using NewHorizons.External.Configs; using NewHorizons.External.Modules; using NewHorizons.Utility; using OWML.Common; using System; using UnityEngine; using Object = UnityEngine.Object; using Random = UnityEngine.Random; namespace NewHorizons.Builder.Props { public static class ScatterBuilder { public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod) { MakeScatter(go, config.Props.scatter, config.Base.surfaceSize, sector, mod, config); } private static void MakeScatter(GameObject go, PropModule.ScatterInfo[] scatterInfo, float radius, Sector sector, IModBehaviour mod, PlanetConfig config) { var heightMap = config.HeightMap; var area = 4f * Mathf.PI * radius * radius; var points = RandomUtility.FibonacciSphere((int)(area * 10)); Texture2D heightMapTexture = null; if (heightMap != null) { try { heightMapTexture = ImageUtilities.GetTexture(mod, heightMap.heightMap); // defer remove texture to next frame Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(() => Object.Destroy(heightMapTexture)); } catch (Exception) { } if (heightMapTexture == null) { radius = heightMap.maxHeight; } } foreach (var propInfo in scatterInfo) { Random.InitState(propInfo.seed); GameObject prefab; if (propInfo.assetBundle != null) prefab = AssetBundleUtilities.LoadPrefab(propInfo.assetBundle, propInfo.path, mod); else prefab = SearchUtilities.Find(propInfo.path); for (int i = 0; i < propInfo.count; i++) { var randomInd = (int)Random.Range(0, points.Count - 1); var point = points[randomInd]; var height = radius; if (heightMapTexture != null) { var sphericals = CoordinateUtilities.CartesianToSpherical(point); float longitude = sphericals.x; float latitude = sphericals.y; float sampleX = heightMapTexture.width * longitude / 360f; float sampleY = heightMapTexture.height * latitude / 180f; float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r; height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight); // Because heightmaps are dumb gotta rotate it 90 degrees around the x axis bc UHHHHHHHHHHHHH point = Quaternion.Euler(90, 0, 0) * point; // Keep things mostly above water if (config.Water != null && height - 1f < config.Water.size) continue; // Move it slightly into the ground height -= 0.1f; } var prop = DetailBuilder.MakeDetail(go, sector, prefab, (MVector3)(point.normalized * height), null, propInfo.scale, true); if (propInfo.offset != null) prop.transform.localPosition += prop.transform.TransformVector(propInfo.offset); if (propInfo.rotation != null) prop.transform.rotation *= Quaternion.Euler(propInfo.rotation); // Rotate around normal prop.transform.localRotation *= Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up); points.RemoveAt(randomInd); if (points.Count == 0) return; } } } } }