using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace Gaia
{
///
/// A class to manage tree instances on unity terrain
///
public class TreeManager
{
#pragma warning disable 414
private List m_terrainTrees = new List();
private Quadtree m_terrainTreeLocations = new Quadtree(new Rect(0,0, 10f, 10f));
#pragma warning restore 414
///
/// Load the trees in from the terrain
///
public void LoadTreesFromTerrain()
{
//Destroy previous contents
m_terrainTrees = null;
m_terrainTreeLocations = null;
//Work out the bounds of the environment
float minY = float.NaN;
float minX = float.NaN;
float maxX = float.NaN;
float minZ = float.NaN;
float maxZ = float.NaN;
Terrain sampleTerrain = null;
foreach (Terrain terrain in Terrain.activeTerrains)
{
if (float.IsNaN(minY))
{
sampleTerrain = terrain;
minY = terrain.transform.position.y;
minX = terrain.transform.position.x;
minZ = terrain.transform.position.z;
maxX = minX + terrain.terrainData.size.x;
maxZ = minZ + terrain.terrainData.size.z;
}
else
{
if (terrain.transform.position.x < minX)
{
minX = terrain.transform.position.x;
}
if (terrain.transform.position.z < minZ)
{
minZ = terrain.transform.position.z;
}
if ((terrain.transform.position.x + terrain.terrainData.size.x) > maxX)
{
maxX = terrain.transform.position.x + terrain.terrainData.size.x;
}
if ((terrain.transform.position.z + terrain.terrainData.size.z) > maxZ)
{
maxZ = terrain.transform.position.z + terrain.terrainData.size.z;
}
}
}
if (sampleTerrain != null)
{
Rect terrainBounds = new Rect(minX, minZ, maxX - minX, maxZ - minZ);
m_terrainTreeLocations = new Quadtree(terrainBounds, 32);
m_terrainTrees = new List(sampleTerrain.terrainData.treePrototypes);
foreach (Terrain terrain in Terrain.activeTerrains)
{
float terrainOffsetX = terrain.transform.position.x;
float terrainOffsetZ = terrain.transform.position.z;
float terrainWidth = terrain.terrainData.size.x;
float terrainDepth = terrain.terrainData.size.z;
TreeInstance[] terrainTreeInstances = terrain.terrainData.treeInstances;
for (int treeIdx = 0; treeIdx < terrainTreeInstances.Length; treeIdx++)
{
TreeInstance treeInstance = terrainTreeInstances[treeIdx];
m_terrainTreeLocations.Insert(terrainOffsetX + (treeInstance.position.x * terrainWidth), terrainOffsetZ + (treeInstance.position.z * terrainDepth), terrainTreeInstances[treeIdx].prototypeIndex);
}
}
}
}
///
/// Add a tree instance into storage - must be called after the initial load call
///
///
///
public void AddTree(Vector3 position, int prototypeIdx)
{
if (m_terrainTreeLocations == null)
{
return;
}
m_terrainTreeLocations.Insert(position.x, position.z, prototypeIdx);
}
///
/// Return the number of trees within range of the location provided
///
/// Location to check
/// Range around location to check
/// Number of trees within range
public int Count(Vector3 position, float range)
{
if (m_terrainTreeLocations == null)
{
return 0;
}
Rect query = new Rect(position.x - range, position.z - range, range * 2f, range * 2f);
return m_terrainTreeLocations.Find(query).Count();
}
///
/// Return the number of trees being managed
///
/// Number of trees being managed
public int Count()
{
if (m_terrainTreeLocations == null)
{
return 0;
}
return m_terrainTreeLocations.Count;
}
}
}