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TreeModel.cs
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210 lines (169 loc) · 8.46 KB
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using UnityEngine;
namespace beyondnations {
/// <summary>
/// Creates a procedural 3D tree model.
/// This replaces the simple primitive shapes (Cylinder + Cube) with a proper mesh-based tree.
/// Can be easily replaced with an imported 3D model file when available.
/// </summary>
public class TreeModel {
public static GameObject CreateTree(Vector3 position, int height, string name = "Tree") {
GameObject treeRoot = new GameObject(name);
treeRoot.transform.position = position;
// Create trunk
GameObject trunk = CreateTrunk(height);
trunk.transform.parent = treeRoot.transform;
trunk.transform.localPosition = Vector3.zero;
// Create leaves/canopy
GameObject leaves = CreateLeaves(height);
leaves.transform.parent = treeRoot.transform;
leaves.transform.localPosition = new Vector3(0, height - 1, 0);
return treeRoot;
}
private static GameObject CreateTrunk(int height) {
GameObject trunk = new GameObject("Trunk");
MeshFilter meshFilter = trunk.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = trunk.AddComponent<MeshRenderer>();
// Create a cylindrical trunk mesh
Mesh trunkMesh = CreateCylinderMesh(0.5f, height, 8);
meshFilter.mesh = trunkMesh;
// Set brown bark material (matching original color)
Material trunkMaterial = new Material(Shader.Find("Standard"));
trunkMaterial.color = new Color(0.5f, 0.25f, 0);
meshRenderer.material = trunkMaterial;
return trunk;
}
private static GameObject CreateLeaves(int height) {
GameObject leaves = new GameObject("Leaves");
MeshFilter meshFilter = leaves.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = leaves.AddComponent<MeshRenderer>();
// Create a spherical canopy mesh
Mesh leavesMesh = CreateSphereMesh(2.5f, 10, 10);
meshFilter.mesh = leavesMesh;
// Set green foliage material (matching original color)
Material leavesMaterial = new Material(Shader.Find("Standard"));
leavesMaterial.color = Color.green;
meshRenderer.material = leavesMaterial;
return leaves;
}
/// <summary>
/// Creates a cylindrical mesh for the trunk
/// </summary>
private static Mesh CreateCylinderMesh(float radius, float height, int segments) {
Mesh mesh = new Mesh();
mesh.name = "CylinderMesh";
int vertexCount = segments * 2 + 2; // Top and bottom circles plus centers
Vector3[] vertices = new Vector3[vertexCount];
Vector3[] normals = new Vector3[vertexCount];
Vector2[] uvs = new Vector2[vertexCount];
// Create vertices
float angleStep = 360f / segments * Mathf.Deg2Rad;
// Bottom circle
for (int i = 0; i < segments; i++) {
float angle = i * angleStep;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i] = new Vector3(x, 0, z);
normals[i] = new Vector3(x, 0, z).normalized;
uvs[i] = new Vector2((float)i / segments, 0);
}
// Top circle
for (int i = 0; i < segments; i++) {
float angle = i * angleStep;
float x = Mathf.Cos(angle) * radius * 0.8f; // Slightly tapered
float z = Mathf.Sin(angle) * radius * 0.8f;
vertices[segments + i] = new Vector3(x, height, z);
normals[segments + i] = new Vector3(x, 0, z).normalized;
uvs[segments + i] = new Vector2((float)i / segments, 1);
}
// Center points for caps
vertices[segments * 2] = new Vector3(0, 0, 0); // Bottom center
vertices[segments * 2 + 1] = new Vector3(0, height, 0); // Top center
normals[segments * 2] = Vector3.down;
normals[segments * 2 + 1] = Vector3.up;
uvs[segments * 2] = new Vector2(0.5f, 0.5f);
uvs[segments * 2 + 1] = new Vector2(0.5f, 0.5f);
// Create triangles
int[] triangles = new int[segments * 12];
int triIndex = 0;
// Side triangles
for (int i = 0; i < segments; i++) {
int next = (i + 1) % segments;
// First triangle
triangles[triIndex++] = i;
triangles[triIndex++] = segments + i;
triangles[triIndex++] = next;
// Second triangle
triangles[triIndex++] = next;
triangles[triIndex++] = segments + i;
triangles[triIndex++] = segments + next;
}
// Bottom cap
for (int i = 0; i < segments; i++) {
int next = (i + 1) % segments;
triangles[triIndex++] = segments * 2;
triangles[triIndex++] = next;
triangles[triIndex++] = i;
}
// Top cap
for (int i = 0; i < segments; i++) {
int next = (i + 1) % segments;
triangles[triIndex++] = segments * 2 + 1;
triangles[triIndex++] = segments + i;
triangles[triIndex++] = segments + next;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateBounds();
return mesh;
}
/// <summary>
/// Creates a spherical mesh for the leaves
/// </summary>
private static Mesh CreateSphereMesh(float radius, int latitudeSegments, int longitudeSegments) {
Mesh mesh = new Mesh();
mesh.name = "SphereMesh";
int vertexCount = (latitudeSegments + 1) * (longitudeSegments + 1);
Vector3[] vertices = new Vector3[vertexCount];
Vector3[] normals = new Vector3[vertexCount];
Vector2[] uvs = new Vector2[vertexCount];
int vertIndex = 0;
for (int lat = 0; lat <= latitudeSegments; lat++) {
float theta = lat * Mathf.PI / latitudeSegments;
float sinTheta = Mathf.Sin(theta);
float cosTheta = Mathf.Cos(theta);
for (int lon = 0; lon <= longitudeSegments; lon++) {
float phi = lon * 2 * Mathf.PI / longitudeSegments;
float sinPhi = Mathf.Sin(phi);
float cosPhi = Mathf.Cos(phi);
Vector3 normal = new Vector3(cosPhi * sinTheta, cosTheta, sinPhi * sinTheta);
vertices[vertIndex] = normal * radius;
normals[vertIndex] = normal;
uvs[vertIndex] = new Vector2((float)lon / longitudeSegments, (float)lat / latitudeSegments);
vertIndex++;
}
}
int[] triangles = new int[latitudeSegments * longitudeSegments * 6];
int triIndex = 0;
for (int lat = 0; lat < latitudeSegments; lat++) {
for (int lon = 0; lon < longitudeSegments; lon++) {
int current = lat * (longitudeSegments + 1) + lon;
int next = current + longitudeSegments + 1;
triangles[triIndex++] = current;
triangles[triIndex++] = next;
triangles[triIndex++] = current + 1;
triangles[triIndex++] = current + 1;
triangles[triIndex++] = next;
triangles[triIndex++] = next + 1;
}
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateBounds();
return mesh;
}
}
}