This commit is contained in:
2025-05-13 05:25:23 +03:00
parent dd7defe16f
commit 0300eaeaa0
56 changed files with 1264 additions and 0 deletions
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using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(TreeGenerator))]
public class TreeGeneratorEditor : Editor {
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Generate"))
{
(target as TreeGenerator).Generate();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoxGenerator : MeshProcessor
{
public Vector3 Size = Vector3.one;
public int SliceX;
public int SliceY;
public int SliceZ;
public override void Execute(ProceduralMeshData m)
{
ProceduralMeshData[] sides = new ProceduralMeshData[6];
PlaneGenerator p = new PlaneGenerator();
p.Width = 1;
p.Height = 1;
//x+
sides[0] = new ProceduralMeshData();
p.WidthSlices = SliceZ;
p.HeightSlices = SliceY;
p.Execute(sides[0]);
//x-
sides[1] = new ProceduralMeshData();
p.Execute(sides[1]);
//y+
sides[2] = new ProceduralMeshData();
p.WidthSlices = SliceX;
p.HeightSlices = SliceZ;
p.Execute(sides[2]);
//y-
sides[3] = new ProceduralMeshData();
p.Execute(sides[3]);
//z+
sides[4] = new ProceduralMeshData();
p.WidthSlices = SliceX;
p.HeightSlices = SliceY;
p.Execute(sides[4]);
//z-
sides[5] = new ProceduralMeshData();
p.Execute(sides[5]);
//x+
TransformVertexNode transform = new TransformVertexNode();
transform.Offset = Vector3.right*0.5f;
transform.Rotation = Quaternion.AngleAxis(-90, Vector3.up) * Quaternion.AngleAxis(-90, Vector3.right);
transform.Execute(sides[0]);
//x-
transform.Offset = Vector3.right * -0.5f;
transform.Rotation = Quaternion.AngleAxis(90, Vector3.up) * Quaternion.AngleAxis(-90, Vector3.right);
transform.Execute(sides[1]);
//y+
transform.Offset = Vector3.up * 0.5f;
transform.Rotation = Quaternion.identity;
transform.Execute(sides[2]);
//y-
transform.Offset = Vector3.up * -0.5f;
transform.Rotation = Quaternion.AngleAxis(180, Vector3.forward);
transform.Execute(sides[3]);
//z+
transform.Offset = Vector3.forward * 0.5f;
transform.Rotation = Quaternion.AngleAxis(180, Vector3.up) * Quaternion.AngleAxis(-90, Vector3.right);
transform.Execute(sides[4]);
//z-
transform.Offset = Vector3.forward * -0.5f;
transform.Rotation = Quaternion.AngleAxis(-90, Vector3.right);
transform.Execute(sides[5]);
CombineMeshNode combiner = new CombineMeshNode();
combiner.Source.Add(sides[0]);
combiner.Source.Add(sides[1]);
combiner.Source.Add(sides[2]);
combiner.Source.Add(sides[3]);
combiner.Source.Add(sides[4]);
combiner.Source.Add(sides[5]);
combiner.Execute(m);
CombineSubmeshesNode submeshCombiner = new CombineSubmeshesNode();
submeshCombiner.Execute(m);
transform.Offset = Vector3.zero;
transform.Rotation = Quaternion.identity;
transform.Scale = Size;
transform.Execute(m);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CombineMeshNode : MeshProcessor {
public List<ProceduralMeshData> Source = new List<ProceduralMeshData>();
public override void Execute(ProceduralMeshData m)
{
List<Vector3> vertices = new List<Vector3>();
List<int[]> indices = new List<int[]>();
List<Vector3> normals = new List<Vector3>();
List<Vector4> tangents = new List<Vector4>();
List<List<Vector4>> uvs = new List<List<Vector4>>();
//combine
foreach (var meshData in Source)
{
if (meshData != null)
{
//append all indices
foreach (var submeshIndices in meshData.Indices)
{
var newIndices = new int[submeshIndices.Length];
//offset indices
for (int i = 0; i < newIndices.Length; ++i)
{
newIndices[i] = submeshIndices[i] + vertices.Count;
}
indices.Add(newIndices);
}
vertices.AddRange(meshData.Vertices);
normals.AddRange(meshData.Normals);
if (meshData.Tangents != null)
{
tangents.AddRange(meshData.Tangents);
}
while (uvs.Count < meshData.Uvs.Count){
uvs.Add(new List<Vector4>());
}
for (int i = 0; i < meshData.Uvs.Count; ++i)
{
uvs[i].AddRange(meshData.Uvs[i]);
}
}
}
m.Vertices = vertices.ToArray();
m.Indices = indices;
m.Normals = normals.ToArray();
m.Tangents = tangents.Count == 0 ? null : tangents.ToArray();
m.Uvs = uvs;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CombineSubmeshesNode : MeshProcessor {
public override void Execute(ProceduralMeshData m)
{
List<int> indices = new List<int>();
foreach (var i in m.Indices)
{
indices.AddRange(i);
}
m.Indices = new List<int[]>();
m.Indices.Add(indices.ToArray());
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class MeshProcessor
{
public abstract void Execute(ProceduralMeshData m);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Generate XZ plane
/// </summary>
public class PlaneGenerator : MeshProcessor
{
public float Width = 1;
public float Height = 1;
public int WidthSlices = 0;
public int HeightSlices = 0;
public override void Execute(ProceduralMeshData m)
{
int widthVertexCount = 2 + WidthSlices;
int heightVertexCount = 2 + HeightSlices;
int vertexCount = widthVertexCount*heightVertexCount;
//generate vertices && normals
Vector3 offset = new Vector3(-Width / 2, 0, Height / 2);
m.Vertices = new Vector3[vertexCount];
m.Normals = new Vector3[vertexCount];
for (int x = 0; x < widthVertexCount; ++x)
{
for (int z = 0; z < heightVertexCount; ++z)
{
int id = z*widthVertexCount + x;
m.Vertices[id]= new Vector3((Width / (widthVertexCount - 1)) * x, 0, (-Height / (heightVertexCount - 1)) * z) + offset;
m.Normals[id] = Vector3.up;
}
}
//generate indices
int[] indices = new int[(widthVertexCount - 1) * (heightVertexCount - 1) * 6];
int indexOffset = 0;
for (int x = 0; x < widthVertexCount - 1; ++x){
for (int z = 0; z < heightVertexCount - 1; ++z) {
indices[indexOffset + 0] = z * widthVertexCount + x;
indices[indexOffset + 1] = z * widthVertexCount + x + 1;
indices[indexOffset + 2] = (z + 1) * widthVertexCount + x;
indices[indexOffset + 3] = indices[indexOffset + 2];
indices[indexOffset + 4] = indices[indexOffset + 1];
indices[indexOffset + 5] = (z + 1) * widthVertexCount + x + 1;
indexOffset += 6;
}
}
m.Indices.Add(indices);
//generate uvs
List<Vector4> uvs = new List<Vector4>(vertexCount);
for (int z = 0; z < heightVertexCount; ++z)
{
for (int x = 0; x < widthVertexCount; ++x)
{
uvs.Add(new Vector4((float)x / (widthVertexCount - 1), (float)z / (heightVertexCount - 1), 0, 0));
}
}
m.Uvs.Add(uvs);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProceduralMeshData {
public Vector3[] Vertices;
public Vector3[] Normals;
public Vector4[] Tangents;
public List<int[]> Indices = new List<int[]>();
public List<List<Vector4>> Uvs = new List<List<Vector4>>();
public void ApplyToMesh(Mesh m)
{
m.Clear();
m.subMeshCount = Indices.Count;
m.vertices = Vertices;
for (int i = 0; i < Indices.Count; ++i)
{
m.SetIndices(Indices[i], MeshTopology.Triangles, i);
}
m.normals = Normals;
m.tangents = Tangents;
for (int i = 0; i < Uvs.Count; ++i){
m.SetUVs(i, Uvs[i]);
}
m.UploadMeshData(false);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformVertexNode : MeshProcessor
{
public Vector3 Offset = Vector3.zero;
public Quaternion Rotation = Quaternion.identity;
public Vector3 Scale = Vector3.one;
public override void Execute(ProceduralMeshData m){
var transform = Matrix4x4.TRS(Offset, Rotation, Scale);
int count = m.Vertices.Length;
for (int i = 0; i < count; ++i){
m.Vertices[i] = transform.MultiplyPoint3x4(m.Vertices[i]);
}
var normalTransform = Matrix4x4.TRS(Vector3.zero, Rotation, Scale).inverse.transpose;
for (int i = 0; i < count; ++i) {
m.Normals[i] = normalTransform.MultiplyPoint3x4(m.Normals[i]);
}
if (m.Tangents != null)
{
for (int i = 0; i < count; ++i)
{
var t = normalTransform.MultiplyPoint3x4((Vector3)m.Tangents[i]);
m.Tangents[i] = new Vector4(t.x, t.y, t.z, m.Tangents[i].w);
}
}
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TreeGenerator : MonoBehaviour
{
public int SliceX;
public int SliceY;
public int SliceZ;
public int RootBranches = 3;
public Vector3 TrunkSize = Vector3.one;
private float branchStep;
public float BranchAngle = 60;
public ProceduralMeshData GenerateTrunk(Vector3 size){
ProceduralMeshData m = new ProceduralMeshData();
BoxGenerator box = new BoxGenerator();
box.SliceX = SliceX;
box.SliceY = SliceY;
box.SliceZ = SliceZ;
box.Size = size;
box.Execute(m);
TransformVertexNode offsetPivot = new TransformVertexNode();
offsetPivot.Offset = Vector3.forward * size.z * 0.5f;
offsetPivot.Execute(m);
return m;
}
public void Generate() {
var mf = GetComponent<MeshFilter>();
if (mf == null) {
mf = gameObject.AddComponent<MeshFilter>();
}
var mesh = mf.sharedMesh;
if (mesh == null)
{
mesh = new Mesh();
mf.sharedMesh = mesh;
}
branchStep = TrunkSize.z/(RootBranches + 1);
var mTrunk = GenerateTrunk(TrunkSize);
List<ProceduralMeshData> branches = new List<ProceduralMeshData>();
for (int i = 0; i < RootBranches; ++i)
{
float zOffset = branchStep*(i + 1);
var branchSize = TrunkSize;
branchSize.x *= 0.7f;
branchSize.y *= 0.7f;
branchSize.z *= Mathf.Pow(0.65f, i + 1) * 0.5f;
var l = GenerateTrunk(branchSize);
var r = GenerateTrunk(branchSize);
TransformVertexNode branchTransform = new TransformVertexNode();
branchTransform.Rotation = Quaternion.AngleAxis(BranchAngle, Vector3.up);
branchTransform.Offset = new Vector3(0,0, zOffset);
branchTransform.Execute(r);
branchTransform.Rotation = Quaternion.AngleAxis(-BranchAngle, Vector3.up);
branchTransform.Execute(l);
branches.Add(l);
branches.Add(r);
}
CombineMeshNode combiner = new CombineMeshNode();
combiner.Source.Add(mTrunk);
combiner.Source.AddRange(branches);
ProceduralMeshData result = new ProceduralMeshData();
combiner.Execute(result);
CombineSubmeshesNode submeshCombiner = new CombineSubmeshesNode();
submeshCombiner.Execute(result);
result.ApplyToMesh(mesh);
}
}
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