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{fileID: 1309841509} + - {fileID: 1114890044} diff --git a/Assets/Scenes/HomeWork_0520.unity.meta b/Assets/Scenes/HomeWork_0520.unity.meta new file mode 100644 index 0000000..ce75ca7 --- /dev/null +++ b/Assets/Scenes/HomeWork_0520.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d0ca62d22c827584b82ab4d2935a4ff2 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 0000000..d20debf --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 54d13d9bcb90e5b4ab80d5603125913b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/TerrainCreatorEditor.cs b/Assets/Scripts/Editor/TerrainCreatorEditor.cs new file mode 100644 index 0000000..81b00ef --- /dev/null +++ b/Assets/Scripts/Editor/TerrainCreatorEditor.cs @@ -0,0 +1,338 @@ +using UnityEngine; +using UnityEditor; + +[CustomEditor(typeof(TerrainCreator))] +public class TerrainCreatorEditor : Editor +{ + int generatedTreeCount = 0; + + public override void OnInspectorGUI() + { + serializedObject.Update(); + bool isChanged = DrawDefaultInspector(); + + TerrainCreator creator = (TerrainCreator)target; + + if (isChanged && creator.autoUpdate) + { + bool hasTerrain = creator.transform.Find("TerrainMesh") != null; + bool hasForest = false; + for (int i = 0; i < creator.transform.childCount; i++) + { + if (creator.transform.GetChild(i).name.StartsWith("Tree_")) + { + hasForest = true; + break; + } + } + + if (hasTerrain) + { + ClearTerrain(creator); + GenerateTerrainMesh(creator); + } + if (hasForest && creator.preset != null && creator.branchPrefab != null) + { + ClearForest(creator); + GenerateForest(creator); + } + } + + EditorGUILayout.Space(10); + EditorGUILayout.LabelField("Terrain & Forest Generation", EditorStyles.boldLabel); + + int count = ComputeTreeCount(creator); + EditorGUILayout.HelpBox($"Will place {count} trees on terrain", MessageType.None); + + if (creator.preset == null || creator.branchPrefab == null) + { + EditorGUILayout.HelpBox("TreeRandomPreset과 Branch 프리팹을 할당해야 숲을 생성할 수 있습니다.", MessageType.Warning); + } + + if (GUILayout.Button("Generate Terrain", GUILayout.Height(30))) + { + ClearTerrain(creator); + GenerateTerrainMesh(creator); + } + + EditorGUI.BeginDisabledGroup(creator.preset == null || creator.branchPrefab == null); + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Generate Forest", GUILayout.Height(30))) + { + ClearForest(creator); + GenerateForest(creator); + } + if (GUILayout.Button("Clear All", GUILayout.Height(30))) + { + ClearForest(creator); + ClearTerrain(creator); + } + EditorGUILayout.EndHorizontal(); + EditorGUI.EndDisabledGroup(); + + if (generatedTreeCount > 0) + { + EditorGUILayout.HelpBox($"{generatedTreeCount} trees generated", MessageType.Info); + } + + serializedObject.ApplyModifiedProperties(); + } + + int ComputeTreeCount(TerrainCreator c) + { + if (c.mode == TerrainCreator.DensityMode.Count) + return Mathf.Max(1, c.treeCount); + + float area = (c.width * c.cellSize) * (c.height * c.cellSize); + return Mathf.Max(1, Mathf.RoundToInt(area * c.treesPerUnit)); + } + + void ClearTerrain(TerrainCreator creator) + { + Undo.SetCurrentGroupName("Clear Terrain"); + int undoGroup = Undo.GetCurrentGroup(); + + Transform terrainTransform = creator.transform.Find("TerrainMesh"); + if (terrainTransform != null) + { + Undo.DestroyObjectImmediate(terrainTransform.gameObject); + } + + Undo.CollapseUndoOperations(undoGroup); + } + + void ClearForest(TerrainCreator creator) + { + Undo.SetCurrentGroupName("Clear Forest"); + int undoGroup = Undo.GetCurrentGroup(); + + for (int i = creator.transform.childCount - 1; i >= 0; i--) + { + Transform child = creator.transform.GetChild(i); + if (child.name.StartsWith("Tree_")) + { + Undo.DestroyObjectImmediate(child.gameObject); + } + } + + Undo.CollapseUndoOperations(undoGroup); + generatedTreeCount = 0; + } + + void GenerateTerrainMesh(TerrainCreator creator) + { + int width = creator.width; + int height = creator.height; + + Vector3[] vertices = new Vector3[width * height]; + Vector2[] uvs = new Vector2[width * height]; + int[] triangles = new int[(width - 1) * (height - 1) * 6]; + + float offsetX = (width - 1) * creator.cellSize * 0.5f; + float offsetZ = (height - 1) * creator.cellSize * 0.5f; + + // Use seed to offset Perlin noise so we get different terrain per seed + System.Random prng = new System.Random(creator.seed); + float seedOffsetX = prng.Next(-100000, 100000); + float seedOffsetZ = prng.Next(-100000, 100000); + + for (int z = 0; z < height; z++) + { + for (int x = 0; x < width; x++) + { + float xCoord = (x + seedOffsetX) * creator.noiseScale; + float zCoord = (z + seedOffsetZ) * creator.noiseScale; + float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale; + + vertices[z * width + x] = new Vector3(x * creator.cellSize - offsetX, y, z * creator.cellSize - offsetZ); + uvs[z * width + x] = new Vector2((float)x / (width - 1), (float)z / (height - 1)); + } + } + + int ti = 0; + for (int z = 0; z < height - 1; z++) + { + for (int x = 0; x < width - 1; x++) + { + int i = z * width + x; + triangles[ti++] = i; + triangles[ti++] = i + width; + triangles[ti++] = i + 1; + + triangles[ti++] = i + 1; + triangles[ti++] = i + width; + triangles[ti++] = i + width + 1; + } + } + + Mesh mesh = new Mesh(); + mesh.name = "ProceduralTerrain"; + if (vertices.Length > 65535) mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; + + mesh.vertices = vertices; + mesh.uv = uvs; + mesh.triangles = triangles; + mesh.RecalculateNormals(); + + GameObject terrainObj = new GameObject("TerrainMesh"); + Undo.RegisterCreatedObjectUndo(terrainObj, "Create Terrain"); + terrainObj.transform.SetParent(creator.transform, false); + terrainObj.transform.localPosition = Vector3.zero; + terrainObj.transform.localRotation = Quaternion.identity; + + MeshFilter mf = terrainObj.AddComponent(); + mf.sharedMesh = mesh; + + MeshRenderer mr = terrainObj.AddComponent(); + if (creator.terrainMaterial != null) + { + mr.sharedMaterial = creator.terrainMaterial; + } + else + { + mr.sharedMaterial = AssetDatabase.GetBuiltinExtraResource("Default-Material.mat"); + } + } + + void GenerateForest(TerrainCreator creator) + { + generatedTreeCount = 0; + if (creator.preset == null) return; + + Random.State prevState = Random.state; + + Undo.SetCurrentGroupName("Generate Forest"); + int undoGroup = Undo.GetCurrentGroup(); + + int count = ComputeTreeCount(creator); + + Random.InitState(creator.seed); + System.Random prng = new System.Random(creator.seed); + float seedOffsetX = prng.Next(-100000, 100000); + float seedOffsetZ = prng.Next(-100000, 100000); + + Vector3[] positions = new Vector3[count]; + Quaternion[] yaws = new Quaternion[count]; + + float width = creator.width; + float height = creator.height; + float offsetX = (width - 1) * creator.cellSize * 0.5f; + float offsetZ = (height - 1) * creator.cellSize * 0.5f; + + for (int i = 0; i < count; i++) + { + float randX = Random.Range(0f, width - 1); + float randZ = Random.Range(0f, height - 1); + + float wX = randX * creator.cellSize - offsetX; + float wZ = randZ * creator.cellSize - offsetZ; + + float xCoord = (randX + seedOffsetX) * creator.noiseScale; + float zCoord = (randZ + seedOffsetZ) * creator.noiseScale; + float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale; + + positions[i] = new Vector3(wX, y, wZ); + yaws[i] = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f); + } + + for (int i = 0; i < count; i++) + { + Random.InitState(creator.seed + i * 7919); + + GameObject treeRoot = new GameObject($"Tree_{i:D3}"); + Undo.RegisterCreatedObjectUndo(treeRoot, "Create Tree"); + treeRoot.transform.SetParent(creator.transform, false); + treeRoot.transform.localPosition = positions[i]; + treeRoot.transform.localRotation = yaws[i]; + + CreateBranchRecursive(creator, treeRoot.transform, Vector3.zero, Quaternion.identity, 0, 5f, true); + + generatedTreeCount++; + } + + Undo.CollapseUndoOperations(undoGroup); + Random.state = prevState; + } + + void CreateBranchRecursive(TerrainCreator creator, Transform parent, Vector3 localStartPos, Quaternion rot, int depth, float length, bool isRoot = false) + { + TreeRandomPreset p = creator.preset; + if (depth >= p.maxDepth) return; + + float currentLength = isRoot ? 2f : length * p.scaleFactor * Random.Range(1f - p.scaleRandom, 1f + p.scaleRandom); + + GameObject pivot = new GameObject($"Pivot_D{depth}"); + pivot.transform.SetParent(parent, false); + pivot.transform.localPosition = localStartPos; + pivot.transform.localRotation = rot; + + Vector3 centerPos = localStartPos + pivot.transform.localRotation * Vector3.up * currentLength * 0.5f; + + GameObject branchObj; + if (creator.branchPrefab != null) { + branchObj = (GameObject)PrefabUtility.InstantiatePrefab(creator.branchPrefab); + } else { + branchObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder); + DestroyImmediate(branchObj.GetComponent()); + } + + branchObj.transform.SetParent(pivot.transform, false); + branchObj.transform.localPosition = Vector3.up * currentLength * 0.5f; + branchObj.transform.localRotation = Quaternion.identity; + + float thickness = 0.2f * (p.maxDepth - depth) / p.maxDepth; + branchObj.transform.localScale = new Vector3(thickness, currentLength * 0.5f, thickness); + + Renderer rnd = branchObj.GetComponentInChildren(); + if (rnd != null) + { + float t = (float)depth / Mathf.Max(1, p.maxDepth - 1); + Color baseColor = Color.Lerp(p.trunkColor, p.midColor, t * 2f); + if (t > 0.5f) baseColor = Color.Lerp(p.midColor, p.tipColor, (t - 0.5f) * 2f); + + MaterialPropertyBlock mpb = new MaterialPropertyBlock(); + rnd.GetPropertyBlock(mpb); + mpb.SetColor("_Color", baseColor); + rnd.SetPropertyBlock(mpb); + } + + Vector3 nextLocalStartPos = Vector3.up * currentLength; + + int numChildren = p.maxChildren; + if (Random.value < p.extraChildChance) numChildren++; + + float angleStep = 360f / numChildren; + float baseTwist = Random.Range(0f, 360f); + + for (int i = 0; i < numChildren; i++) + { + float randAngle = Random.Range(-p.angleRandom * p.branchAngle, p.angleRandom * p.branchAngle); + Quaternion tilt = Quaternion.Euler(p.branchAngle + randAngle, 0, 0); + + float twist = baseTwist + i * angleStep + Random.Range(-p.twistRandom * p.twistAngle, p.twistRandom * p.twistAngle); + Quaternion spin = Quaternion.Euler(0, twist, 0); + + CreateBranchRecursive(creator, pivot.transform, nextLocalStartPos, spin * tilt, depth + 1, currentLength); + } + } + + void OnSceneGUI() + { + TerrainCreator creator = (TerrainCreator)target; + if (creator == null) return; + + float wX = (creator.width - 1) * creator.cellSize * 0.5f; + float wZ = (creator.height - 1) * creator.cellSize * 0.5f; + + Vector3 c0 = creator.transform.TransformPoint(new Vector3(-wX, 0, -wZ)); + Vector3 c1 = creator.transform.TransformPoint(new Vector3( wX, 0, -wZ)); + Vector3 c2 = creator.transform.TransformPoint(new Vector3( wX, 0, wZ)); + Vector3 c3 = creator.transform.TransformPoint(new Vector3(-wX, 0, wZ)); + + Handles.color = new Color(0.3f, 1f, 0.5f, 1f); + Handles.DrawAAPolyLine(4f, c0, c1, c2, c3, c0); + + Handles.color = new Color(1f, 1f, 0.3f, 1f); + Handles.SphereHandleCap(0, creator.transform.position, Quaternion.identity, 0.3f, EventType.Repaint); + } +} diff --git a/Assets/Scripts/Editor/TerrainCreatorEditor.cs.meta b/Assets/Scripts/Editor/TerrainCreatorEditor.cs.meta new file mode 100644 index 0000000..03343f5 --- /dev/null +++ b/Assets/Scripts/Editor/TerrainCreatorEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f293e0059e23f0444b00267c6b28f601 \ No newline at end of file diff --git a/Assets/Scripts/TerrainCreator.cs b/Assets/Scripts/TerrainCreator.cs new file mode 100644 index 0000000..9e6cdb9 --- /dev/null +++ b/Assets/Scripts/TerrainCreator.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +public class TerrainCreator : MonoBehaviour +{ + [Header("Terrain Settings")] + [Min(2)] public int width = 64; + [Min(2)] public int height = 64; + public float heightScale = 10f; + public float cellSize = 1f; + public Material terrainMaterial; + + [Header("Noise Settings")] + public float noiseScale = 0.05f; + + [Header("Forest Preset")] + public TreeRandomPreset preset; + public GameObject branchPrefab; + + [Header("Forest Density")] + public DensityMode mode = DensityMode.Count; + [Min(1)] public int treeCount = 20; + [Min(0f)] public float treesPerUnit = 0.2f; + + [Header("Randomness")] + public int seed = 12345; + + public enum DensityMode { Count, PerUnit } + + [Header("Editor Settings")] + public bool autoUpdate = true; +} diff --git a/Assets/Scripts/TerrainCreator.cs.meta b/Assets/Scripts/TerrainCreator.cs.meta new file mode 100644 index 0000000..680aa52 --- /dev/null +++ b/Assets/Scripts/TerrainCreator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: af49dbe4a0a79f04ebb5793c43c5e8f4 \ No newline at end of file diff --git a/Assets/Scripts/TreeRandomPreset.cs b/Assets/Scripts/TreeRandomPreset.cs new file mode 100644 index 0000000..cca192e --- /dev/null +++ b/Assets/Scripts/TreeRandomPreset.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +[CreateAssetMenu(fileName = "NewTreeRandomPreset", menuName = "Tree/Random Preset")] +public class TreeRandomPreset : ScriptableObject +{ + [Header("Tree Settings")] + public int maxDepth = 8; + public float branchAngle = 30f; + public float scaleFactor = 0.7f; + public float twistAngle = 90f; + + [Header("Randomness")] + [Range(0f, 1f)] public float angleRandom = 0.3f; + [Range(0f, 1f)] public float scaleRandom = 0.2f; + [Range(0f, 1f)] public float twistRandom = 0.3f; + [Range(1, 4)] public int maxChildren = 3; + [Range(0f, 1f)] public float extraChildChance = 0.3f; + + [Header("Colors")] + public Color trunkColor = new Color(1f, 0.6f, 0.8f); + public Color midColor = new Color(1f, 0.45f, 0f); + public Color tipColor = new Color(1f, 0.85f, 0f); +} diff --git a/Assets/Scripts/TreeRandomPreset.cs.meta b/Assets/Scripts/TreeRandomPreset.cs.meta new file mode 100644 index 0000000..4355941 --- /dev/null +++ b/Assets/Scripts/TreeRandomPreset.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c7a0c2a598d6efa45ab3f1602e5cc835 \ No newline at end of file diff --git a/Assets/TreeRandomPreset.asset b/Assets/TreeRandomPreset.asset new file mode 100644 index 0000000..31f76a1 --- /dev/null +++ b/Assets/TreeRandomPreset.asset @@ -0,0 +1,26 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: c7a0c2a598d6efa45ab3f1602e5cc835, type: 3} + m_Name: TreeRandomPreset + m_EditorClassIdentifier: Assembly-CSharp::TreeRandomPreset + maxDepth: 8 + branchAngle: 30 + scaleFactor: 0.7 + twistAngle: 90 + angleRandom: 0.3 + scaleRandom: 0.2 + twistRandom: 0.3 + maxChildren: 3 + extraChildChance: 0.3 + trunkColor: {r: 1, g: 0.6, b: 0.8, a: 1} + midColor: {r: 1, g: 0.45, b: 0, a: 1} + tipColor: {r: 1, g: 0.85, b: 0, a: 1} diff --git a/Assets/TreeRandomPreset.asset.meta b/Assets/TreeRandomPreset.asset.meta new file mode 100644 index 0000000..8bb7974 --- /dev/null +++ b/Assets/TreeRandomPreset.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1db837a858ab5e34c9cc2bf9c98c1492 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: