402 lines
15 KiB
C#
402 lines
15 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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#pragma warning disable IDE0090 // Use 'new(...)'
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public class Main : MonoBehaviour
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{
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#region Constants
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string capturedFramesPath;
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readonly bool mixedScene = false;
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#endregion
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#region Camera GUI fields
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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 = 0.0f;
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float m_camPosZ = 0.0f;
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float m_camLookAtX = 0.0f;
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float m_camLookAtY = 0.0f;
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float m_camLookAtZ = 0.0f;
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float newCameraPosX = 0.0f;
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float newCameraPosY = 0.0f;
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float newCameraPosZ = 0.0f;
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float camera_rotation = 1.1f;
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float m_CameraR = 20f;
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Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
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#endregion
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#region Object fields
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GameObject mainCamera;
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GameObject directionalLight;
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GameObject ground;
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int numOfTrees;
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int numOfRows;
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#endregion
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#region Ground fields
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readonly float m_groundWidth = 200f;
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readonly float m_groundHeight = 200f;
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Shader m_groundShader;
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public Texture m_groundTexture;
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#endregion
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#region Tree fields
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public GameObject tree1;
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public GameObject tree2;
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public GameObject tree3;
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public System.Random random = new System.Random();
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public List<GameObject> renderedTrees = new List<GameObject>();
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float m_TreesZShift = 0.0f;
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float m_TreesXShift = 0.0f;
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#endregion
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#region Helper fields
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float m_LightIntensity = 1.0f;
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Vector2Int textureCameraSize = new Vector2Int(800, 600);
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GameObject textureCamera;
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readonly int ScreenshotsPerSecond = 1;
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int FrameCounter = 0;
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bool m_capturingFrames = false;
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#endregion
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#region Unity methods
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[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
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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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textureCamera = new GameObject();
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textureCamera.AddComponent<Camera>();
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textureCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
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textureCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
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textureCamera.name = "TextureCamera";
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RenderTexture renderTexture = new RenderTexture(textureCameraSize.x, textureCameraSize.y, 24);
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textureCamera.GetComponent<Camera>().targetTexture = renderTexture;
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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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// create prefabs
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int positionShift_x = 500;
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int positionShift_z = 500;
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int treesNumber = 20;
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int rowsNumber = 15;
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int gridShiftX = 5;
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int gridShiftZ = 10;
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int randomShiftX;
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int randomShiftZ;
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numOfTrees = treesNumber;
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numOfRows = rowsNumber;
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int maxShiftValue = 5;
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for (int i = 0; i < treesNumber * gridShiftX; i += gridShiftX)
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{
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for (int k = 0; k < rowsNumber * gridShiftZ; k += gridShiftZ)
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{
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GameObject tree = SelectRandomTree();
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float xRotation = tree.name.StartsWith("AS") ? 0.0f : -90.0f;
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Vector3 rotationVector = new Vector3(xRotation, Random.Range(0.0f, 360.0f), 0);
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randomShiftX = random.Next(0, maxShiftValue);
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randomShiftZ = random.Next(0, maxShiftValue);
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if (tree.name.StartsWith("AS") || tree.name.StartsWith("EU"))
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{
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if (tree.name.StartsWith("AS"))
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{
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renderedTrees.Add(Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVector)));
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}
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else
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{
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renderedTrees.Add(Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVectorShiftX)));
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}
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}
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else
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{
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GameObject duzySKurwol = Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVector));
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duzySKurwol.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
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renderedTrees.Add(duzySKurwol);
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}
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}
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}
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capturedFramesPath = Path.Combine(Application.dataPath, "..", "..", "Trees", tree1.name);
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if (mixedScene)
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{
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capturedFramesPath = Path.Combine(capturedFramesPath, "mixed");
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}
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if (!Directory.Exists(capturedFramesPath))
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{
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Directory.CreateDirectory(capturedFramesPath);
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}
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//---------------------------------------------------------------------------------------------------------------------
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//ground
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m_groundShader = Shader.Find("Standard");
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m_groundTexture.wrapMode = TextureWrapMode.Mirror;
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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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{
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mainTexture = m_groundTexture
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};
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groundMeshRenderer.material.SetTextureScale("_MainTex", new Vector2(m_groundWidth, m_groundHeight));
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MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
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Mesh groundMesh = new Mesh();
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Vector3[] vertices = new Vector3[4]
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{
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new Vector3(m_groundWidth/20, 0.0f,m_groundHeight/20),
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new Vector3(m_groundWidth/20+1500, 0.0f, m_groundHeight/20),
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new Vector3(m_groundWidth/20+1500, .0f, m_groundHeight/20+1500),
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new Vector3(m_groundWidth/20, 0.0f, m_groundHeight/20+1500),
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};
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groundMesh.vertices = vertices;
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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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groundMesh.triangles = indices;
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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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groundMesh.normals = normals;
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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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groundMesh.uv = uv;
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groundMeshFilter.mesh = groundMesh;
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}
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[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
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void Update()
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{
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newCameraPosX = m_CameraR * Mathf.Cos(camera_rotation) + 500f + m_camPosX;
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newCameraPosY = 10f + m_camPosY;
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newCameraPosZ = m_CameraR * Mathf.Sin(camera_rotation) + 500f + m_camPosZ;
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Vector3 pos = new Vector3(newCameraPosX, newCameraPosY, newCameraPosZ);
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Vector3 lookAt = new Vector3(500f + m_camLookAtX, 1f + m_camLookAtY, 500f + m_camLookAtZ);
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mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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mainCamera.GetComponent<Camera>().transform.position = pos;
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mainCamera.GetComponent<Camera>().transform.LookAt(lookAt);
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camera_rotation += 0.001f;
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if (m_TreesXShift != 0.0f || m_TreesZShift != 0.0f)
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{
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for (int i = 0; i < renderedTrees.Count; i++)
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{
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Vector3 currentPosition = renderedTrees[i].transform.position;
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float shiftValueZ = m_TreesZShift * ((i % numOfRows) - numOfRows / 2);
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float shiftValueX = m_TreesXShift * (i / numOfRows - numOfTrees / 2);
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renderedTrees[i].transform.position = new Vector3(currentPosition.x + shiftValueX, currentPosition.y, currentPosition.z + shiftValueZ);
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}
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m_TreesXShift = 0.0f;
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m_TreesZShift = 0.0f;
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}
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directionalLight.GetComponent<Light>().intensity = m_LightIntensity;
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textureCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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textureCamera.GetComponent<Camera>().transform.position = pos;
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textureCamera.GetComponent<Camera>().transform.LookAt(lookAt);
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//textureCamera.transform.RotateAround(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), 1);
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}
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[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
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void OnGUI()
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{
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int buttonHeight = 30;
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int labelHeight = 20;
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int spacing = 10;
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int y = 20;
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GUIStyle labelStyle = new GUIStyle()
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{
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normal = new GUIStyleState() { textColor = Color.red, background = Texture2D.blackTexture },
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};
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GUI.Label(new Rect(10, y, 100, labelHeight), "Field of View", labelStyle);
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m_FieldOfView = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_FieldOfView, 20.0f, 150.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position X", labelStyle);
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m_camPosX = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosX, -300.0f, 300.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position Y", labelStyle);
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m_camPosY = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosY, -30.0f, 200.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position Z", labelStyle);
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m_camPosZ = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosZ, -300.0f, 300.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Look At X", labelStyle);
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m_camLookAtX = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtX, -300.0f, 300.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Look At Y", labelStyle);
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m_camLookAtY = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtY, -300.0f, 300.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Look At Z", labelStyle);
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtZ, -300.0f, 300.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Camera rotation", labelStyle);
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m_CameraR = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_CameraR, -150.0f, 150.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Light intensity", labelStyle);
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m_LightIntensity = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_LightIntensity, 0.0f, 5.0f);
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y += labelHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Trees spacing X", labelStyle);
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y += labelHeight + spacing;
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if (GUI.Button(new Rect(10, y, 95, buttonHeight), "+"))
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{
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m_TreesXShift = 1.0f;
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}
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if (GUI.Button(new Rect(115, y, 95, buttonHeight), "-"))
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{
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m_TreesXShift = -1.0f;
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}
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y += buttonHeight + spacing;
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GUI.Label(new Rect(10, y, 100, labelHeight), "Trees spacing Z", labelStyle);
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y += labelHeight + spacing;
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if (GUI.Button(new Rect(10, y, 95, buttonHeight), "+"))
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{
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m_TreesZShift = 1.0f;
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}
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if (GUI.Button(new Rect(115, y, 95, buttonHeight), "-"))
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{
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m_TreesZShift = -1.0f;
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}
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y += buttonHeight + spacing;
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if (GUI.Button(new Rect(10, y, 200, buttonHeight), m_capturingFrames ? "Stop capturing frames" : "Start capturing frames"))
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{
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m_capturingFrames = !m_capturingFrames;
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if (m_capturingFrames)
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{
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StartCoroutine("CaptureAndSaveFrames");
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}
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else
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{
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StopCoroutine("CaptureAndSaveFrames");
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}
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}
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}
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#endregion
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#region On click behaviours
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[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Method accessed by name")]
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IEnumerator CaptureAndSaveFrames()
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{
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while (true)
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{
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yield return new WaitForEndOfFrame();
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RenderTexture currentRT = RenderTexture.active;
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RenderTexture.active = textureCamera.GetComponent<Camera>().targetTexture;
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textureCamera.GetComponent<Camera>().Render();
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Texture2D offscreenTexture = new Texture2D(textureCamera.GetComponent<Camera>().targetTexture.width, textureCamera.GetComponent<Camera>().targetTexture.height, TextureFormat.RGB24, false);
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offscreenTexture.ReadPixels(new Rect(0, 0, textureCamera.GetComponent<Camera>().targetTexture.width, textureCamera.GetComponent<Camera>().targetTexture.height), 0, 0, false);
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offscreenTexture.Apply();
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RenderTexture.active = currentRT;
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++FrameCounter;
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string path = Path.Combine(capturedFramesPath, FrameCounter.ToString() + ".png");
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byte[] bytes = offscreenTexture.EncodeToPNG();
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File.WriteAllBytes(path, bytes);
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Debug.Log(path);
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UnityEngine.Object.Destroy(offscreenTexture);
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yield return new WaitForSeconds(1.0f / ScreenshotsPerSecond);
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}
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}
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#endregion
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#region Helpers
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GameObject SelectRandomTree()
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{
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List<GameObject> list = new List<GameObject> { tree1, tree2, tree3 };
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// parszywy kod ale nie mam teraz weny
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int rnd = UnityEngine.Random.Range(0, 11);
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if (rnd == 10)
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{
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return list[2];
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}
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if (rnd == 9)
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{
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return list[1];
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}
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else
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{
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return list[0];
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}
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}
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#endregion
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}
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#pragma warning restore IDE0090 // Use 'new(...)' |