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165 lines
6.4 KiB
C#

3 years ago
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace Pegasus
{
/// <summary>
/// A class to manage tree instances on unity terrain
/// </summary>
public class TreeManager
{
//What we will store about each tree
public struct TreeStruct
{
public Vector3 position;
public int prototypeID;
}
//Tree storage
#pragma warning disable 414
private List<TreePrototype> m_terrainTrees = new List<TreePrototype>();
private Quadtree<TreeStruct> m_terrainTreeLocations = new Quadtree<TreeStruct>(new Rect(0,0, 10f, 10f));
#pragma warning restore 414
/// <summary>
/// Load the trees in from the terrain
/// </summary>
public void LoadTreesFromTerrain()
{
//Destroy previous contents
m_terrainTrees = null;
m_terrainTreeLocations = null;
//Work out the bounds of the environment
float minY = float.NaN;
float minX = float.NaN;
float maxX = float.NaN;
float minZ = float.NaN;
float maxZ = float.NaN;
Terrain sampleTerrain = null;
foreach (Terrain terrain in Terrain.activeTerrains)
{
if (float.IsNaN(minY))
{
sampleTerrain = terrain;
minY = terrain.transform.position.y;
minX = terrain.transform.position.x;
minZ = terrain.transform.position.z;
maxX = minX + terrain.terrainData.size.x;
maxZ = minZ + terrain.terrainData.size.z;
}
else
{
if (terrain.transform.position.x < minX)
{
minX = terrain.transform.position.x;
}
if (terrain.transform.position.z < minZ)
{
minZ = terrain.transform.position.z;
}
if ((terrain.transform.position.x + terrain.terrainData.size.x) > maxX)
{
maxX = terrain.transform.position.x + terrain.terrainData.size.x;
}
if ((terrain.transform.position.z + terrain.terrainData.size.z) > maxZ)
{
maxZ = terrain.transform.position.z + terrain.terrainData.size.z;
}
}
}
if (sampleTerrain != null)
{
Rect terrainBounds = new Rect(minX, minZ, maxX - minX, maxZ - minZ);
m_terrainTreeLocations = new Quadtree<TreeStruct>(terrainBounds, 32);
m_terrainTrees = new List<TreePrototype>(sampleTerrain.terrainData.treePrototypes);
foreach (Terrain terrain in Terrain.activeTerrains)
{
float terrainOffsetX = terrain.transform.position.x;
float terrainOffsetY = terrain.transform.position.y;
float terrainOffsetZ = terrain.transform.position.z;
float terrainWidth = terrain.terrainData.size.x;
float terrainHeight = terrain.terrainData.size.y;
float terrainDepth = terrain.terrainData.size.z;
TreeInstance[] terrainTreeInstances = terrain.terrainData.treeInstances;
for (int treeIdx = 0; treeIdx < terrainTreeInstances.Length; treeIdx++)
{
TreeInstance treeInstance = terrainTreeInstances[treeIdx];
TreeStruct newTree = new TreeStruct();
newTree.position = new Vector3(terrainOffsetX + (treeInstance.position.x * terrainWidth), terrainOffsetY + (treeInstance.position.y * terrainHeight), terrainOffsetZ + (treeInstance.position.z * terrainDepth));
newTree.prototypeID = terrainTreeInstances[treeIdx].prototypeIndex;
m_terrainTreeLocations.Insert(newTree.position.x, newTree.position.z, newTree);
}
}
}
}
/// <summary>
/// Add a tree instance into storage - must be called after the initial load call
/// </summary>
/// <param name="position"></param>
/// <param name="prototypeIdx"></param>
public void AddTree(TreeStruct tree)
{
if (m_terrainTreeLocations == null)
{
return;
}
m_terrainTreeLocations.Insert(tree.position.x, tree.position.z, tree);
}
/// <summary>
/// Return the number of trees within range of the location provided
/// </summary>
/// <param name="position">Location to check</param>
/// <param name="range">Range around location to check</param>
/// <returns>Number of trees within range</returns>
public int Count(Vector3 position, float range)
{
if (m_terrainTreeLocations == null)
{
return 0;
}
Rect query = new Rect(position.x - range, position.z - range, range * 2f, range * 2f);
return m_terrainTreeLocations.Find(query).Count();
}
/// <summary>
/// Return the number of trees being managed
/// </summary>
/// <returns>Number of trees being managed</returns>
public int Count()
{
if (m_terrainTreeLocations == null)
{
return 0;
}
return m_terrainTreeLocations.Count;
}
/// <summary>
/// Grab all trees within this range
/// </summary>
/// <param name="position">Position to search from</param>
/// <param name="range">Range to search</param>
/// <param name="treeList">List of trees found</param>
/// <returns>Count of trees found</returns>
public int GetTrees(Vector3 position, float range, ref List<TreeStruct> treeList)
{
treeList.Clear();
if (m_terrainTreeLocations == null)
{
return 0;
}
Rect query = new Rect(position.x - range, position.z - range, range * 2f, range * 2f);
treeList.AddRange(m_terrainTreeLocations.Find(query));
return treeList.Count;
}
}
}