Net.Project.B/Src/WorldNode/UnityVegetationNode.cs

85 lines
2.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
using MemoryPack;
using Net.BITKit.Quadtree;
using Unity.Mathematics;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Net.Project.B.WorldNode
{
public class UnityVegetationNode : MonoBehaviour
{
[SerializeField] private float3[] positions;
[SerializeField] private float2 sizeFactor;
[SerializeField] private GameObject searchPrefab;
private Mesh _mesh;
private Mesh[] _subMeshes;
private Material[] _materials;
private List<Matrix4x4> _matrix4;
private readonly Quadtree _quadtree=new(default,new float2(2048,2048));
private void Start()
{
_mesh = searchPrefab.GetComponentInChildren<MeshFilter>().sharedMesh;
_materials = searchPrefab.GetComponentInChildren<MeshRenderer>().sharedMaterials;
_matrix4 = new List<Matrix4x4>();
for (var i = 0; i < positions.Length; i++)
{
var position = positions[i];
var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
_matrix4.Add(matrix);
_quadtree.Insert(i,position.xz);
}
}
private void Update()
{
for (var i = 0; i < _mesh.subMeshCount; i++)
{
Graphics.DrawMeshInstanced(_mesh,i,_materials[i],_matrix4);
}
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
foreach (var position in positions)
{
Gizmos.DrawCube(position,Vector3.one);
}
}
[ContextMenu(nameof(Search))]
private void Search()
{
var positionList = new List<float3>();
var allObjects = GameObject.FindObjectsOfType<GameObject>();
foreach (var obj in allObjects)
{
if (PrefabUtility.GetPrefabAssetType(obj) is not (PrefabAssetType.Regular or PrefabAssetType.Variant)) continue;
if (PrefabUtility.IsAnyPrefabInstanceRoot(obj) is false) continue;
var source = PrefabUtility.GetCorrespondingObjectFromOriginalSource(obj);
if(source!=searchPrefab)continue;
positionList.Add(obj.transform.position);
}
Debug.Log($"已获取到{positionList.Count}个预制体");
positions = positionList.ToArray();
}
#endif
}
}
#endif