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mainCamera.AddComponent<Camera>();
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mainCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
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mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
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mainCamera.name = "MainCamera";
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//--------------------------------------------------------------------------------------------------------------------
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//directional light
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directionalLight = new GameObject();
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directionalLight.AddComponent<Light>();
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directionalLight.name = "Directional Light";
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directionalLight.GetComponent<Light>().type = LightType.Directional;
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directionalLight.GetComponent<Light>().shadows = LightShadows.Soft;
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directionalLight.GetComponent<Light>().color = Color.white;
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directionalLight.GetComponent<Light>().useColorTemperature = true;
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directionalLight.GetComponent<Light>().colorTemperature = 5900;
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directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
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directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
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//---------------------------------------------------------------------------------------------------------------------
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//ground
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m_groundColor = new Color(1.0f, 0.4f, 0.6f, 1.0f);
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m_groundShader = Shader.Find("Standard");
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ground = new GameObject("Ground");
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MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
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groundMeshRenderer.material = new Material(m_groundShader);
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groundMeshRenderer.material.color = m_groundColor;
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MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
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Mesh groundMesh = new Mesh();
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//ground.transform.Translate(new Vector3(0, 0, -20));
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//dane wierzcho<68>k<EFBFBD>w
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Vector3[] vertices = new Vector3[4]
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{
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new Vector3(-m_groundWidth/2.0f, -1.0f,-m_groundHeight/2.0f ),
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new Vector3(m_groundWidth/2.0f, -1.0f, -m_groundHeight/2.0f),
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new Vector3(m_groundWidth/2.0f,-1.0f, m_groundHeight/2.0f),
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new Vector3(-m_groundWidth/2.0f, -1.0f, m_groundHeight/2.0f),
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};
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//bufor wierzcho<68>k<EFBFBD>w dla groundMesh
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groundMesh.vertices = vertices;
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//dane indeks<6B>w dla groundMesh
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int[] indices = new int[6]
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{
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0, 3, 2,
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0, 2, 1
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};
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//bufor indeks<6B>w
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groundMesh.triangles = indices;
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//dane normalnych dla groundMesh
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Vector3[] normals = new Vector3[4]
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{
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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};
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//bufor normalnych dla groundMesh
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groundMesh.normals = normals;
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//dane wsp<73>rz<72>dnych tekstury dla groundMesh
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//Vector2[] uv = new Vector2[4]
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//{
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// new Vector2(0, 0),
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// new Vector2(1, 0),
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// new Vector2(0, 1),
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// new Vector2(1, 1)
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//};
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//Material mat = Resources.Load("GroundMat") as Material;
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//groundMeshRenderer.material = mat;
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//Inna wersja współrzędnych dla tekstury(small tiles)
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Vector2[] uv = new Vector2[4];
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for (int i = 0; i < uv.Length; i++)
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{
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uv[i] = new Vector2(vertices[i].x, vertices[i].z);
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}
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Material groundMaterial = Resources.Load("GroundMat") as Material;
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groundMaterial.SetTextureScale("_MainTex", new Vector2(0.03f, 0.03f));
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groundMeshRenderer.material = groundMaterial;
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//bufor wsp<73>rz<72>dnych tekstury dla groundMesh
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groundMesh.uv = uv;
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for(int i = 0; i < groundMesh.triangles.Length / 3; i++)
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{
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//int rndTriStart = Random.Range(0, groundMesh.triangles.Length/3); //pick a triangle
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Vector2 rndNorm = new Vector2(Random.value, Random.value); //find random point in normalized square
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if (rndNorm.x + rndNorm.y >= 1f)
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{
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rndNorm = new Vector2(1f - rndNorm.x, 1f - rndNorm.y); //cut the square diagonally in half by reflecting points not in the normalized triangle
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}
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Vector3 position = groundMesh.vertices[i] + (rndNorm.x * groundMesh.vertices[i + 1]) + (rndNorm.y * groundMesh.vertices[i + 2]);
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position.y = 0f;
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Vector3 normal = groundMesh.normals[i] + (rndNorm.x * groundMesh.normals[i + 1]) + (rndNorm.y * groundMesh.normals[i + 2]);
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GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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go.transform.position = position;
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go.transform.rotation = Quaternion.FromToRotation(Vector3.up, normal);
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}
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//Create multiple tree objects based on Width/Length spacing
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for (int i = 0; i < colCount; i++)
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{
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for (int j = 0; j < rowCount; j++)
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{
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trees[i, j] = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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//TODO randomization
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Vector3 position = new Vector3(groundMesh.vertices[2].x - i * PlantSpacing - PlantOffset, 0, groundMesh.vertices[2].z + j * PlantDist - 50);
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trees[i, j].transform.position = position;
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}
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}
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//mesh dla GameObject "Ground"
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groundMeshFilter.mesh = groundMesh;
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//GetComponent<MeshFilter>().mesh = groundMesh;
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}
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void Update()
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{
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mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
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mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
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//Update location of objects based on Spacing and Dist variables
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for (int i = 0; i < colCount; i++)
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{
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for (int j = 0; j < rowCount; j++)
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{
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Vector3 position = new Vector3(ground.GetComponent<MeshFilter>().mesh.vertices[2].x - i * PlantSpacing - PlantOffset, 0, ground.GetComponent<MeshFilter>().mesh.vertices[2].z + j * PlantDist - 50);
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trees[i, j].transform.position = position;
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}
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}
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}
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void OnGUI()
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{
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GUI.Label(new Rect(10, 20, 60, 20), "FOV");
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m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f);
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GUI.Label(new Rect(10, 45, 60, 20), "camPosX");
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m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 70, 60, 20), "camPosY");
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m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 95, 60, 20), "camPosZ");
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m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -30.0f, 50.0f);
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GUI.Label(new Rect(10, 120, 60, 20), "LookAtX");
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m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 150, 60, 20), "LookAtY");
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m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ");
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 200, 60, 20), "PlantSpacing");
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PlantSpacing = GUI.HorizontalSlider(new Rect(70, 205, 150, 20), PlantSpacing, 3.0f, 15.0f);
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GUI.Label(new Rect(10, 230, 60, 20), "PlantDist");
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PlantDist = GUI.HorizontalSlider(new Rect(70, 240, 150, 20), PlantDist, 1.0f, 20.0f);
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GUI.Label(new Rect(10, 260, 60, 20), "PlantOffset");
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PlantOffset = GUI.HorizontalSlider(new Rect(70, 270, 150, 20), PlantOffset, 10.0f, 60.0f);
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}
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}
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