mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
95 lines
4.0 KiB
C#
95 lines
4.0 KiB
C#
using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.Utility;
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using OWML.Common;
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using System;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using Random = UnityEngine.Random;
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namespace NewHorizons.Builder.Props
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{
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public static class ScatterBuilder
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{
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public static void Make(GameObject go, Sector sector, PlanetConfig config, IModBehaviour mod)
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{
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MakeScatter(go, config.Props.scatter, config.Base.surfaceSize, sector, mod, config);
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}
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private static void MakeScatter(GameObject go, PropModule.ScatterInfo[] scatterInfo, float radius, Sector sector, IModBehaviour mod, PlanetConfig config)
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{
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var heightMap = config.HeightMap;
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var area = 4f * Mathf.PI * radius * radius;
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// To not use more than 0.5GB of RAM while doing this
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// Works up to planets with 575 radius before capping
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var numPoints = Math.Min((int)(area * 10), 41666666);
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var points = RandomUtility.FibonacciSphere(numPoints);
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Texture2D heightMapTexture = null;
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if (heightMap != null)
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{
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try
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{
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heightMapTexture = ImageUtilities.GetTexture(mod, heightMap.heightMap);
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// defer remove texture to next frame
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Delay.FireOnNextUpdate(() => Object.Destroy(heightMapTexture));
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}
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catch (Exception) { }
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if (heightMapTexture == null)
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{
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radius = heightMap.maxHeight;
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}
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}
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foreach (var propInfo in scatterInfo)
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{
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Random.InitState(propInfo.seed);
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GameObject prefab;
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if (propInfo.assetBundle != null) prefab = AssetBundleUtilities.LoadPrefab(propInfo.assetBundle, propInfo.path, mod);
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else prefab = SearchUtilities.Find(propInfo.path);
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for (int i = 0; i < propInfo.count; i++)
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{
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var randomInd = (int)Random.Range(0, points.Count - 1);
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var point = points[randomInd];
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var height = radius;
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if (heightMapTexture != null)
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{
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var sphericals = CoordinateUtilities.CartesianToSpherical(point, false);
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float longitude = sphericals.x;
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float latitude = sphericals.y;
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float sampleX = heightMapTexture.width * longitude / 360f;
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float sampleY = heightMapTexture.height * latitude / 180f;
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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// Because heightmaps are dumb gotta rotate it 90 degrees around the x axis bc UHHHHHHHHHHHHH
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point = Quaternion.Euler(90, 0, 0) * point;
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// Keep things mostly above water
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if (config.Water != null && height - 1f < config.Water.size) continue;
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// Move it slightly into the ground
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height -= 0.01f;
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}
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var prop = DetailBuilder.MakeDetail(go, sector, prefab, (MVector3)(point.normalized * height), null, propInfo.scale, true);
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if (propInfo.offset != null) prop.transform.localPosition += prop.transform.TransformVector(propInfo.offset);
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if (propInfo.rotation != null) prop.transform.rotation *= Quaternion.Euler(propInfo.rotation);
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// Rotate around normal
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prop.transform.localRotation *= Quaternion.AngleAxis(Random.Range(0, 360), Vector3.up);
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points.RemoveAt(randomInd);
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if (points.Count == 0) return;
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}
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}
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}
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}
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}
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