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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
91 lines
3.7 KiB
C#
91 lines
3.7 KiB
C#
using NewHorizons.Builder.Body.Geometry;
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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 Logger = NewHorizons.Utility.Logger;
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namespace NewHorizons.Builder.Body
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{
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public static class HeightMapBuilder
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{
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public static Shader PlanetShader;
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public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod, int resolution)
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{
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var deleteHeightmapFlag = false;
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Texture2D heightMap, textureMap;
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try
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{
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if (module.heightMap == null)
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{
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heightMap = Texture2D.whiteTexture;
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}
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else
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{
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// If we've loaded a new heightmap we'll delete the texture after
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// Only delete it if it wasnt loaded before (something else is using it)
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deleteHeightmapFlag = !ImageUtilities.IsTextureLoaded(mod, module.heightMap);
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heightMap = ImageUtilities.GetTexture(mod, module.heightMap);
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}
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if (module.textureMap == null)
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{
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textureMap = Texture2D.whiteTexture;
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}
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else
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{
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textureMap = ImageUtilities.GetTexture(mod, module.textureMap);
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}
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// If the texturemap is the same as the heightmap don't delete it #176
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if (textureMap == heightMap) deleteHeightmapFlag = false;
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}
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catch (Exception e)
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{
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Logger.LogError($"Couldn't load HeightMap textures, {e.Message}, {e.StackTrace}");
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return;
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}
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GameObject cubeSphere = new GameObject("CubeSphere");
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cubeSphere.SetActive(false);
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cubeSphere.transform.parent = sector?.transform ?? planetGO.transform;
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cubeSphere.transform.rotation = Quaternion.Euler(90, 0, 0);
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Vector3 stretch = module.stretch != null ? (Vector3)module.stretch : Vector3.one;
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Mesh mesh = CubeSphere.Build(resolution, heightMap, module.minHeight, module.maxHeight, stretch);
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cubeSphere.AddComponent<MeshFilter>();
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cubeSphere.GetComponent<MeshFilter>().mesh = mesh;
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if (PlanetShader == null) PlanetShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
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var cubeSphereMR = cubeSphere.AddComponent<MeshRenderer>();
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var material = new Material(PlanetShader);
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cubeSphereMR.material = material;
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material.name = textureMap.name;
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material.mainTexture = textureMap;
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var cubeSphereMC = cubeSphere.AddComponent<MeshCollider>();
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cubeSphereMC.sharedMesh = mesh;
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var cubeSphereSC = cubeSphere.AddComponent<SphereCollider>();
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cubeSphereSC.radius = Mathf.Min(module.minHeight, module.maxHeight);
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var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
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if (superGroup != null) cubeSphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
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// Fix rotation in the end
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// 90 degree rotation around x is because cube sphere uses Z as up, Unity uses Y
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cubeSphere.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0));
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cubeSphere.transform.position = planetGO.transform.position;
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cubeSphere.SetActive(true);
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// Now that we've made the mesh we can delete the heightmap texture
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if (deleteHeightmapFlag) ImageUtilities.DeleteTexture(mod, module.heightMap, heightMap);
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}
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}
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}
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