SW-Wiktor-Bombola/SW-Unity/Assets/Scripts/Main.cs
2021-12-20 02:43:24 +01:00

402 lines
15 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
#pragma warning disable IDE0090 // Use 'new(...)'
public class Main : MonoBehaviour
{
#region Constants
string capturedFramesPath;
readonly bool mixedScene = false;
#endregion
#region Camera GUI fields
float m_FieldOfView = 60.0f;
float m_camPosX = 0.0f;
float m_camPosY = 0.0f;
float m_camPosZ = 0.0f;
float m_camLookAtX = 0.0f;
float m_camLookAtY = 0.0f;
float m_camLookAtZ = 0.0f;
float newCameraPosX = 0.0f;
float newCameraPosY = 0.0f;
float newCameraPosZ = 0.0f;
float camera_rotation = 1.1f;
float m_CameraR = 20f;
Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
#endregion
#region Object fields
GameObject mainCamera;
GameObject directionalLight;
GameObject ground;
int numOfTrees;
int numOfRows;
#endregion
#region Ground fields
readonly float m_groundWidth = 200f;
readonly float m_groundHeight = 200f;
Shader m_groundShader;
public Texture m_groundTexture;
#endregion
#region Tree fields
public GameObject tree1;
public GameObject tree2;
public GameObject tree3;
public System.Random random = new System.Random();
public List<GameObject> renderedTrees = new List<GameObject>();
float m_TreesZShift = 0.0f;
float m_TreesXShift = 0.0f;
#endregion
#region Helper fields
float m_LightIntensity = 1.0f;
Vector2Int textureCameraSize = new Vector2Int(800, 600);
GameObject textureCamera;
readonly int ScreenshotsPerSecond = 1;
int FrameCounter = 0;
bool m_capturingFrames = false;
#endregion
#region Unity methods
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
void Start()
{
//camera
mainCamera = new GameObject();
mainCamera.AddComponent<Camera>();
mainCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
mainCamera.name = "MainCamera";
textureCamera = new GameObject();
textureCamera.AddComponent<Camera>();
textureCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
textureCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
textureCamera.name = "TextureCamera";
RenderTexture renderTexture = new RenderTexture(textureCameraSize.x, textureCameraSize.y, 24);
textureCamera.GetComponent<Camera>().targetTexture = renderTexture;
//--------------------------------------------------------------------------------------------------------------------
//directional light
directionalLight = new GameObject();
directionalLight.AddComponent<Light>();
directionalLight.name = "Directional Light";
directionalLight.GetComponent<Light>().type = LightType.Directional;
directionalLight.GetComponent<Light>().shadows = LightShadows.Soft;
directionalLight.GetComponent<Light>().color = Color.white;
directionalLight.GetComponent<Light>().useColorTemperature = true;
directionalLight.GetComponent<Light>().colorTemperature = 5900;
directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
//---------------------------------------------------------------------------------------------------------------------
// create prefabs
int positionShift_x = 500;
int positionShift_z = 500;
int treesNumber = 20;
int rowsNumber = 15;
int gridShiftX = 5;
int gridShiftZ = 10;
int randomShiftX;
int randomShiftZ;
numOfTrees = treesNumber;
numOfRows = rowsNumber;
int maxShiftValue = 5;
for (int i = 0; i < treesNumber * gridShiftX; i += gridShiftX)
{
for (int k = 0; k < rowsNumber * gridShiftZ; k += gridShiftZ)
{
GameObject tree = SelectRandomTree();
float xRotation = tree.name.StartsWith("AS") ? 0.0f : -90.0f;
Vector3 rotationVector = new Vector3(xRotation, Random.Range(0.0f, 360.0f), 0);
randomShiftX = random.Next(0, maxShiftValue);
randomShiftZ = random.Next(0, maxShiftValue);
if (tree.name.StartsWith("AS") || tree.name.StartsWith("EU"))
{
if (tree.name.StartsWith("AS"))
{
renderedTrees.Add(Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVector)));
}
else
{
renderedTrees.Add(Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVectorShiftX)));
}
}
else
{
GameObject duzySKurwol = Instantiate(tree, new Vector3(i + positionShift_x + randomShiftX, 0, k + positionShift_z + randomShiftZ), Quaternion.Euler(rotationVector));
duzySKurwol.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
renderedTrees.Add(duzySKurwol);
}
}
}
capturedFramesPath = Path.Combine(Application.dataPath, "..", "..", "Trees", tree1.name);
if (mixedScene)
{
capturedFramesPath = Path.Combine(capturedFramesPath, "mixed");
}
if (!Directory.Exists(capturedFramesPath))
{
Directory.CreateDirectory(capturedFramesPath);
}
//---------------------------------------------------------------------------------------------------------------------
//ground
m_groundShader = Shader.Find("Standard");
m_groundTexture.wrapMode = TextureWrapMode.Mirror;
ground = new GameObject("Ground");
MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
groundMeshRenderer.material = new Material(m_groundShader)
{
mainTexture = m_groundTexture
};
groundMeshRenderer.material.SetTextureScale("_MainTex", new Vector2(m_groundWidth, m_groundHeight));
MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
Mesh groundMesh = new Mesh();
Vector3[] vertices = new Vector3[4]
{
new Vector3(m_groundWidth/20, 0.0f,m_groundHeight/20),
new Vector3(m_groundWidth/20+1500, 0.0f, m_groundHeight/20),
new Vector3(m_groundWidth/20+1500, .0f, m_groundHeight/20+1500),
new Vector3(m_groundWidth/20, 0.0f, m_groundHeight/20+1500),
};
groundMesh.vertices = vertices;
int[] indices = new int[6]
{
0, 3, 2,
0, 2, 1
};
groundMesh.triangles = indices;
Vector3[] normals = new Vector3[4]
{
new Vector3(0,1,0),
new Vector3(0,1,0),
new Vector3(0,1,0),
new Vector3(0,1,0),
};
groundMesh.normals = normals;
Vector2[] uv = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
groundMesh.uv = uv;
groundMeshFilter.mesh = groundMesh;
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
void Update()
{
newCameraPosX = m_CameraR * Mathf.Cos(camera_rotation) + 500f + m_camPosX;
newCameraPosY = 10f + m_camPosY;
newCameraPosZ = m_CameraR * Mathf.Sin(camera_rotation) + 500f + m_camPosZ;
Vector3 pos = new Vector3(newCameraPosX, newCameraPosY, newCameraPosZ);
Vector3 lookAt = new Vector3(500f + m_camLookAtX, 1f + m_camLookAtY, 500f + m_camLookAtZ);
mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
mainCamera.GetComponent<Camera>().transform.position = pos;
mainCamera.GetComponent<Camera>().transform.LookAt(lookAt);
camera_rotation += 0.001f;
if (m_TreesXShift != 0.0f || m_TreesZShift != 0.0f)
{
for (int i = 0; i < renderedTrees.Count; i++)
{
Vector3 currentPosition = renderedTrees[i].transform.position;
float shiftValueZ = m_TreesZShift * ((i % numOfRows) - numOfRows / 2);
float shiftValueX = m_TreesXShift * (i / numOfRows - numOfTrees / 2);
renderedTrees[i].transform.position = new Vector3(currentPosition.x + shiftValueX, currentPosition.y, currentPosition.z + shiftValueZ);
}
m_TreesXShift = 0.0f;
m_TreesZShift = 0.0f;
}
directionalLight.GetComponent<Light>().intensity = m_LightIntensity;
textureCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
textureCamera.GetComponent<Camera>().transform.position = pos;
textureCamera.GetComponent<Camera>().transform.LookAt(lookAt);
//textureCamera.transform.RotateAround(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), 1);
}
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Unity method")]
void OnGUI()
{
int buttonHeight = 30;
int labelHeight = 20;
int spacing = 10;
int y = 20;
GUIStyle labelStyle = new GUIStyle()
{
normal = new GUIStyleState() { textColor = Color.red, background = Texture2D.blackTexture },
};
GUI.Label(new Rect(10, y, 100, labelHeight), "Field of View", labelStyle);
m_FieldOfView = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_FieldOfView, 20.0f, 150.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position X", labelStyle);
m_camPosX = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosX, -300.0f, 300.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position Y", labelStyle);
m_camPosY = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosY, -30.0f, 200.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Camera position Z", labelStyle);
m_camPosZ = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camPosZ, -300.0f, 300.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Look At X", labelStyle);
m_camLookAtX = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtX, -300.0f, 300.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Look At Y", labelStyle);
m_camLookAtY = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtY, -300.0f, 300.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Look At Z", labelStyle);
m_camLookAtZ = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_camLookAtZ, -300.0f, 300.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Camera rotation", labelStyle);
m_CameraR = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_CameraR, -150.0f, 150.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Light intensity", labelStyle);
m_LightIntensity = GUI.HorizontalSlider(new Rect(120, y, 150, labelHeight), m_LightIntensity, 0.0f, 5.0f);
y += labelHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Trees spacing X", labelStyle);
y += labelHeight + spacing;
if (GUI.Button(new Rect(10, y, 95, buttonHeight), "+"))
{
m_TreesXShift = 1.0f;
}
if (GUI.Button(new Rect(115, y, 95, buttonHeight), "-"))
{
m_TreesXShift = -1.0f;
}
y += buttonHeight + spacing;
GUI.Label(new Rect(10, y, 100, labelHeight), "Trees spacing Z", labelStyle);
y += labelHeight + spacing;
if (GUI.Button(new Rect(10, y, 95, buttonHeight), "+"))
{
m_TreesZShift = 1.0f;
}
if (GUI.Button(new Rect(115, y, 95, buttonHeight), "-"))
{
m_TreesZShift = -1.0f;
}
y += buttonHeight + spacing;
if (GUI.Button(new Rect(10, y, 200, buttonHeight), m_capturingFrames ? "Stop capturing frames" : "Start capturing frames"))
{
m_capturingFrames = !m_capturingFrames;
if (m_capturingFrames)
{
StartCoroutine("CaptureAndSaveFrames");
}
else
{
StopCoroutine("CaptureAndSaveFrames");
}
}
}
#endregion
#region On click behaviours
[System.Diagnostics.CodeAnalysis.SuppressMessage("CodeQuality", "IDE0051:Remove unused private members", Justification = "Method accessed by name")]
IEnumerator CaptureAndSaveFrames()
{
while (true)
{
yield return new WaitForEndOfFrame();
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = textureCamera.GetComponent<Camera>().targetTexture;
textureCamera.GetComponent<Camera>().Render();
Texture2D offscreenTexture = new Texture2D(textureCamera.GetComponent<Camera>().targetTexture.width, textureCamera.GetComponent<Camera>().targetTexture.height, TextureFormat.RGB24, false);
offscreenTexture.ReadPixels(new Rect(0, 0, textureCamera.GetComponent<Camera>().targetTexture.width, textureCamera.GetComponent<Camera>().targetTexture.height), 0, 0, false);
offscreenTexture.Apply();
RenderTexture.active = currentRT;
++FrameCounter;
string path = Path.Combine(capturedFramesPath, FrameCounter.ToString() + ".png");
byte[] bytes = offscreenTexture.EncodeToPNG();
File.WriteAllBytes(path, bytes);
Debug.Log(path);
UnityEngine.Object.Destroy(offscreenTexture);
yield return new WaitForSeconds(1.0f / ScreenshotsPerSecond);
}
}
#endregion
#region Helpers
GameObject SelectRandomTree()
{
List<GameObject> list = new List<GameObject> { tree1, tree2, tree3 };
// parszywy kod ale nie mam teraz weny
int rnd = UnityEngine.Random.Range(0, 11);
if (rnd == 10)
{
return list[2];
}
if (rnd == 9)
{
return list[1];
}
else
{
return list[0];
}
}
#endregion
}
#pragma warning restore IDE0090 // Use 'new(...)'