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; Texture2D heightMapTexture = null; if (heightMap != null) { try { // TODO copy what heightmap builder does eventually heightMapTexture = ImageUtilities.GetTexture(mod, heightMap.heightMap); // defer remove texture to next frame Delay.FireOnNextUpdate(() => Object.Destroy(heightMapTexture)); } catch (Exception) { } if (heightMapTexture == null) { radius = heightMap.maxHeight; } } foreach (var propInfo in scatterInfo) { Random.InitState(propInfo.seed); // By default don't put underwater more than a mater // this is a backward compat thing lol if (config.Water != null && propInfo.minHeight == null) propInfo.minHeight = config.Water.size - 1f; GameObject prefab; if (propInfo.assetBundle != null) prefab = AssetBundleUtilities.LoadPrefab(propInfo.assetBundle, propInfo.path, mod); else prefab = SearchUtilities.Find(propInfo.path); // Run all the make detail stuff on it early and just copy it over and over instead var detailInfo = new PropModule.DetailInfo() { scale = propInfo.scale }; prefab = DetailBuilder.Make(go, sector, prefab, detailInfo); for (int i = 0; i < propInfo.count; i++) { var point = Random.insideUnitSphere; var height = radius; if (heightMapTexture != null) { var sphericals = CoordinateUtilities.CartesianToSpherical(point, false); float longitude = sphericals.x; float latitude = sphericals.y; float sampleX = heightMapTexture.width * longitude / 360f; // Fix wrapping issue if (sampleX > heightMapTexture.width) sampleX -= heightMapTexture.width; if (sampleX < 0) sampleX += heightMapTexture.width; float sampleY = heightMapTexture.height * latitude / 180f; float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r; height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight); if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight)) { // Try this point again i--; continue; } // Because heightmaps are dumb gotta rotate it 90 degrees around the x axis bc UHHHHHHHHHHHHH point = Quaternion.Euler(90, 0, 0) * point; } var prop = prefab.InstantiateInactive(); prop.transform.SetParent(sector?.transform ?? go.transform); prop.transform.localPosition = go.transform.TransformPoint(point); var up = go.transform.InverseTransformPoint(prop.transform.position).normalized; prop.transform.rotation = Quaternion.FromToRotation(Vector3.up, up); 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); prop.SetActive(true); } GameObject.Destroy(prefab); } } } }