69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
using UnityEngine;
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namespace AmazingAssets.TerrainToMesh.Example
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{
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class ExportTrees : MonoBehaviour
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{
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public TerrainData terrainData;
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public int vertexCountHorizontal = 100;
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public int vertexCountVertical = 100;
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void Start()
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{
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if (terrainData == null)
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return;
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//1. Export mesh from terrain////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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Mesh terrainMesh = terrainData.TerrainToMesh().ExportMesh(vertexCountHorizontal, vertexCountVertical, TerrainToMesh.Normal.CalculateFromMesh);
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GetComponent<MeshFilter>().sharedMesh = terrainMesh;
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//2. Create material////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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string shaderName = Utilities.GetUnityDefaultShader(); //Default shader based on used render pipeline
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Material material = new Material(Shader.Find(shaderName));
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GetComponent<Renderer>().sharedMaterial = material;
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//3. Export trees//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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TreePrototypesData[] treePrototypesData = terrainData.TerrainToMesh().ExportTreeData(vertexCountHorizontal, vertexCountVertical, 1, 1);
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for (int t = 0; t < treePrototypesData.Length; t++)
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{
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for (int p = 0; p < treePrototypesData[t].position.Count; p++)
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{
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//Instantiate tree prefab
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GameObject tree = Instantiate(treePrototypesData[t].prefab);
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//Set position
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tree.transform.position = treePrototypesData[t].position[p];
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//Add random rotation
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//tree.transform.rotation = Quaternion.Euler(0, Random.value * 360, 0);
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//Scale
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tree.transform.localScale = treePrototypesData[t].scale[p];
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//Add parent
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tree.transform.SetParent(this.gameObject.transform, false);
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}
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}
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}
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}
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}
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