new-horizons/NewHorizons/Builder/Body/HeightMapBuilder.cs
2022-05-22 18:57:05 -04:00

65 lines
2.7 KiB
C#

using NewHorizons.Builder.Body.Geometry;
using NewHorizons.External.Modules;
using NewHorizons.Utility;
using OWML.Common;
using System;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Body
{
public static class HeightMapBuilder
{
public static Shader PlanetShader;
public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod, int resolution = 51)
{
Texture2D heightMap, textureMap;
try
{
if (module.heightMap == null) heightMap = Texture2D.whiteTexture;
else heightMap = ImageUtilities.GetTexture(mod, module.heightMap);
if (module.textureMap == null) textureMap = Texture2D.whiteTexture;
else textureMap = ImageUtilities.GetTexture(mod, module.textureMap);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load HeightMap textures, {e.Message}, {e.StackTrace}");
return;
}
GameObject cubeSphere = new GameObject("CubeSphere");
cubeSphere.SetActive(false);
cubeSphere.transform.parent = sector?.transform ?? planetGO.transform;
cubeSphere.transform.rotation = Quaternion.Euler(90, 0, 0);
Vector3 stretch = module.stretch != null ? (Vector3)module.stretch : Vector3.one;
Mesh mesh = CubeSphere.Build(resolution, heightMap, module.minHeight, module.maxHeight, stretch);
cubeSphere.AddComponent<MeshFilter>();
cubeSphere.GetComponent<MeshFilter>().mesh = mesh;
// TODO: fix UVs so we can switch to the default shader
if (PlanetShader == null) PlanetShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
//if (PlanetShader == null) PlanetShader = Shader.Find("Standard");
var cubeSphereMR = cubeSphere.AddComponent<MeshRenderer>();
var material = cubeSphereMR.material;
material = new Material(PlanetShader);
cubeSphereMR.material = material;
material.name = textureMap.name;
material.mainTexture = textureMap;
var cubeSphereMC = cubeSphere.AddComponent<MeshCollider>();
cubeSphereMC.sharedMesh = mesh;
if (planetGO.GetComponent<ProxyShadowCasterSuperGroup>() != null) cubeSphere.AddComponent<ProxyShadowCaster>();
// Fix rotation in the end
cubeSphere.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0));
cubeSphere.transform.position = planetGO.transform.position;
cubeSphere.SetActive(true);
}
}
}