feat: 하이트맵 대신 페린 노이즈를 이용한 절차적 지형 및 숲 생성 시스템(TerrainCreator) 추가 및 최적화
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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m_Roots:
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userData:
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@ -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<MeshFilter>();
|
||||
mf.sharedMesh = mesh;
|
||||
|
||||
MeshRenderer mr = terrainObj.AddComponent<MeshRenderer>();
|
||||
if (creator.terrainMaterial != null)
|
||||
{
|
||||
mr.sharedMaterial = creator.terrainMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
mr.sharedMaterial = AssetDatabase.GetBuiltinExtraResource<Material>("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<Collider>());
|
||||
}
|
||||
|
||||
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<Renderer>();
|
||||
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);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f293e0059e23f0444b00267c6b28f601
|
||||
@ -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;
|
||||
}
|
||||
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af49dbe4a0a79f04ebb5793c43c5e8f4
|
||||
@ -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);
|
||||
}
|
||||
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7a0c2a598d6efa45ab3f1602e5cc835
|
||||
@ -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}
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1db837a858ab5e34c9cc2bf9c98c1492
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue