Beispiel #1
0
        public Map(MapInfo info)
        {
            this.id = info.id;
            this.name = info.name;
            this.CattleyaMapID = info.CattleyaMapID;
            this.CattleyaX = info.CattleyaX;
            this.CattleyaY = info.CattleyaY;
            this.CattleyaZ = info.CattleyaZ;

            this.actorsByID = new Dictionary<uint, Actor>();
            this.actorsByRegion = new Dictionary<uint, List<Actor>>();
            this.pcByName = new Dictionary<string, ActorPC>();
            this.nextPcId = 1;
            this.nextNpcId = ID_BORDER + 1;
            this.nextItemId = ID_BORDER2 + 1;

            this.gTime = new GameTime();
            this.gTime.UpdateTime(1, 12, 0);

            this.weather = Global.WEATHER_TYPE.SUNNY;
            this.wTask = new SagaMap.Tasks.SystemTasks.DynamicWeather(this);
            this.wTask.Activate();

            if (info.heightmaps.Count > 0)
                this.hMap = new HeightMap(info.heightmaps[0]);
            else
                this.hMap = null;
        }
        /// <summary>
        /// Makes the heights of the given coordinates equal by subtracting from the higher and adding to the lower.
        /// </summary>
        internal static void BalanceHeightsAtPoints(HeightMap heightMap, int x1, int y1, int x2, int y2)
        {
            var heightDif = heightMap[x1, y1] - heightMap[x2, y2];

            //Balance this point and the neighboring point in height.
            heightMap[x1, y1] -= heightDif / 2f;
            heightMap[x2, y2] += heightDif / 2f;
        }
Beispiel #3
0
 void Awake()
 {
     _instance = this;
     seed = Random.Range(0.020f, .032f);
     texseed = Random.Range(0.001f, .008f);
     MountainModifier = Random.Range(1.86f, 3.5f);
     //DontDestroyOnLoad(gameObject);
 }
 /// <summary>
 /// Multiplies the height at the given point by mul, with bounds checking.
 /// If the point is out of bounds, the method simply returns.
 /// </summary>
 /// <param name="heightMap"></param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="mul"></param>
 private static void MultiplyHeightAtPoint(HeightMap heightMap, int x, int y, float mul)
 {
     //if point is in bounds
     if (x > 0 && x < heightMap.Size.X && y > 0 && y < heightMap.Size.Y)
     {
         heightMap[x, y] *= mul;
     }
 }
        public void UpdateTo(HeightMap heightMap)
        {
            mHeightMap = heightMap;
            mWidth = heightMap.Width;
            mHeight = heightMap.Height;

            // Release old assets
            Destroy();

            mNumVertices = mWidth * mHeight;
            mNumLines = (mHeight * (mWidth - 1));

            // Create new assets
            mVertexBuffer = new VertexBuffer(
                FlatRedBallServices.GraphicsDevice,
                mNumVertices * VertexPositionColor.SizeInBytes,
                BufferUsage.None);
            mIndexBuffer = new IndexBuffer(
                FlatRedBallServices.GraphicsDevice,
                2 * mNumLines * sizeof(int),
                BufferUsage.None,
                IndexElementSize.ThirtyTwoBits);

            // Create data
            VertexPositionColor[] vertices = new VertexPositionColor[mNumVertices];
            int[] indices = new int[2 * mNumLines];
            int indicesIndex = 0;

            // Add data
            float xstep = 2f / (float)mWidth;
            float ystep = 2f / (float)mHeight;

            for (int y = 0; y < mHeight; y++)
            {
                for (int x = 0; x < mWidth; x++)
                {
                    vertices[y * mWidth + x] =
                        new VertexPositionColor(new Vector3(
                            xstep * (float)x - 1f,
                            ystep * (float)y - 1f,
                            heightMap.RawData[x, y]),
                        Color.White);

                    // Set up horizontal lines
                    if (x < mWidth - 1)
                    {
                        // add a horizontal line to the next x vertex
                        indices[indicesIndex] = y * mWidth + x;
                        indices[indicesIndex + 1] = y * mWidth + (x + 1);
                        indicesIndex += 2;
                    }
                }
            }

            // Set buffer data
            mVertexBuffer.SetData<VertexPositionColor>(vertices);
            mIndexBuffer.SetData<int>(indices);
        }
        public void GenerateContinents(HeightMap heightMap)
        {
            var mapSize = new IntPoint(heightMap.Size.X, heightMap.Size.Y);
            var startPoints = new List<IntPoint> { new IntPoint(mapSize.X / 2, mapSize.Y / 2) };

            foreach (var start in startPoints)
            {
                var size = Random.Next(MaximumContinentSize - MinimumContinentSize) + MinimumContinentSize;
                var scaleStep = -(ScaleAmount - 1f) / size;

                ScaleSquareAroundPoint(heightMap, start, size, ScaleAmount, scaleStep);
            }
        }
Beispiel #7
0
        /// <summary>
        /// Returns an 2d Color array with coloring applied based on the given HeightMap
        /// </summary>
        public Color[,] Colorize(HeightMap map)
        {
            var img = new Color[map.Size.X, map.Size.Y];

            for (var y = 0; y < map.Size.Y; y++)
            {
                for (var x = 0; x < map.Size.X; x++)
                {
                    img[x, y] = GetBaseColor(map[x, y], true);
                }
            }

            return img;
        }
        public TreeVertexCollection(Vector3 position, HeightMap heightMap, int scale)
        {
            _scale = scale;
            _topSize = heightMap.Size - 1;
            _halfSize = _topSize / 2;
            _position = position;
            _vertexCount = heightMap.Size * heightMap.Size;

            //Initialize our array to hold the vertices
            Vertices = new VertexPositionNormalTexture[_vertexCount];

            //Our method to populate the vertex collection
            this.BuildVertices(heightMap.Heights);

            //Our method to  calculate the normals for all vertices
            CalculateAllNormals();
        }
        public HeightMapRenderer(string contentManagerName,
            int width, int height, Model model, HeightMap heightMap, Matrix transformationMatrix)
        {
            mHeightMap = heightMap;

            // Create camera
            mCamera = new Camera(contentManagerName, width, height);

#if !XNA4
            // Set up rendering mode
            mCamera.RenderOrder.Clear();
            mCamera.RenderOrder.Add(FlatRedBall.Graphics.RenderMode.Position);

            mCamera.DrawsCameraLayer = true;
            mCamera.DrawsWorld = false;
            mCamera.DrawToScreen = false;
#endif

            // Get bounds
            GetMinMax(model, transformationMatrix);

            // Set up camera orthogonality
            mCamera.Orthogonal = true;
            mCamera.OrthogonalWidth = mMax.X - mMin.X;
            mCamera.OrthogonalHeight = mMax.Y - mMin.Y;
            mCamera.FarClipPlane = 3f + mMax.Z - mMin.Z;
            mCamera.NearClipPlane = 1f;

            // Set up camera position
            mCamera.Position = new Vector3(
                (mMax.X + mMin.X) / 2f,
                (mMax.Y + mMin.Y) / 2f,
                (mMax.Z + 2f));

            // Add post-processing
            mCamera.PostProcessing.EffectCombineOrder.Clear();
            mCamera.PostProcessing.EffectCombineOrder.Add(new HeightMapPostProcessor(heightMap));

            // Add the camera to the engine
            Renderer.Cameras.Add(mCamera);

            // Add model to camera layer
            mModel = ModelManager.AddModel(model);
            ModelManager.AddToLayer(mModel, mCamera.Layer);
        }
	public void generate(HeightMap heightMap){

		mapSize = heightMap.mapSize;
		terrainSize = heightMap.terrainSize;

		float ratioX = (float)terrainSize.x/mapSize;
		float ratioY = (float)terrainSize.y/mapSize;

		for(int i = 0; i < mapSize; i++)
		{
			for(int j = 0; j < mapSize; j++)
			{
				float worldPosX = (i+mapSize-1)*ratioX;
				float worldPosY = (j+mapSize-1)*ratioY;
				
				float mountains = p_mountainNoise.getNoise(worldPosX, worldPosY);

				float ground = p_groundNoise.getNoise(worldPosX, worldPosY);

				//float dist = getRadialDistance(i,j);
				//float dist = getRadialDistanceClamped(i,j);
				//dist = dist * Mathf.Pow(2,0.5f);
				//float dist2=Mathf.Min (dist,0.99f);
				//float dist = getRadialDistanceClamped2(i,j);

				float dist = getRadialCoastOnlyDistance(i,j);
				float height = ground*Mathf.Pow((1.0f - dist),0.5f);
				height += mountains*Mathf.Pow((1 - dist),0.5f)/2.0f;
				height -= Mathf.Pow(dist,1.0f)/13 * 10000/terrainSize.x;

//				float dist = getRadialDistance(i,j) * Mathf.Pow (2,0.5f);
//				float dist2=Mathf.Min (dist,1.0f);
//				float height= ground;
//				height += mountains*Mathf.Pow((1 - dist2),0.3f);
//				height -= Mathf.Pow(dist,0.7f)/3;

				heightMap.setHeight(i,j,height);

				heightMap.setHeight(i,j,height);

			}
		}
		heightMap.scale01 ();

	}
Beispiel #11
0
        /// <summary>
        /// Returns the index of the neighboring height value that most differs from the given height.
        /// </summary>
        internal static IntPoint GetHighestSlopedNeighbor(HeightMap heightMap, IReadOnlyList<IntPoint> neighbors, float height, out float slope)
        {
            var slopedNeighbor = neighbors[0];
            var highestSlope = 0f;

            foreach (var neighbor in neighbors)
            {
                var currentSlope = Math.Abs(height - heightMap[neighbor.X, neighbor.Y]);
                if (currentSlope > highestSlope)
                {
                    highestSlope = currentSlope;
                    slopedNeighbor = neighbor;
                }
            }

            slope = highestSlope;
            return slopedNeighbor;
        }
Beispiel #12
0
        public virtual void Erode(HeightMap heightMap)
        {
            for (var i = 0; i < Iterations; i++)
            {
                for (var y = 0; y < heightMap.Size.Y; y++)
                {
                    for (var x = 0; x < heightMap.Size.X; x++)
                    {
                        var neighbors = heightMap.GetVonNeumannNeighbors(x, y);
                        float highestSlope;
                        var highestSlopedNeighbor = GetHighestSlopedNeighbor(heightMap, neighbors, heightMap[x, y], out highestSlope);

                        if (highestSlope > TalusAngle)
                        {
                            BalanceHeightsAtPoints(heightMap, x, y, highestSlopedNeighbor.X, highestSlopedNeighbor.Y);
                        }
                    }
                }
            }
        }
        public override void Erode(HeightMap heightMap)
        {
            for (var i = 0; i < Iterations; i++)
            {
                for (var y = 0; y < heightMap.Size.Y; y++)
                {
                    for (var x = 0; x < heightMap.Size.X; x++)
                    {
                        var neighbors = heightMap.GetVonNeumannNeighbors(x, y);
                        float highestSlope;
                        var highestSlopedNeighbor = GetHighestSlopedNeighbor(heightMap, neighbors, heightMap[x, y], out highestSlope);

                        //This if condition is the only difference between ImprovedThermalErosion and ThermalErosion
                        if (highestSlope <= TalusAngle)
                        {
                            BalanceHeightsAtPoints(heightMap, x, y, highestSlopedNeighbor.X, highestSlopedNeighbor.Y);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// From a start point, scales a box of given size on the HeightMap. The start point will be scaled by the given
        /// scaleValue. scaleValue will then be incremented by scaleStep as we begin scaling points further from the start.
        /// </summary>
        private static void ScaleSquareAroundPoint(HeightMap heightMap, IntPoint start, int size, float scaleValue, float scaleStep)
        {
            MultiplyHeightAtPoint(heightMap, start.X, start.Y, scaleValue);

            for (var d = 1; d < size + 1; d++, scaleValue += scaleStep)
            {
                //Corner values
                MultiplyHeightAtPoint(heightMap, start.X - d, start.Y - d, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X + d, start.Y - d, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X - d, start.Y + d, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X + d, start.Y + d, scaleValue);

                //Middle Edge values
                MultiplyHeightAtPoint(heightMap, start.X - d, start.Y, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X, start.Y - d, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X, start.Y + d, scaleValue);
                MultiplyHeightAtPoint(heightMap, start.X + d, start.Y, scaleValue);

                //Left & Right Sides
                for (var y = 1; y < d; y++)
                {
                    MultiplyHeightAtPoint(heightMap, start.X - d, start.Y - y, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X - d, start.Y + y, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X + d, start.Y - y, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X + d, start.Y + y, scaleValue);
                }

                //Top & Bottom Sides
                for (var x = 1; x < d; x++)
                {
                    MultiplyHeightAtPoint(heightMap, start.X - x, start.Y - d, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X + x, start.Y - d, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X - x, start.Y + d, scaleValue);
                    MultiplyHeightAtPoint(heightMap, start.X + x, start.Y + d, scaleValue);
                }
            }
        }
Beispiel #15
0
        public void GenerateChunks()
        {
            _progressText = "1/3 Generating Heightmap";

            _heightMap = new HeightMap(Chunk.SIZE * SIZE);
            _heightMap.AddPerlinNoise(3f);
            _heightMap.Perturb(64.0f, 64.0f);

            for (int i = 0; i < 10; i++)
            {
                _heightMap.Erode(256.0f);
            }

            _heightMap.Smoothen();

            _chunks = new List<Chunk>();
            _boxels = new BoxelType[(int)(Math.Pow(Chunk.SIZE, 3) * Math.Pow(SIZE, 3))];

            int count = 1;

            for (int z = 0; z < SIZE; z++)
            {
                for (int y = 0; y < SIZE; y++)
                {
                    for (int x = 0; x < SIZE; x++)
                    {
                        _chunks.Add(new Chunk(new Vector3(x, y, z)));

                        count++;

                        _progress = 0.5f * count / (float)(Math.Pow(SIZE, 3));
                        _progressText = "2/3 Generating Chunk " + count + " of " + (Math.Pow(SIZE, 3));
                    }
                }
            }
        }
Beispiel #16
0
        public void Run()
        {
            try
            {
                // SF
                GeoPoint location4326 = new GeoPoint(37.766974, -122.431062);
                //GeoPoint location4326 = new GeoPoint( 43.542544, 5.445379);
                DEMDataSet dataset = DEMDataSet.NASADEM;
                double     radius  = 5000;

                GeoPoint    location3857 = location4326.ReprojectTo(4326, 3857);
                BoundingBox bbox3857     = BoundingBox.AroundPoint(location3857, radius); // 5km around point
                bbox3857.SRID = 3857;
                BoundingBox bbox4326 = bbox3857.ReprojectTo(Reprojection.SRID_PROJECTED_MERCATOR, Reprojection.SRID_GEODETIC);

                HeightMap heightMap = _elevationService.GetHeightMap(ref bbox4326, dataset);

                // Highest point
                var highest = heightMap.Coordinates.First(pt => pt.Elevation.Value == heightMap.Maximum);
                _logger.LogInformation($"Highest point: {highest} at {highest.DistanceTo(location4326)} meters");

                OsmHighwayProcessor roadsProcessor = new OsmHighwayProcessor(GeoTransformPipeline.Default);

                // Download buildings and convert them to GeoJson
                IEnumerable <IFeature> features = _osmService.GetOsmDataAsGeoJson(bbox4326, BasicOsmDataFilter.Create(new string[] { "highway" }));
                // Create internal building model
                IEnumerable <HighwayModel> parsed = roadsProcessor.CreateModelsFromGeoJson <HighwayModel>(features, roadsProcessor.ModelFactory);

                int parallelCount = -1;
                Parallel.ForEach(parsed, new ParallelOptions {
                    MaxDegreeOfParallelism = parallelCount
                }, model =>
                                 //foreach(var model in parsed.Models)
                {
                    model.LineString = _elevationService.GetLineGeometryElevation(model.LineString, dataset);
                }
                                 );
                var osmRoads     = parsed.ToDictionary(p => p.Id, p => p);
                var osmRoadLines = parsed.ToDictionary(p => p.Id, p => p.LineString);

                (Slope Slope, HighwayModel Road)maxSlope    = (Slope.Zero, null);
                (Slope Slope, HighwayModel Road)maxAvgSlope = (Slope.Zero, null);
                foreach (var model in osmRoadLines)
                {
                    var metrics = model.Value.ComputeMetrics();

                    var slope = GetMaxSlope(model.Value);
                    if (slope > maxSlope.Slope)
                    {
                        maxSlope.Slope = slope;
                        maxSlope.Road  = osmRoads[model.Key];
                    }


                    var slopeAvg = ComputeSlope(model.Value.First(), model.Value.Last());
                    if (slopeAvg > maxAvgSlope.Slope)
                    {
                        maxAvgSlope.Slope = slopeAvg;
                        maxSlope.Road     = osmRoads[model.Key];
                    }
                }

                //int parallelCount = -1;
                //Parallel.ForEach(parsed.Models, new ParallelOptions { MaxDegreeOfParallelism = parallelCount }, model =>
                ////foreach (var model in parsed.Models)
                //{

                //    model.LineString =_elevationService.GetLineGeometryElevation(model.LineString, dataset);
                //}
                //);
                //osmRoadLines = parsed.Models.ToDictionary(p => p.Id, p => p.LineString);

                //maxSlope = (Slope.Zero, null);
                //maxAvgSlope = (Slope.Zero, null);
                //foreach (var model in osmRoadLines)
                //{
                //    var metrics = model.Value.ComputeMetrics();

                //    var slope = GetMaxSlope(model.Value);
                //    if (slope > maxSlope.Slope)
                //    {
                //        maxSlope.Slope = slope;
                //        maxSlope.Road = osmRoads[model.Key];
                //    }


                //    var slopeAvg = ComputeSlope(model.Value.First(), model.Value.Last());
                //    if (slopeAvg > maxAvgSlope.Slope)
                //    {
                //        maxAvgSlope.Slope = slopeAvg;
                //        maxSlope.Road = osmRoads[model.Key];
                //    }
                //}
            }
            catch (Exception ex)
            {
                _logger.LogError(ex, $"Error in {nameof(HighestPointFinder)}");
            }
        }
        public override void Load()
        {
            _rsDefault.CullMode = CullMode.CullCounterClockwiseFace;
            _rsDefault.FillMode = FillMode.Solid;

            _rsWire.CullMode = CullMode.CullCounterClockwiseFace;
            _rsWire.FillMode = FillMode.WireFrame;

            int size;
            dynamic map;

            if (generateHeightMap)
            {
                HeightMap heightMap = new HeightMap(513);
                heightMap.AddPerlinNoise(5.0f);
                heightMap.Perturb(32.0f, 32.0f);
                for (int i = 0; i < 10; i++)
                    heightMap.Erode(16.0f);
                heightMap.Smoothen();
                heightMap.Normalize();

                size = heightMap.Size;
                map = heightMap;
            }
            else
            {

                Texture2D heightMap = Game.Instance.ContentManager.Load<Texture2D>("textures/hmSmall");
                size = heightMap.Height;
                map = heightMap;
            }

            this.TopNodeSize = size - 1;

            this.Vertices = new TreeVertexCollection(this.Position, map, this.Scale);
            this.Buffers = new BufferManager(this.Vertices.Vertices, this.Device);
            this.RootNode = new QuadNode(NodeType.FullNode, this.TopNodeSize, 1, null, this, 0);

            //Construct an array large enough to hold all of the indices we'll need.
            // SOMETHING IS WRONG HERE
            this.Indices = new int[((size + 1) * (size + 1)) * 3];

            Effect = new BasicEffect(this.Device);
            Effect.LightingEnabled = true;
            Effect.AmbientLightColor = new Vector3(0.4f);
            Effect.DirectionalLight0.Enabled = true;
            Effect.DirectionalLight0.Direction = new Vector3(-0.5f, -1, -0.5f);
            Effect.FogEnabled = true;
            Effect.FogStart = 300f;
            Effect.FogEnd = 1000f;
            Effect.FogColor = Color.Black.ToVector3();
            Effect.TextureEnabled = true;
            Effect.Texture = Game.Instance.ContentManager.Load<Texture2D>("textures/grass");//new Texture2D(this.Device, 100, 100);
            Effect.Projection = this.Projection;
            Effect.View = this.View;
            Effect.World = Matrix.Identity;

            this.RootNode.EnforceMinimumDepth();
        }
Beispiel #18
0
    public void Initialize(int firstSup, string firstState)
    {
        heightMap = tileSystem.heightMap;

        HeightMapUp(SpawnBot(firstSup, firstState).supervisorio.currentState.heightMap);
    }
Beispiel #19
0
    public void DrawMapInEditor()
    {
        if (tileMapSettings.createOuterWalls)
        {
            if (tileMapSettings.isVoxelMap)
            {
                ///
                /// Room Adder
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(Sidewinder.CreateMaze(RandomRoomPlacementMazeAdder.AddRoomsToMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), roomAdder), sidewinder))), tileMapSettings));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(MazeGenerator.GenerateMazeGrid(mazeSettings))), tileMapSettings));
                ///
                /// Fractal
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(RecursiveDivision.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Eller
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(Eller.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Growing Tree
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(GrowingTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(GrowingTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), null, x => x[x.Count-1]))), tileMapSettings));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(GrowingTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), null, x => Random.value < 0.5f ? x[x.Count-1] : x[Random.Range(0, x.Count)]))), tileMapSettings));
                ///
                /// Prim Weighted Cells
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(PrimWeightedCells.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Prim Same Weight
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(PrimSameWeight.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Kruskal
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(RandomizedKruskal.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Recursive Backtracker
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(RecursiveBacktracker.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Hunt and Kill
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(HuntAndKill.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Wilson
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(Wilson.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Aldous-Broder
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(AldousBroder.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings)))), tileMapSettings));
                ///
                /// Sidewinder
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(Sidewinder.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), sidewinder))), tileMapSettings));
                ///
                /// Binary Tree
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(BinaryTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), btree))), tileMapSettings));
                /// With Distances
                //DistanceMazeGrid mazeGrid = (DistanceMazeGrid)BinaryTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), btree);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(MazeGenerator.ConvertToEmptyGrid(BinaryTree.CreateMaze(MazeGenerator.GenerateMazeGrid(mazeSettings), btree))), tileMapSettings));
                //mazeGrid.distances = mazeGrid.values[0, 0].FindDistanceForAllReachableLinkedCells();
                //Debug.Log(mazeGrid.ToString());
                ///
                /// MAZES
                /// ///
                ///
                /// Settling
                //SettlingRooms.PreprocessMap(tileMapSettings, settling);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(SettlingRooms.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), settling)), tileMapSettings));
                ///
                /// From prefab
                //GridMapFromPrefabs.PreprocessMap(tileMapSettings, mapFromPrefab);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridMapFromPrefabs.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), mapFromPrefab)), tileMapSettings));
                ///
                /// Corridor
                //RandomRoomWithCorridor.PreprocessMap(tileMapSettings, corridor);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(RandomRoomWithCorridor.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), corridor)), tileMapSettings));
                ///
                /// BSP
                //BinarySpacePartitioning.PreprocessMap(tileMapSettings, bsp);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(BinarySpacePartitioning.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), bsp)), tileMapSettings));
                ///
                /// Random Room Placement
                //RandomRoomPlacement.PreprocessMap(tileMapSettings, roomPlacement);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(RandomRoomPlacement.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomPlacement)), tileMapSettings));
                ///
                /// Diffusion Limited Aggregation
                //DiffusionLimitedAggregation.PreprocessMap(tileMapSettings, difLimAgr);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(DiffusionLimitedAggregation.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), difLimAgr)), tileMapSettings));
                ///
                /// Random Worms
                //RandomWorms.PreprocessMap(tileMapSettings, randomWorms);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(RandomWorms.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), randomWorms)), tileMapSettings));
                ///
                /// Random Walkers
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(RandomWalkers.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), randomWalkers)), tileMapSettings));
                ///
                /// GameOfLife
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GameOfLifeCave.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), gameOfLife)), tileMapSettings));
                ///
                /// RandomRoomGrid
                //RandomRoomSizeGrid.PreprocessMap(tileMapSettings, randomRoomGrid);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(RandomRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), randomRoomGrid)), tileMapSettings));
                ///
                /// RoomGrid
                //FixedRoomSizeGrid.PreprocessMap(tileMapSettings, roomGrid);
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid)), tileMapSettings));
                /// RoomGrid + GameOfLife
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid, gameOfLife)), tileMapSettings));
                ///
                ///FisherYates
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(FisherYatesShuffle.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), fisherYates)), tileMapSettings));
                ///
                /// Without Processing
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));

                /// PointyHex test
                //DrawMesh(DiscretePointyHexMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));
                //DrawMesh(ContiguousPointyHexMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));

                //DrawMesh(DiscreteSolidPointyHexMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));
                //DrawMesh(DiscreteSolidPointyHexMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(FisherYatesShuffle.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), fisherYates)), tileMapSettings));
                //DrawMesh(DiscreteSolidPointyHexMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GameOfLifeCave.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), gameOfLife)), tileMapSettings));

                /// Height maps
                //DrawMesh(DiscreteSolidPointyHexMeshGenerator.GenerateTerrainMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings).FillWholeGrid(CellType.Wall), tileMapSettings, HeightMapGenerator.GenerateHeightMap(heightMapSettings, new Vector2(0.0f, 0.0f), tileMapSettings.mapWidth, tileMapSettings.mapHeight)));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateTerrainMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings, HeightMapGenerator.GenerateHeightMap(heightMapSettings, new Vector2(0.0f, 0.0f), tileMapSettings.mapWidth, tileMapSettings.mapHeight)));

                /// Layers Height
                //DrawMesh(DiscreteSolidPointyHexMeshGenerator.GenerateTerrainMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings, HeightMapGenerator.GenerateHeightMap(heightMapSettings, new Vector2(0.0f, 0.0f), tileMapSettings.mapWidth, tileMapSettings.mapHeight), heightLayersSettings));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateTerrainMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings, HeightMapGenerator.GenerateHeightMap(heightMapSettings, new Vector2(0.0f, 0.0f), tileMapSettings.mapWidth, tileMapSettings.mapHeight), heightLayersSettings));

                //DrawMesh(DiscreteTerrainGenerator.GenerateDiscreteTerrainMesh(discreteTerrainSettings));

                //DrawMesh(ContiguousTerrainGenerator.GenerateContiguousTerrainMesh(contiguousTerrainSettings));

                HeightMap heightMap = ContiguousTerrainGenerator.GenerateContiguousTerrainHeightMap(contiguousTerrainSettings);
                textureData.ApplyToMaterial(terrainMaterial);
                textureData.UpdateMeshHeight(terrainMaterial, heightMap.minValue, heightMap.maxValue);
                DrawMesh(ContiguousTerrainGenerator.GenerateContiguousTerrainFromHM(heightMap, contiguousTerrainSettings));

                ///
                ///IO Tests
                ///
                /// Texture2D
                //ExportMap.ExportGraphic(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid)));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(ExportMap.ImportGraphic("f", "u", "c"), tileMapSettings));
                /// TXT
                //ExportMap.ExportText(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid)));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(ExportMap.ImportText("f", "u", "c"), tileMapSettings));
                /// Binary
                /// BUG: FAILED TO WRITE\READ ARRAY => Need to make custom loader
                //ExportMap.SaveDataBinary(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid)));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(ExportMap.LoadDataBinary(), tileMapSettings));
                /// JSON
                //ExportMap.ExportJSON(OuterWallsGenerator.CreateOuterWalls(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid)));
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(ExportMap.ImportJSON("f","u","c"), tileMapSettings));
            }
            else
            {
                if (tileMapSettings.isDiscrete)
                {
                    DrawMesh(DiscreteMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));
                }
                else
                {
                    DrawMesh(ContiguousMeshGenerator.GenerateGridMesh(OuterWallsGenerator.CreateOuterWalls(GridGenerator.GenerateEmptyGrid(tileMapSettings)), tileMapSettings));
                }
            }
        }
        else
        {
            if (tileMapSettings.isVoxelMap)
            {
                ///RoomGrid
                FixedRoomSizeGrid.PreprocessMap(tileMapSettings, roomGrid);
                DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(FixedRoomSizeGrid.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), roomGrid), tileMapSettings));
                ///FisherYates
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(FisherYatesShuffle.ProcessMap(GridGenerator.GenerateEmptyGrid(tileMapSettings), fisherYates), tileMapSettings));
                ///Without Processing
                //DrawMesh(DiscreteVoxelMeshGenerator.GenerateGridMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings));
            }
            else
            {
                if (tileMapSettings.isDiscrete)
                {
                    DrawMesh(DiscreteMeshGenerator.GenerateGridMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings));
                }
                else
                {
                    DrawMesh(ContiguousMeshGenerator.GenerateGridMesh(GridGenerator.GenerateEmptyGrid(tileMapSettings), tileMapSettings));
                }
            }
        }
    }
 public HeightMapRenderer(string contentManagerName, int width, int height, Model model, HeightMap heightMap)
     : this(contentManagerName, width, height, model, heightMap, Matrix.Identity)
 {
 }
Beispiel #21
0
        private void PopulateInternal(int Seed, int seed2, int seed3, int seed4, int seed5, Chunk chunk)
        {
#endif
            if (chunk.OwningRegion.TheWorld.Settings.GeneratorFlat)
            {
                if (chunk.WorldPosition.Z == 0)
                {
                    chunk.SetBlockAt(0, 0, 0, BlockInternal.AIR);
                    for (int i = 0; i < Constants.CHUNK_BLOCK_COUNT; i++)
                    {
                        chunk.BlocksInternal[i] = new BlockInternal((ushort)Material.STONE, 0, 0, 0);
                    }
                    for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
                    {
                        for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                        {
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 1)] = new BlockInternal((ushort)Material.GRASS_PLAINS, 0, 0, 0);
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 2)] = new BlockInternal((ushort)Material.DIRT, 0, 0, 0);
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, Chunk.CHUNK_SIZE - 3)] = new BlockInternal((ushort)Material.DIRT, 0, 0, 0);
                        }
                    }
                }
                else if (chunk.WorldPosition.Z < 0)
                {
                    chunk.SetBlockAt(0, 0, 0, BlockInternal.AIR);
                    for (int i = 0; i < Constants.CHUNK_BLOCK_COUNT; i++)
                    {
                        chunk.BlocksInternal[i] = new BlockInternal((ushort)Material.STONE, 0, 0, 0);
                    }
                }
                // else: air!
                return;
            }
            if (chunk.WorldPosition.Z > MaxNonAirHeight)
            {
                // AIR!
                return;
            }
            Location cpos            = chunk.WorldPosition.ToLocation() * Chunk.CHUNK_SIZE;
            double   EstimatedHeight = GetHeight(Seed, seed2, seed3, seed4, seed5, cpos.X + Constants.CHUNK_WIDTH / 2, cpos.Y + Constants.CHUNK_WIDTH / 2, null, false);
            if (Math.Max(0, EstimatedHeight + MaxSuddenSlope) < cpos.Z)
            {
                // TODO: Special case for the chunk being too far down as well? No height map in that case!
                return;
            }
            // About to be populated: ensure chunk has a valid block set.
            chunk.SetBlockAt(0, 0, 0, BlockInternal.AIR);
            HeightMap hm      = GetHeightMap(chunk.WorldPosition, Seed, seed2, seed3, seed4, seed5);
            int[]     toppers = new int[Chunk.CHUNK_SIZE * Chunk.CHUNK_SIZE]; // TODO: Reusable pool? This will generate trash!
            for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
            {
                for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                {
                    // Prepare basics
                    int         cx      = (int)cpos.X + x;
                    int         cy      = (int)cpos.Y + y;
                    double      hheight = hm.Heights[y * Chunk.CHUNK_SIZE + x];
                    SimpleBiome biome   = Biomes.BiomeFor(seed2, seed3, seed4, cx, cy, cpos.Z, hheight) as SimpleBiome;
                    //Biome biomeOrig2;
                    /*double hheight2 = */

                    /*GetHeight(Seed, seed2, seed3, seed4, seed5, cx + 7, cy + 7, (double)cpos.Z + 7, out biomeOrig2);
                     * SimpleBiome biome2 = (SimpleBiome)biomeOrig2;*/
                    Material surf  = biome.SurfaceBlock();
                    Material seco  = biome.SecondLayerBlock();
                    Material basb  = biome.BaseBlock();
                    Material water = biome.WaterMaterial();

                    /*Material surf2 = biome2.SurfaceBlock();
                     * Material seco2 = biome2.SecondLayerBlock();
                     * Material basb2 = biome2.BaseBlock();*/
                    // TODO: Make this possible?: hheight = (hheight + hheight2) / 2f;
                    int    hheightint = (int)Math.Round(hheight);
                    double topf       = hheight - (double)(chunk.WorldPosition.Z * Chunk.CHUNK_SIZE);
                    int    top        = (int)Math.Round(topf);
                    // General natural ground
                    for (int z = 0; z < Math.Min(top - 5, Chunk.CHUNK_SIZE); z++)
                    {
                        if (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z, biome))
                        {
                            Material typex = GetMatType(seed2, seed3, seed4, seed5, cx, cy, (int)cpos.Z + z);
                            byte     shape = 0;
                            if (typex != Material.AIR)
                            {
                                shape = OreShapes[new MTRandom(39, (ulong)((hheight + cx + cy + cpos.Z + z) * 5)).Next(OreShapes.Length)];
                            }
                            //bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(typex == Material.AIR ? (/*choice ? basb2 : */ basb) : typex), shape, 0, 0);
                        }
                        else if ((CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z - 1, biome) || (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z + 1, biome))) &&
                                 (CanBeSolid(seed3, seed4, seed5, cx + 1, cy, (int)cpos.Z + z, biome) || CanBeSolid(seed3, seed4, seed5, cx, cy + 1, (int)cpos.Z + z, biome) ||
                                  CanBeSolid(seed3, seed4, seed5, cx - 1, cy, (int)cpos.Z + z, biome) || CanBeSolid(seed3, seed4, seed5, cx, cy - 1, (int)cpos.Z + z, biome)))
                        {
                            //bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(/*choice ? basb2 : */ basb), 3, 0, 0);
                        }
                    }
                    for (int z = Math.Max(top - 5, 0); z < Math.Min(top - 1, Chunk.CHUNK_SIZE); z++)
                    {
                        if (CanBeSolid(seed3, seed4, seed5, cx, cy, (int)cpos.Z + z, biome))
                        {
                            //bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
                            chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(/*choice ? seco2 :*/ seco), 0, 0, 0);
                        }
                    }
                    for (int z = Math.Max(top - 1, 0); z < Math.Min(top, Chunk.CHUNK_SIZE); z++)
                    {
                        //bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
                        chunk.BlocksInternal[chunk.BlockIndex(x, y, z)] = new BlockInternal((ushort)(/*choice ? surf2 : */ surf), 0, 0, 0);
                    }
                    // Smooth terrain cap
                    double heightfxp = GetHeightRel(hm, Seed, seed2, seed3, seed4, seed5, cx + 1, cy, (double)cpos.Z, x + 1, y);
                    double heightfxm = GetHeightRel(hm, Seed, seed2, seed3, seed4, seed5, cx - 1, cy, (double)cpos.Z, x - 1, y);
                    double heightfyp = GetHeightRel(hm, Seed, seed2, seed3, seed4, seed5, cx, cy + 1, (double)cpos.Z, x, y + 1);
                    double heightfym = GetHeightRel(hm, Seed, seed2, seed3, seed4, seed5, cx, cy - 1, (double)cpos.Z, x, y - 1);
                    double topfxp    = heightfxp - (double)chunk.WorldPosition.Z * Chunk.CHUNK_SIZE;
                    double topfxm    = heightfxm - (double)chunk.WorldPosition.Z * Chunk.CHUNK_SIZE;
                    double topfyp    = heightfyp - (double)chunk.WorldPosition.Z * Chunk.CHUNK_SIZE;
                    double topfym    = heightfym - (double)chunk.WorldPosition.Z * Chunk.CHUNK_SIZE;
                    for (int z = Math.Max(top, 0); z < Math.Min(top + 1, Chunk.CHUNK_SIZE); z++)
                    {
                        //bool choice = SimplexNoise.Generate(cx / 10f, cy / 10f, ((double)cpos.Z + z) / 10f) >= 0.5f;
                        ushort tsf = (ushort)(/*choice ? surf2 : */ surf);
                        if (topf - top > 0f)
                        {
                            bool xp = topfxp > topf && topfxp - Math.Round(topfxp) <= 0;
                            bool xm = topfxm > topf && topfxm - Math.Round(topfxm) <= 0;
                            bool yp = topfyp > topf && topfyp - Math.Round(topfyp) <= 0;
                            bool ym = topfym > topf && topfym - Math.Round(topfym) <= 0;
                            if (xm && xp) /* Fine as-is */ } {
        public static ModelRoot AddTINMesh(ModelRoot model, HeightMap hMap, double precision, SharpGltfService gltf, PBRTexture textures, int srid)
        {
            Triangulation triangulation = GenerateTIN(hMap, precision, srid);

            return(gltf.AddTerrainMesh(model, triangulation, textures, doubleSided: true));
        }
Beispiel #23
0
 /// Creates a map representing convexity of local areas (with @a radius) in another height map.
 /// Positive heights in the convexity map indicate convex areas and negative heights indicate
 /// concave areas.
 ///
 /// Example:
 /// @code{.cs}
 /// var main = HeightMap.Noise();
 /// yield HeightMap.ConvexityMap(main, 50) as "ConvexityMap";
 /// yield main;
 /// @endcode
 ///
 /// @image html std_2d_convexitymap.png
 ///
 /// @param heightMap The height map.
 /// @param radius The radius. Must be greater than 0.
 /// @return The convexity map.
 static HeightMap ConvexityMap(HeightMap heightMap, Number radius);
        private Location3DModelResponse Generate3DLocationModel(Location3DModelRequest request, Location3DModelSettings settings)
        {
            Location3DModelResponse response = new Location3DModelResponse();

            try
            {
                bool imageryFailed = false;
                using (TimeSpanBlock timer = new TimeSpanBlock($"3D model {request.Id}", _logger))
                {
                    BoundingBox bbox = GetBoundingBoxAroundLocation(request.Latitude, request.Longitude, settings.SideSizeKm);

                    HeightMap hMap      = _elevationService.GetHeightMap(ref bbox, settings.Dataset);
                    var       transform = new ModelGenerationTransform(bbox, Reprojection.SRID_PROJECTED_MERCATOR, centerOnOrigin: true, settings.ZScale, centerOnZOrigin: true);

                    response.Attributions.AddRange(settings.Attributions);   // will be added to the model
                    response.Attributions.Add(settings.Dataset.Attribution); // will be added to the model


                    PBRTexture pbrTexture = null;
                    if (settings.ImageryProvider != null)
                    {
                        response.Attributions.Add(settings.ImageryProvider.Attribution); // will be added to the model

                        // Imagery
                        TileRange tiles = _imageryService.ComputeBoundingBoxTileRange(bbox, settings.ImageryProvider, settings.MinTilesPerImage);
                        Debug.Assert(tiles.Count < 400);

                        tiles = _imageryService.DownloadTiles(tiles, settings.ImageryProvider);

                        string      fileName = Path.Combine(settings.OutputDirectory, $"{request.Id}_Texture.jpg");
                        TextureInfo texInfo  = _imageryService.ConstructTexture(tiles, bbox, fileName, TextureImageFormat.image_jpeg);

                        transform.BoundingBox = bbox;
                        hMap = transform.TransformHeightMap(hMap);


                        //var normalMap = _imageryService.GenerateNormalMap(hMap, settings.OutputDirectory, $"{request.Id}_normalmap.png");
                        pbrTexture = PBRTexture.Create(texInfo);
                    }

                    // Center on origin
                    //hMap = hMap.CenterOnOrigin(out Matrix4x4 transform).BakeCoordinates();
                    //response.Origin = new GeoPoint(request.Latitude, request.Longitude).ReprojectTo(Reprojection.SRID_GEODETIC, Reprojection.SRID_PROJECTED_MERCATOR);

                    ModelRoot model = _gltfService.CreateNewModel();

                    //=======================
                    // Buildings
                    if (settings.OsmBuildings)
                    {
                        model = _sampleOsmProcessor.Run(model, OsmLayer.Buildings, bbox, transform, computeElevations: true, settings.Dataset, settings.DownloadMissingFiles);
                    }


                    if (settings.GenerateTIN)
                    {
                        model = AddTINMesh(model, hMap, 2d, _gltfService, pbrTexture, Reprojection.SRID_PROJECTED_MERCATOR);
                    }
                    else
                    {
                        model = _gltfService.AddTerrainMesh(model, hMap, pbrTexture);
                    }
                    model.Asset.Generator = "DEM Net Elevation API with SharpGLTF";
                    //model.TryUseExtrasAsList(true).AddRange(response.Attributions);
                    model.SaveGLB(Path.Combine(settings.OutputDirectory, string.Concat(imageryFailed ? "imageryFailed_" : "", settings.ModelFileNameGenerator(settings, request))));

                    // cleanup
                    //if (pbrTexture != null)
                    //{
                    //    if (pbrTexture.NormalTexture != null) File.Delete(pbrTexture.NormalTexture.FilePath);
                    //    File.Delete(pbrTexture.BaseColorTexture.FilePath);
                    //}

                    response.Elapsed  = timer.Elapsed;
                    response.NumTiles = pbrTexture.BaseColorTexture.TileCount;
                }
            }
            catch (Exception)
            {
                throw;
            }
            return(response);
        }
 public static ModelRoot GenerateTIN(HeightMap hMap, double precision, SharpGltfService gltf, PBRTexture textures, int srid)
 {
     return(AddTINMesh(gltf.CreateNewModel(), hMap, precision, gltf, textures, srid));
 }
Beispiel #26
0
 private void NewHeightMapDialog_SelectedSizeChanged()
 {
     HeightMap.GetPreviewModel(NewHeightMapDialog.Min, NewHeightMapDialog.Max, NewHeightMapDialog.GridSize, ModelHeightMapBoundary, ModelHeightMapPoints);
 }
 public static void addHeightMap(HeightMap h, int x, int z)
 {
     heightMaps.Add(f(x, z), h);
 }
    public static Mesh GenerateTerrainMesh(HeightMap map, ContiguousTerrainSettings settings)
    {
        Mesh mesh = new Mesh();

        Vector2 bottomLeft;

        if (settings.tileMapSettings.isCentered)
        {
            bottomLeft = new Vector2(-map.width, -map.height) * settings.tileMapSettings.cellScale * 0.5f + new Vector2(settings.tileMapSettings.mapOffsetX, -settings.tileMapSettings.mapOffsetZ);
        }
        else
        {
            bottomLeft = new Vector2(settings.tileMapSettings.mapOffsetX, -settings.tileMapSettings.mapOffsetZ);
        }

        Debug.DrawRay(new Vector3(bottomLeft.x, 0.0f, bottomLeft.y), Vector3.up * 5.0f, Color.red, 0.5f);

        Vector3[] vertices  = new Vector3[map.width * map.height];
        Vector2[] uv        = new Vector2[vertices.Length];
        int[]     triangles = new int[(map.width - 1) * (map.height - 1) * 6]; //6 = 2 triangles * 3 vertices
        Color[]   colors    = new Color[vertices.Length];

        float vertexOffset = settings.tileMapSettings.cellScale;

        int vert = 0;
        int tri  = 0;

        for (int y = 0; y < map.height; y++)
        {
            for (int x = 0; x < map.width; x++)
            {
                Vector3 cellOffset = new Vector3(x * settings.tileMapSettings.cellScale, 0.0f, y * settings.tileMapSettings.cellScale) + new Vector3(bottomLeft.x, 0.0f, bottomLeft.y);
                //cellOffset.y += map.values[x, y] * settings.tileMapSettings.cellScale;
                cellOffset.y += map.values[x, y];

                vertices[vert] = cellOffset;
                uv[vert]       = new Vector2((float)x / map.width, (float)y / map.height);
                //colors[vert] = map.values[x == 0 ? x : x - 1, y == 0 ? y : y - 1].cellMapColor;
                colors[vert] = Color.blue;

                Debug.DrawRay(vertices[vert], Vector3.up * 3.0f, Color.green, 0.5f);

                vert++;
            }
        }

        vert = 0;
        for (int y = 0; y < map.height - 1; y++) //careful, <, not <=  Because triangles use i and i+1 column inside the loop
        {
            for (int x = 0; x < map.width - 1; x++)
            {
                triangles[tri]     = triangles[tri + 3] = vert;
                triangles[tri + 1] = vert + (map.width);
                triangles[tri + 2] = triangles[tri + 4] = vert + (map.width) + 1;
                triangles[tri + 5] = vert + 1;

                vert++;
                tri += 6;
            }

            vert++;
        }

        mesh.name      = "Contiguous Terrain Mesh";
        mesh.vertices  = vertices;
        mesh.uv        = uv;
        mesh.triangles = triangles;
        mesh.colors    = colors;
        mesh.RecalculateNormals();

        return(mesh);
    }
Beispiel #29
0
        private void LoadObjects(
            AssetLoadContext loadContext,
            HeightMap heightMap,
            MapObject[] mapObjects,
            NamedCameras namedCameras,
            List <Team> teams,
            out WaypointCollection waypointCollection,
            out RoadCollection roads,
            out Bridge[] bridges,
            out CameraCollection cameras)
        {
            var waypoints = new List <Waypoint>();

            var bridgesList = new List <Bridge>();

            var roadTopology = new RoadTopology();

            for (var i = 0; i < mapObjects.Length; i++)
            {
                var mapObject = mapObjects[i];

                switch (mapObject.RoadType & RoadType.PrimaryType)
                {
                case RoadType.None:
                    switch (mapObject.TypeName)
                    {
                    case Waypoint.ObjectTypeName:
                        waypoints.Add(new Waypoint(mapObject));
                        break;

                    default:
                        GameObject.FromMapObject(mapObject, loadContext.AssetStore, GameObjects, heightMap, overwriteAngle: null, teams: teams);
                        break;
                    }
                    break;

                case RoadType.BridgeStart:
                case RoadType.BridgeEnd:
                    // Multiple invalid bridges can be found in e.g GLA01.
                    if ((i + 1) >= mapObjects.Length || !mapObjects[i + 1].RoadType.HasFlag(RoadType.BridgeEnd))
                    {
                        Logger.Warn($"Invalid bridge: {mapObject.ToString()}, skipping...");
                        continue;
                    }

                    var bridgeEnd = mapObjects[++i];

                    bridgesList.Add(AddDisposable(new Bridge(
                                                      loadContext,
                                                      heightMap,
                                                      mapObject,
                                                      mapObject.Position,
                                                      bridgeEnd.Position,
                                                      GameObjects)));

                    break;

                case RoadType.Start:
                case RoadType.End:
                    var roadEnd = mapObjects[++i];

                    // Some maps have roads with invalid start- or endpoints.
                    // We'll skip processing them altogether.
                    if (mapObject.TypeName == "" || roadEnd.TypeName == "")
                    {
                        Logger.Warn($"Road {mapObject} has invalid start- or endpoint, skipping...");
                        continue;
                    }

                    if (!mapObject.RoadType.HasFlag(RoadType.Start) || !roadEnd.RoadType.HasFlag(RoadType.End))
                    {
                        throw new InvalidDataException();
                    }

                    // Note that we're searching with the type of either end.
                    // This is because of weirdly corrupted roads with unmatched ends in USA04, which work fine in WB and SAGE.
                    var roadTemplate =
                        loadContext.AssetStore.RoadTemplates.GetByName(mapObject.TypeName)
                        ?? loadContext.AssetStore.RoadTemplates.GetByName(roadEnd.TypeName);

                    if (roadTemplate == null)
                    {
                        throw new InvalidDataException($"Missing road template: {mapObject.TypeName}");
                    }

                    roadTopology.AddSegment(roadTemplate, mapObject, roadEnd);
                    break;
                }

                loadContext.GraphicsDevice.WaitForIdle();
            }

            cameras            = new CameraCollection(namedCameras?.Cameras);
            roads              = AddDisposable(new RoadCollection(roadTopology, loadContext, heightMap, Terrain.RadiusCursorDecalsResourceSet));
            waypointCollection = new WaypointCollection(waypoints, MapFile.WaypointsList.WaypointPaths);
            bridges            = bridgesList.ToArray();
        }
 private static List <BeanPoint_internal> GetGeoPointsByHMap(HeightMap p_hMap, int p_srid)
 {
     return(p_hMap.Coordinates.Select(c => GetPointInternalFromGeoPoint(c, p_srid)).ToList());
 }
Beispiel #31
0
 /// Creates a deep copy of another height map.
 ///
 /// Example:
 /// @code{.cs}
 /// var main = HeightMap.RadialGradient([400, 500], 500, 1, 0);
 /// var copy = HeightMap.Clone(main);
 /// copy.Move([200, 0]);
 /// yield main.Unify(copy);
 /// @endcode
 ///
 /// @image html std_2d_clone.png
 ///
 /// @param heightMap The map to copy.
 /// @return The height map.
 static HeightMap Clone(HeightMap heightMap);
 public HeightMapRenderer(string contentManagerName, int width, int height, PositionedModel model, HeightMap heightMap) :
     this(contentManagerName, width, height, model.XnaModel, heightMap,
     Matrix.CreateScale(model.ScaleX, model.ScaleY, model.ScaleZ) * model.RotationMatrix)
 {
     mModel.ScaleX = model.ScaleX;
     mModel.ScaleY = model.ScaleY;
     mModel.ScaleZ = model.ScaleZ;
     mModel.RotationX = model.RotationX;
     mModel.RotationY = model.RotationY;
     mModel.RotationZ = model.RotationZ;
 }
 public HeightMapPostProcessor(HeightMap heightMap)
 {
     mHeightMap = heightMap;
     InitializeEffect();
     mEnabled = true;
 }
Beispiel #34
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteFont = Content.Load<SpriteFont>("Arial");

            ballModel = Content.Load<Model>("Models\\balltest");
            groundModel = Content.Load<Model>("Models\\ground");
            boxModel = Content.Load<Model>("Models\\cube");
            arrowModel = Content.Load<Model>("Models\\arrow");
            exitModel = Content.Load<Model>("Models\\exit");
            ballTextureBeach = Content.Load<Texture2D>("Textures\\ball");
            ballTextureMetal = Content.Load<Texture2D>("Models\\tile");
            terrainModel = Content.Load<Model>("Models\\terrain");
            rockTexture = Content.Load<Texture2D>("Models\\rocks");
            heightMap = terrainModel.Tag as HeightMap;
            if (heightMap == null)
            {
                string message = "The terrain model did not have a HeightMapInfo";
                throw new InvalidOperationException(message);
            }
            Sound.playSoundLoop("Sound\\background", Content);
            effect = Content.Load<Effect>("Lighting/Effects");
            sky=Content.load<Sky>("Textures\\sky");
        }
Beispiel #35
0
 public DualHeightMap(HeightMap map)
     : base(map)
 {
     m_ByteMap = HeightMapToBytes();
 }
 void Start()
 {
     if(useHeightMap)
         heightMap = HeightMap.Find();
 }
Beispiel #37
0
 public Wind(Vector3 direction, HeightMap heightmap)
     : base(direction)
 {
     _heightMap = heightmap;
 }
Beispiel #38
0
        private IList <InsertPosition> GenerateInsertPositions(HeightMap heightMap)
        {
            // computations including the z coordinate
            // -> only for generating the mesh triangles, not for any angle computations / crossings with z axis / ... !
            var startWithZ    = Segment.StartPosition.WithZ(heightMap.GetHeight(Segment.StartPosition.X, Segment.StartPosition.Y));
            var endWithZ      = Segment.EndPosition.WithZ(heightMap.GetHeight(Segment.EndPosition.X, Segment.EndPosition.Y));
            var segmentVector = endWithZ - startWithZ;
            var distanceWithZ = Vector3.Distance(startWithZ, endWithZ);

            var sectionCount = Math.Max(1, (int)(distanceWithZ / 10));

            // generate candidate positions for cutting the road segment
            var positionCandidates = new List <InsertPosition>();

            for (int i = 0; i <= sectionCount; ++i)
            {
                var relativeProgress = (float)i / (float)sectionCount;
                var position         = startWithZ + relativeProgress * segmentVector;
                var newPoint         = new InsertPosition()
                {
                    Position         = position,
                    RelativeProgress = relativeProgress
                };
                UpdateHeights(newPoint, heightMap);
                positionCandidates.Add(newPoint);
            }

            // choose which of those to use (don't need additional triangles where the road segment is unbumpy)
            const float createNewVerticesHeightDeltaThreshold = 0.001f;
            var         usefulPositions = new List <InsertPosition>();

            usefulPositions.Add(positionCandidates[0]);
            for (int i = 1; i < sectionCount; ++i)
            {
                var interpolatedHeight = (positionCandidates[i - 1].Position.Z + positionCandidates[i + 1].Position.Z) / 2;
                if (Math.Abs(interpolatedHeight - positionCandidates[i].Position.Z) > createNewVerticesHeightDeltaThreshold)
                {
                    usefulPositions.Add(positionCandidates[i]);
                }
            }
            usefulPositions.Add(positionCandidates[sectionCount]);

            // get vertex normals
            var count = usefulPositions.Count;

            for (int i = 0; i < count; ++i)
            {
                var prevRoadSection = i > 0 ? Vector3.Normalize(usefulPositions[i].Position - usefulPositions[i - 1].Position) : Vector3.Zero;
                var nextRoadSection = i < count - 1 ? Vector3.Normalize(usefulPositions[i + 1].Position - usefulPositions[i].Position) : Vector3.Zero;

                var avgRoadDirection = Vector3.Normalize(prevRoadSection + nextRoadSection);
                usefulPositions[i].Normal = Vector3.Cross(DirectionNormalNoZ, avgRoadDirection);
            }

            // get distance along road
            usefulPositions[0].DistanceAlongRoad = 0;
            for (int i = 1; i < count; ++i)
            {
                var length = Vector3.Distance(usefulPositions[i].Position, usefulPositions[i - 1].Position);
                usefulPositions[i].DistanceAlongRoad = usefulPositions[i - 1].DistanceAlongRoad + length;
            }

            return(usefulPositions.ToList());
        }
Beispiel #39
0
        public Tile GetTile(Position pos)
        {
            if (Tiles.ContainsKey(pos))
            {
                return(Tiles[pos]);
            }

            if (terrain == null)
            {
                int totalMetal;

                totalMetal = 0;
                Tiles.Clear();
                terrain = GenerateTerrain(seed);

                for (int x = 0; x < Game.GameModel.MapWidth; x++)
                {
                    for (int y = 0; y < Game.GameModel.MapHeight; y++)
                    {
                        Position p = new Position(x, y);
                        Tile     t = new Tile(this, p);
                        Tiles.Add(p, t);

                        t.Height = terrain.Data[x, y] / 2;

                        /*
                         * if (t.Height < 0.05)
                         * {
                         *
                         * }
                         * else if (t.Height < 0.1)
                         * {
                         *
                         * }
                         * else if (t.Height < 0.3)
                         * {
                         *  t.Metal = Game.Random.Next(2);
                         * }
                         * else if (t.Height <= 0.7)
                         * {
                         *  t.Metal = Game.Random.Next(3);
                         * }
                         * else if (t.Height > 0.7)
                         * {
                         *  t.Metal = Game.Random.Next(3);
                         * }
                         * else if (t.Height > 0.9)
                         * {
                         *
                         * }
                         * else
                         * {
                         *
                         * }
                         */
                        if (t.Height >= 0.45 && t.Height <= 0.55)
                        {
                            t.Metal = 0;
                        }
                        else if (t.Height > 0.27 && t.Height < 0.33)
                        {
                            t.Metal = 0;
                        }
                        else
                        {
                            if (Game.Random.Next(80) == 0)
                            {
                                //if (t.Pos.X == 30 && t.Pos.Y == 15)
                                t.Metal = 100;
                            }
                            else
                            {
                                t.Metal = 0; // Game.Random.Next(3);
                            }
                        }
                        totalMetal += t.Metal;
                    }
                }
                //checkTotalMetal = GetMapInfo().TotalMetal;
            }
            if (Tiles.ContainsKey(pos))
            {
                return(Tiles[pos]);
            }

            return(null);

            /* Dynamically expand. Not now
             * Tile tile = new Tile(this, pos);
             * Tiles.Add(pos, tile);
             *
             * return tile;
             */
        }
Beispiel #40
0
 public Terrain(HeightMap map)
     : this(map, new Colorizer(DefaultColorizer.BaseColorRanges))
 {
 }
Beispiel #41
0
    public void HeightMapUp(HeightMap hm)
    {
        heightMap = HeightMapSynth(heightMap, hm);

        tileSystem.UpdateMap(heightMap);
    }
Beispiel #42
0
        protected override Scene LoadEntry(FileSystemEntry entry, ContentManager contentManager, LoadOptions loadOptions)
        {
            contentManager.IniDataContext.LoadIniFile(@"Data\INI\Terrain.ini");

            var mapFile = MapFile.FromFileSystemEntry(entry);

            var result = new Scene();

            result.MapFile = mapFile;

            result.Settings.LightingConfigurations = mapFile.GlobalLighting.LightingConfigurations.ToLightSettingsDictionary();
            result.Settings.TimeOfDay = mapFile.GlobalLighting.Time;

            var heightMap = new HeightMap(mapFile.HeightMapData);

            result.HeightMap = heightMap;

            var indexBufferCache = AddDisposable(new TerrainPatchIndexBufferCache(contentManager.GraphicsDevice));

            var tileDataTexture = AddDisposable(CreateTileDataTexture(
                                                    contentManager.GraphicsDevice,
                                                    mapFile,
                                                    heightMap));

            var cliffDetailsBuffer = AddDisposable(CreateCliffDetails(
                                                       contentManager.GraphicsDevice,
                                                       mapFile));

            CreateTextures(
                contentManager,
                mapFile.BlendTileData,
                out var textureArray,
                out var textureDetails);

            var textureDetailsBuffer = AddDisposable(Buffer <TextureInfo> .CreateStatic(
                                                         contentManager.GraphicsDevice,
                                                         textureDetails,
                                                         BufferBindFlags.ShaderResource));

            var terrainMaterial = new TerrainMaterial(contentManager.EffectLibrary.Terrain);

            terrainMaterial.SetTileData(tileDataTexture);
            terrainMaterial.SetCliffDetails(cliffDetailsBuffer);
            terrainMaterial.SetTextureDetails(textureDetailsBuffer);
            terrainMaterial.SetTextureArray(textureArray);

            var terrainPatches = CreatePatches(
                contentManager.GraphicsDevice,
                heightMap,
                mapFile.BlendTileData,
                terrainMaterial,
                indexBufferCache);

            var terrain = new Terrain.Terrain(heightMap, terrainPatches);

            var world = new World(terrain);

            result.Scene3D = new Scene3D(world);

            var objectsEntity = new Entity();

            result.Entities.Add(objectsEntity);
            LoadObjects(
                contentManager,
                objectsEntity,
                heightMap,
                mapFile.ObjectsList.Objects,
                result.Settings);

            foreach (var team in mapFile.SidesList.Teams ?? mapFile.Teams.Items)
            {
                var name        = (string)team.Properties["teamName"].Value;
                var owner       = (string)team.Properties["teamOwner"].Value;
                var isSingleton = (bool)team.Properties["teamIsSingleton"].Value;

                // TODO
            }

            var waypointPaths = mapFile.WaypointsList.WaypointPaths.Select(path =>
            {
                var start = result.Settings.Waypoints[path.StartWaypointID];
                var end   = result.Settings.Waypoints[path.EndWaypointID];
                return(new Settings.WaypointPath(start, end));
            }).ToList();

            result.Settings.WaypointPaths = new WaypointPathCollection(waypointPaths);

            var scriptsEntity = new Entity();

            result.Entities.Add(scriptsEntity);

            // TODO: Don't hardcode this.
            // Perhaps add one ScriptComponent for the neutral player,
            // and one for the active player.
            var scriptList = (mapFile.SidesList.PlayerScripts ?? mapFile.PlayerScriptsList).ScriptLists[0];

            AddScripts(scriptsEntity, scriptList, result.Settings);

            return(result);
        }
Beispiel #43
0
        public void GenerateMesh(RoadTemplate template, HeightMap heightMap, List <RoadShaderResources.RoadVertex> vertices, List <ushort> indices)
        {
            const float heightBias = 1f;
            const float createNewVerticesHeightDeltaThreshold = 0.002f;

            var rightToPosition = Position - Right.Position;
            var startPosition   = Position + rightToPosition;

            startPosition.Z = heightMap.GetHeight(startPosition.X, startPosition.Y);

            var endPosition = new Vector3(
                Right.Position.X,
                Right.Position.Y,
                heightMap.GetHeight(Right.Position.X, Right.Position.Y));

            var distance              = Vector3.Distance(startPosition, endPosition);
            var direction             = Vector3.Normalize(rightToPosition);
            var centerToEdgeDirection = Vector3.Cross(Vector3.UnitZ, direction);
            var up = Vector3.Cross(direction, centerToEdgeDirection);

            var halfWidth = template.RoadWidth / 2;

            var initialVertexCount = vertices.Count;

            void AddVertexPair(in Vector3 position, float distanceAlongRoad)
            {
                var u = MathUtility.Lerp(0.71f, 0.96f, distanceAlongRoad / template.RoadWidth);

                var p0 = position - centerToEdgeDirection * halfWidth;

                p0.Z += heightBias;

                vertices.Add(new RoadShaderResources.RoadVertex
                {
                    Position = p0,
                    Normal   = up,
                    UV       = new Vector2(u, 0.37f)
                });

                var p1 = position + centerToEdgeDirection * halfWidth;

                p1.Z += heightBias;

                vertices.Add(new RoadShaderResources.RoadVertex
                {
                    Position = p1,
                    Normal   = up,
                    UV       = new Vector2(u, 0.62f)
                });
            }

            AddVertexPair(startPosition, 0);

            var previousPoint         = startPosition;
            var previousPointDistance = 0;

            for (var currentDistance = 10; currentDistance < distance; currentDistance += 10)
            {
                var position           = startPosition + direction * currentDistance;
                var actualHeight       = heightMap.GetHeight(position.X, position.Y);
                var interpolatedHeight = MathUtility.Lerp(previousPoint.Z, endPosition.Z, (currentDistance - previousPointDistance) / distance);

                if (Math.Abs(actualHeight - interpolatedHeight) > createNewVerticesHeightDeltaThreshold)
                {
                    AddVertexPair(position, currentDistance);
                    previousPoint         = position;
                    previousPointDistance = currentDistance;
                }
            }

            // Add last chunk.
            AddVertexPair(endPosition, distance);

            for (var i = initialVertexCount; i < vertices.Count - 2; i += 2)
            {
                indices.Add((ushort)(i + 0));
                indices.Add((ushort)(i + 1));
                indices.Add((ushort)(i + 2));

                indices.Add((ushort)(i + 1));
                indices.Add((ushort)(i + 2));
                indices.Add((ushort)(i + 3));
            }
        }
Beispiel #44
0
        static void Main(string[] args)
        {
            // Launch Debugger
            Debugger();
            Clocker.AddAndStartClock("TotalClock");
            Clocker.AddAndStartClock("PipeClock");

            if (args.Length != 1)
            {
                Console.WriteLine("Pipe requires only one argument");
                return;
            }

            PipeClient pipeClient = new PipeClient(args[0]);

            pipeClient.Init();

            int    ySize;
            int    zSize;
            int    xSize;
            Differ differ;

            // Biome, HeightMap, WaterMask and TreeMask arrays/bitmap
            Biomes[][] biomes;
            int[][]    heightMap;
            int[][]    waterMap;
            int[][]    treeMap;
            float[][]  deltaMap;
            bool[][]   acceptableMap;
            int[][]    villageMap;
            int[][]    houseMap;
            int[][]    roadMap;
            int[][]    mainRoadMap;
            bool[][]   lavaMap;

            using (BinaryReader reader = pipeClient.ReadMemoryBlock())
            {
                Material[][][] blocks;
                ySize = reader.ReadInt16();
                zSize = reader.ReadInt16();
                xSize = reader.ReadInt16();
                Console.WriteLine($"Y: {ySize} Z: {zSize} X: {xSize}");
                blocks = new Material[ySize][][];
                for (int y = 0; y < ySize; y++)
                {
                    blocks[y] = new Material[zSize][];
                    for (int z = 0; z < zSize; z++)
                    {
                        blocks[y][z] = new Material[xSize];
                        for (int x = 0; x < xSize; x++)
                        {
                            blocks[y][z][x] = AlphaMaterials.Set.GetMaterial(reader.ReadInt16(), reader.ReadInt16());
                        }
                    }
                }
                differ = new Differ(blocks);

                // Biome, HeightMap, WaterMask and TreeMask arrays/bitmap
                biomes        = new Biomes[zSize][];
                heightMap     = new int[zSize][];
                waterMap      = new int[zSize][];
                treeMap       = new int[zSize][];
                deltaMap      = new float[zSize][];
                acceptableMap = new bool[zSize][];
                villageMap    = new int[zSize][];
                houseMap      = new int[zSize][];
                roadMap       = new int[zSize][];
                mainRoadMap   = new int[zSize][];
                lavaMap       = new bool[zSize][];

                for (int z = 0; z < zSize; z++)
                {
                    biomes[z]        = new Biomes[xSize];
                    heightMap[z]     = new int[xSize];
                    waterMap[z]      = new int[xSize];
                    treeMap[z]       = new int[xSize];
                    deltaMap[z]      = new float[xSize];
                    acceptableMap[z] = new bool[xSize];
                    villageMap[z]    = new int[xSize];
                    houseMap[z]      = new int[xSize];
                    roadMap[z]       = new int[xSize];
                    mainRoadMap[z]   = new int[xSize];
                    lavaMap[z]       = new bool[xSize];
                    for (int x = 0; x < xSize; x++)
                    {
                        biomes[z][x]    = (Biomes)reader.ReadInt16();
                        heightMap[z][x] = reader.ReadInt16();
                        waterMap[z][x]  = reader.ReadInt16();
                        treeMap[z][x]   = 0;
                        deltaMap[z][x]  = 0;
                    }
                }
            }
            Clocker.PauseClock("PipeClock");
            Console.WriteLine("Ora pro nobis");
            Clocker.AddAndStartClock("AlgorithmClock");
            {
                Tasker.WorkChunk[] workChunks =
                {
                    (int zStart, int zEnd,  int xStart, int xEnd) =>
                    { HeightMap.FixBoxHeights(differ.World,heightMap, treeMap,    zStart,                         xStart, zEnd, xEnd); }
                };

                Tasker.Run2DTasks(zSize, xSize, workChunks, null);
            }

            {
                // Delta Map & Lava Map
                Tasker.WorkBlock[] workBlocks = { (int z,                                   int x) =>
                                                  {
                                                      DeltaMap.CalculateDeltaMap(heightMap, waterMap,     deltaMap, z, x);
                                                      TreeMap.ExpandTreeBlock(z,            x,            treeMap);
                                                      lavaMap[z][x] = LavaMap.isAcceptableLavaMapBlock(heightMap,differ.World, z,        x);
                                                  } };

                Tasker.Run2DTasks(zSize, xSize, null, workBlocks);
            }

            {
                // Acceptable Map
                Tasker.WorkBlock[] isAcceptable = { (int z,                                                               int x) =>
                                                    {
                                                        acceptableMap[z][x] = DeltaMap.IsAcceptableBlock(deltaMap,        z, x) &&
                                                                              HeightMap.IsAcceptableTreeMapBlock(treeMap, z, x) &&
                                                                              waterMap[z][x] != 1 &&
                                                                              !lavaMap[z][x];
                                                    } };

                Tasker.Run2DTasks(zSize, xSize, null, isAcceptable);
            }

            WaterAnalyzer.WaterAnalysis waterAnalysis;
            {
                int minWaterSize = 20;
                waterAnalysis = WaterAnalyzer.AnalyzeWater(waterMap, minWaterSize);
                Console.WriteLine($"Min Water Body Size {minWaterSize}");
                Console.WriteLine($"Found {waterAnalysis.WaterBodies.Count} valid Water Bodies and {waterAnalysis.InvalidWaterBodies.Count} Invalid ones");
                Console.WriteLine("Valid Water Bodies Sizes");
                foreach (var waterBody in waterAnalysis.WaterBodies)
                {
                    Console.WriteLine($"\tSize {waterBody.Points.Count}");
                }
                Console.WriteLine("Invalid Water Bodies Sizes");
                foreach (var waterBody in waterAnalysis.InvalidWaterBodies)
                {
                    Console.WriteLine($"\tSize {waterBody.Points.Count}");
                }
            }

            DataQuadTree <Vector2Int> roadQT = new DataQuadTree <Vector2Int>(new Vector2Int(), new Vector2Int(zSize - 1, xSize - 1));
            List <VillageMarker>      villages;
            List <List <Vector2Int> > roads = new List <List <Vector2Int> >();
            {
                int numberOfTries       = 1000;
                int expectedVillageSize = 2500;
                int radius          = 4;
                int villageCount    = 3;
                int maxVillageCount = 3;
                villages = VillageDistributor.DistributeVillageMarkers(
                    acceptableMap, villageMap, waterAnalysis,
                    villageCount, maxVillageCount, numberOfTries, radius, expectedVillageSize
                    );

                bool mainRoadPlaced = false;
                int  mainRoadVillageStart = -1, mainRoadVillageEnd = -1;
                if (villages.Count > 1)
                {
                    for (int i = 0; i < villages.Count - 1; i++)
                    {
                        for (int j = i + 1; j < villages.Count; j++)
                        {
                            List <Vector2Int> road = RoadGenerator.FirstRoad(
                                villages[i].Seed.Z, villages[i].Seed.X,
                                villages[j].Seed.Z, villages[j].Seed.X,
                                acceptableMap, deltaMap, waterMap, roadMap, treeMap, houseMap
                                );
                            if (road.Count > 0)
                            {
                                mainRoadPlaced       = true;
                                mainRoadVillageStart = i;
                                mainRoadVillageEnd   = j;
                                Console.WriteLine("Main Road length: " + road.Count);
                                roads.Add(road);
                                foreach (Vector2Int roadPoint in road)
                                {
                                    roadQT.Insert(roadPoint, roadPoint);
                                    mainRoadMap[roadPoint.Z][roadPoint.X] = 1;
                                }
                                break;
                            }
                        }
                        if (mainRoadPlaced)
                        {
                            break;
                        }
                    }
                }

                if (mainRoadPlaced)
                {
                    for (int i = 0; i < villages.Count; ++i)
                    {
                        if (i != mainRoadVillageStart && i != mainRoadVillageEnd)
                        {
                            Console.WriteLine($"Connecting village: {i} to roads");
                            List <Vector2Int> road = RoadGenerator.PointToRoad(
                                villages[i].Seed.Z, villages[i].Seed.X,
                                acceptableMap, deltaMap, waterMap, roadMap, treeMap, houseMap,
                                roadQT
                                );
                            roads.Add(road);
                            foreach (Vector2Int roadPoint in road)
                            {
                                roadQT.Insert(roadPoint, roadPoint);
                            }
                        }
                    }

                    //RoadPlacer.RoadsPlacer(roads, roadMap, heightMap, waterMap, biomes, differ);
                }
                else
                {
                    Console.WriteLine("Failed to Place all the roads");
                }
            }


            DataQuadTree <RectInt> villagesQT = new DataQuadTree <RectInt>(new Vector2Int(0, 0), new Vector2Int(zSize, xSize));

            foreach (VillageMarker village in villages)
            {
                HouseDistributor.FillVillage(deltaMap, heightMap, acceptableMap, houseMap, roadMap, villageMap,
                                             waterMap, treeMap, biomes, village, differ.World, new Vector2Int(8, 8), differ,
                                             villagesQT, roadQT, ref roads);
            }

            RoadPlacer.RoadsPlacer(roads, roadMap, heightMap, waterMap, biomes, differ);

            {
                // Drawing
                Mapper.SaveMapInfo[] saveMapInfos =
                {
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "villagemap",
                        colorWork = (int z, int x) =>{
                            if (villageMap[z][x] >= 1)
                            {
                                return(Color.Yellow);
                            }
                            else if (acceptableMap[z][x] && villageMap[z][x] <= 0)
                            {
                                return(Color.Orange);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = (Mapper.ColorApplier colorApplier) =>
                        {
                            for (int i = 0; i < villages.Count; i++)
                            {
                                colorApplier.Invoke(villages[i].Seed.Z, villages[i].Seed.X, Color.Blue);
                            }
                        }
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "acceptablemap",
                        colorWork = (int z, int x) =>{
                            if (acceptableMap[z][x])
                            {
                                return(Color.Green);
                            }
                            else
                            {
                                return(Color.Red);
                            }
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "deltamap",
                        colorWork = (int z, int x) =>{
                            if (0 <= deltaMap[z][x] && deltaMap[z][x] <= DeltaMap.kMaxDelta)
                            {
                                float tVal = 1.0f - deltaMap[z][x] / DeltaMap.kMaxDelta;
                                return(Color.FromRgba(0, (byte)(255.0f * tVal + 100.0f * (1.0f - tVal)), 0, 255));
                            }
                            else if (deltaMap[z][x] > DeltaMap.kMaxDelta)
                            {
                                return(Color.Red);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "treemap",
                        colorWork = (int z, int x) =>{
                            if (treeMap[z][x] == 1)
                            {
                                return(Color.Green);
                            }
                            else if (treeMap[z][x] == 2)
                            {
                                return(Color.Brown);
                            }
                            else if (treeMap[z][x] == 3)
                            {
                                return(Color.DarkSeaGreen);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "heightmap",
                        colorWork = (int z, int x) =>{
                            if (heightMap[z][x] >= 0)
                            {
                                return(Color.FromRgba((byte)heightMap[z][x], (byte)heightMap[z][x], (byte)heightMap[z][x], 255));
                            }
                            else
                            {
                                return(Color.Red);
                            }
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "watermap",
                        colorWork = (int z, int x) =>{
                            if (waterMap[z][x] == 1)
                            {
                                return(Color.Blue);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "houseMap",
                        colorWork = (int z, int x) =>{
                            if (houseMap[z][x] == 1)
                            {
                                return(Color.Brown);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "roadMap",
                        colorWork = (int z, int x) =>{
                            switch (roadMap[z][x])
                            {
                            case RoadGenerator.MainRoadMarker:
                                return(Color.PaleVioletRed);

                            case RoadGenerator.RoadMarker:
                                return(Color.Purple);

                            case RoadGenerator.BridgeMarker:
                                return(Color.Brown);

                            case RoadGenerator.MainBridgeMarker:
                                return(Color.BurlyWood);

                            default:
                                return(Color.Transparent);
                            }
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "mainRoadMap",
                        colorWork = (int z, int x) =>{
                            if (mainRoadMap[z][x] == 1)
                            {
                                return(Color.Turquoise);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    },
                    new Mapper.SaveMapInfo {
                        zSize     = zSize, xSize = xSize, name = "lavaMap",
                        colorWork = (int z, int x) =>{
                            if (lavaMap[z][x])
                            {
                                return(Color.DarkRed);
                            }
                            return(Color.Transparent);
                        },
                        specialColors = null
                    }
                };

                Mapper.SaveMaps(saveMapInfos);
            }

            // Write Data Back to Python
            {
                using (BinaryWriter writer = new BinaryWriter(new MemoryStream()))
                {
                    differ.SerializeChanges(writer);

                    // Return data To Python
                    Console.WriteLine(writer.BaseStream.Length);
                    pipeClient.WriteMemoryBlock((MemoryStream)writer.BaseStream);
                }
            }

            // Close Pipe
            pipeClient.DeInit();
            Clocker.PauseClock("AlgorithmClock");
            Clocker.PauseClock("TotalClock");
            double pipeTime  = Clocker.GetTime("PipeClock", true);
            double algoTime  = Clocker.GetTime("AlgorithmClock", true);
            double totalTime = Clocker.GetTime("TotalClock", true);

            Clocker.PrintAllTime(true, true, true);
            Clocker.RemoveClock("PipeClock", true, true, true);
            Clocker.RemoveClock("AlgorithmClock", true, true, true);
            Clocker.RemoveClock("TotalClock", true, true, true);
            Console.WriteLine($"Pipe Percentage of Time: {pipeTime / totalTime * 100.0}% ({pipeTime} secs)");
            Console.WriteLine($"Algorithm Percentage of Time: {algoTime / totalTime * 100.0}% ({algoTime} secs)");
        }
Beispiel #45
0
 public CollisionDetector(SharedList particleList, HeightMap heightMap)
 {
     _particleList = particleList;
     _heightMap    = heightMap;
     initCells();
 }
Beispiel #46
0
 /// Creates a height map with a rectangular area of @a pattern repeating infinitely in all
 /// directions. The repeating pattern will start at point [0, 0].
 ///
 /// Example:
 /// @code{.cs}
 /// var pattern = HeightMap.RadialGradient([100, 100], 200, 1, -1);
 /// yield HeightMap.Pattern(pattern, [0, 0], [200, 200]);
 /// @endcode
 ///
 /// @image html std_2d_pattern.png
 ///
 /// @param pattern The height map from which the pattern is copied.
 /// @param firstRectanglePoint First point defining the pattern rectangle.
 /// @param secondRectanglePoint Second point defining the pattern rectangle.
 /// @return The height map.
 static HeightMap Pattern(HeightMap pattern, Point firstRectanglePoint, Point secondRectanglePoint);
Beispiel #47
0
        private void LoadObjects(
            ContentManager contentManager,
            HeightMap heightMap,
            MapObject[] mapObjects,
            Team[] teams,
            out WaypointCollection waypointCollection,
            out GameObjectCollection gameObjects,
            out Road[] roads,
            out Bridge[] bridges)
        {
            var waypoints = new List <Waypoint>();

            gameObjects = new GameObjectCollection(contentManager);
            var roadsList   = new List <Road>();
            var bridgesList = new List <Bridge>();

            var roadTopology = new RoadTopology();

            for (var i = 0; i < mapObjects.Length; i++)
            {
                var mapObject = mapObjects[i];

                var position = mapObject.Position;

                switch (mapObject.RoadType & RoadType.PrimaryType)
                {
                case RoadType.None:
                    switch (mapObject.TypeName)
                    {
                    case "*Waypoints/Waypoint":
                        waypoints.Add(CreateWaypoint(mapObject));
                        break;

                    default:
                        position.Z += heightMap.GetHeight(position.X, position.Y);

                        var gameObject = CreateGameObject(mapObject, teams, contentManager);

                        if (gameObject != null)
                        {
                            gameObject.Transform.Translation = position;
                            gameObject.Transform.Rotation    = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, mapObject.Angle);

                            gameObjects.Add(gameObject);

                            if (gameObject.Definition.IsBridge)
                            {
                                // This is a landmark bridge. We need to add towers at the corners.
                                CreateTowers(contentManager, gameObjects, gameObject, mapObject);
                            }
                        }

                        break;
                    }
                    break;

                case RoadType.BridgeStart:
                case RoadType.BridgeEnd:
                    // Multiple invalid bridges can be found in e.g GLA01.
                    // TODO: Log a warning.
                    if ((i + 1) >= mapObjects.Length || !mapObjects[i + 1].RoadType.HasFlag(RoadType.BridgeEnd))
                    {
                        continue;
                    }

                    var bridgeEnd = mapObjects[++i];

                    var bridgeTemplate = GetBridgeTemplate(contentManager, mapObject);

                    if (Bridge.TryCreateBridge(
                            contentManager,
                            heightMap,
                            bridgeTemplate,
                            mapObject.Position,
                            bridgeEnd.Position,
                            out var bridge))
                    {
                        bridgesList.Add(AddDisposable(bridge));
                    }


                    break;

                case RoadType.Start:
                case RoadType.End:
                    var roadEnd = mapObjects[++i];

                    // Some maps have roads with invalid start- or endpoints.
                    // We'll skip processing them altogether.
                    // TODO: Log a warning.
                    if (mapObject.TypeName == "" || roadEnd.TypeName == "")
                    {
                        continue;
                    }

                    if (!mapObject.RoadType.HasFlag(RoadType.Start) || !roadEnd.RoadType.HasFlag(RoadType.End))
                    {
                        throw new InvalidDataException();
                    }

                    // Note that we're searching with the type of either end.
                    // This is because of weirdly corrupted roads with unmatched ends in USA04, which work fine in WB and SAGE.
                    var roadTemplate = contentManager.IniDataContext.RoadTemplates.Find(x =>
                                                                                        x.Name == mapObject.TypeName || x.Name == roadEnd.TypeName);

                    if (roadTemplate == null)
                    {
                        throw new InvalidDataException($"Missing road template: {mapObject.TypeName}");
                    }

                    roadTopology.AddSegment(roadTemplate, mapObject, roadEnd);
                    break;
                }

                contentManager.GraphicsDevice.WaitForIdle();
            }

            // The map stores road segments with no connectivity:
            // - a segment is from point A to point B
            // - with a road type name
            // - and start and end curve types (angled, tight curve, broad curve).

            // The goal is to create road networks of connected road segments,
            // where a network has only a single road type.

            // A road network is composed of 2 or more nodes.
            // A network is a (potentially) cyclic graph.

            // A road node has > 1 and <= 4 edges connected to it.
            // A node can be part of multiple networks.

            // An edge can only exist in one network.

            // TODO: If a node stored in the map has > 4 edges, the extra edges
            // are put into a separate network.

            var networks = roadTopology.BuildNetworks();

            foreach (var network in networks)
            {
                foreach (var edge in network.Edges)
                {
                    var startPosition = edge.Start.TopologyNode.Position;
                    var endPosition   = edge.End.TopologyNode.Position;

                    startPosition.Z += heightMap.GetHeight(startPosition.X, startPosition.Y);
                    endPosition.Z   += heightMap.GetHeight(endPosition.X, endPosition.Y);

                    roadsList.Add(AddDisposable(new Road(
                                                    contentManager,
                                                    heightMap,
                                                    edge.TopologyEdge.Template,
                                                    startPosition,
                                                    endPosition)));
                }
            }

            waypointCollection = new WaypointCollection(waypoints);
            roads   = roadsList.ToArray();
            bridges = bridgesList.ToArray();
        }
Beispiel #48
0
        private void Erode(HeightMap heightMap)
        {
            var erosion = new _7DaysToDie.Erosion.Erosion();

            erosion.Erode(heightMap, heightMap.Size, 1000000, true);
        }
	private void fillHeightMap(){

		p_heightMap = new HeightMap (heightMapSize);
		p_heightMap.terrainSize = p_terrainSize;

		HeightMapGeneratorIsland heightMapGenerator = new HeightMapGeneratorIsland ();

		heightMapGenerator.groundNoise = p_groundNoise;
		heightMapGenerator.mountainNoise = p_mountainNoise;
		heightMapGenerator.generate (p_heightMap);

		p_terrain.terrainData.SetHeights (0, 0, p_heightMap.map);

	}
Beispiel #50
0
        protected override Scene3D LoadEntry(FileSystemEntry entry, ContentManager contentManager, Game game, LoadOptions loadOptions)
        {
            switch (contentManager.SageGame)
            {
            case SageGame.Ra3:
            case SageGame.Ra3Uprising:
            case SageGame.Cnc4:
                // TODO
                break;

            default:
                contentManager.IniDataContext.LoadIniFile(@"Data\INI\Terrain.ini");
                contentManager.IniDataContext.LoadIniFile(@"Data\INI\Roads.ini");
                break;
            }

            var mapFile = MapFile.FromFileSystemEntry(entry);

            var heightMap = new HeightMap(mapFile.HeightMapData);

            var indexBufferCache = AddDisposable(new TerrainPatchIndexBufferCache(contentManager.GraphicsDevice));

            var tileDataTexture = AddDisposable(CreateTileDataTexture(
                                                    contentManager.GraphicsDevice,
                                                    mapFile,
                                                    heightMap));

            var cliffDetailsBuffer = AddDisposable(CreateCliffDetails(
                                                       contentManager.GraphicsDevice,
                                                       mapFile));

            CreateTextures(
                contentManager,
                mapFile.BlendTileData,
                out var textureArray,
                out var textureDetails);

            var textureDetailsBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticStructuredBuffer(textureDetails));

            var terrainPipeline = contentManager.ShaderResources.Terrain.Pipeline;

            Texture LoadTexture(string name)
            {
                var texture = contentManager.Load <Texture>(Path.Combine("Art", "Textures", name), fallbackToPlaceholder: false);

                if (texture == null)
                {
                    texture = contentManager.Load <Texture>(Path.Combine("Art", "CompiledTextures", name.Substring(0, 2), name));
                }
                return(texture);
            }

            var materialConstantsBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticBuffer(
                                                            new TerrainShaderResources.TerrainMaterialConstants
            {
                MapBorderWidth          = new Vector2(mapFile.HeightMapData.BorderWidth, mapFile.HeightMapData.BorderWidth) * HeightMap.HorizontalScale,
                MapSize                 = new Vector2(mapFile.HeightMapData.Width, mapFile.HeightMapData.Height) * HeightMap.HorizontalScale,
                IsMacroTextureStretched = false     // TODO: This must be one of the EnvironmentData unknown values.
            },
                                                            BufferUsage.UniformBuffer));

            var macroTexture = LoadTexture(mapFile.EnvironmentData?.MacroTexture ?? "tsnoiseurb.dds");

            var materialResourceSet = AddDisposable(contentManager.ShaderResources.Terrain.CreateMaterialResourceSet(
                                                        materialConstantsBuffer,
                                                        tileDataTexture,
                                                        cliffDetailsBuffer ?? contentManager.GetNullStructuredBuffer(TerrainShaderResources.CliffInfo.Size),
                                                        textureDetailsBuffer,
                                                        textureArray,
                                                        macroTexture));

            var terrainPatches = CreatePatches(
                contentManager.GraphicsDevice,
                heightMap,
                mapFile.BlendTileData,
                indexBufferCache,
                materialResourceSet);

            var cloudTexture = LoadTexture(mapFile.EnvironmentData?.CloudTexture ?? "tscloudmed.dds");

            var cloudResourceLayout = AddDisposable(contentManager.GraphicsDevice.ResourceFactory.CreateResourceLayout(
                                                        new ResourceLayoutDescription(
                                                            new ResourceLayoutElementDescription("Global_CloudTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment))));

            var cloudResourceSet = AddDisposable(contentManager.GraphicsDevice.ResourceFactory.CreateResourceSet(
                                                     new ResourceSetDescription(
                                                         cloudResourceLayout,
                                                         cloudTexture)));

            var terrain = new Terrain.Terrain(
                heightMap,
                terrainPatches,
                contentManager.ShaderResources.Terrain.ShaderSet,
                terrainPipeline,
                cloudResourceSet);

            var players = Player.FromMapData(mapFile.SidesList.Players, contentManager).ToArray();

            var teams = (mapFile.SidesList.Teams ?? mapFile.Teams.Items)
                        .Select(team => Team.FromMapData(team, players))
                        .ToArray();

            LoadObjects(
                contentManager,
                heightMap,
                mapFile.ObjectsList.Objects,
                teams,
                out var waypoints,
                out var gameObjects,
                out var roads,
                out var bridges);

            var waterAreas = new List <WaterArea>();

            if (mapFile.PolygonTriggers != null)
            {
                foreach (var polygonTrigger in mapFile.PolygonTriggers.Triggers)
                {
                    switch (polygonTrigger.TriggerType)
                    {
                    case PolygonTriggerType.Water:
                    case PolygonTriggerType.River:     // TODO: Handle this differently. Water texture should be animated "downstream".
                    case PolygonTriggerType.WaterAndRiver:
                        if (WaterArea.TryCreate(contentManager, polygonTrigger, out var waterArea))
                        {
                            waterAreas.Add(AddDisposable(waterArea));
                        }
                        break;
                    }
                }
            }

            var lighting = new WorldLighting(
                mapFile.GlobalLighting.LightingConfigurations.ToLightSettingsDictionary(),
                mapFile.GlobalLighting.Time);

            var waypointPaths = new WaypointPathCollection(mapFile.WaypointsList.WaypointPaths
                                                           .Select(path =>
            {
                var start = waypoints[path.StartWaypointID];
                var end   = waypoints[path.EndWaypointID];
                return(new Settings.WaypointPath(start, end));
            }));

            // TODO: Don't hardcode this.
            // Perhaps add one ScriptComponent for the neutral player,
            // and one for the active player.
            var scriptList = mapFile.GetPlayerScriptsList().ScriptLists[0];
            var mapScripts = CreateScripts(scriptList);

            var cameraController = new RtsCameraController(contentManager)
            {
                TerrainPosition = terrain.HeightMap.GetPosition(
                    terrain.HeightMap.Width / 2,
                    terrain.HeightMap.Height / 2)
            };

            contentManager.GraphicsDevice.WaitForIdle();

            return(new Scene3D(
                       game,
                       game.InputMessageBuffer,
                       () => game.Viewport,
                       cameraController,
                       mapFile,
                       terrain,
                       waterAreas.ToArray(),
                       roads,
                       bridges,
                       mapScripts,
                       gameObjects,
                       waypoints,
                       waypointPaths,
                       lighting,
                       players,
                       teams));
        }
Beispiel #51
0
        protected override Scene3D LoadEntry(FileSystemEntry entry, ContentManager contentManager, Game game, LoadOptions loadOptions)
        {
            switch (contentManager.SageGame)
            {
            case SageGame.Ra3:
            case SageGame.Ra3Uprising:
            case SageGame.Cnc4:
                // TODO
                break;

            default:
                contentManager.IniDataContext.LoadIniFile(@"Data\INI\Terrain.ini");
                break;
            }

            var mapFile = MapFile.FromFileSystemEntry(entry);

            var heightMap = new HeightMap(mapFile.HeightMapData);

            var indexBufferCache = AddDisposable(new TerrainPatchIndexBufferCache(contentManager.GraphicsDevice));

            var tileDataTexture = AddDisposable(CreateTileDataTexture(
                                                    contentManager.GraphicsDevice,
                                                    mapFile,
                                                    heightMap));

            var cliffDetailsBuffer = AddDisposable(CreateCliffDetails(
                                                       contentManager.GraphicsDevice,
                                                       mapFile));

            CreateTextures(
                contentManager,
                mapFile.BlendTileData,
                out var textureArray,
                out var textureDetails);

            var textureDetailsBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticStructuredBuffer(textureDetails));

            var terrainMaterial = AddDisposable(new TerrainMaterial(contentManager, contentManager.EffectLibrary.Terrain));

            terrainMaterial.SetTileData(tileDataTexture);
            terrainMaterial.SetCliffDetails(cliffDetailsBuffer);
            terrainMaterial.SetTextureDetails(textureDetailsBuffer);
            terrainMaterial.SetTextureArray(textureArray);

            var terrainPatches = CreatePatches(
                contentManager.GraphicsDevice,
                heightMap,
                mapFile.BlendTileData,
                terrainMaterial,
                indexBufferCache);

            var cloudTextureName = mapFile.EnvironmentData?.CloudTexture ?? "tscloudmed.dds";
            var cloudTexture     = contentManager.Load <Texture>(Path.Combine("Art", "Textures", cloudTextureName));

            var macroTextureName = mapFile.EnvironmentData?.MacroTexture ?? "tsnoiseurb.dds";
            var macroTexture     = contentManager.Load <Texture>(Path.Combine("Art", "Textures", macroTextureName));

            var materialConstantsBuffer = AddDisposable(contentManager.GraphicsDevice.CreateStaticBuffer(
                                                            new TerrainMaterial.TerrainMaterialConstants
            {
                MapBorderWidth          = new Vector2(mapFile.HeightMapData.BorderWidth, mapFile.HeightMapData.BorderWidth) * HeightMap.HorizontalScale,
                MapSize                 = new Vector2(mapFile.HeightMapData.Width, mapFile.HeightMapData.Height) * HeightMap.HorizontalScale,
                IsMacroTextureStretched = false     // TODO: This must be one of the EnvironmentData unknown values.
            },
                                                            BufferUsage.UniformBuffer));

            terrainMaterial.SetMaterialConstants(materialConstantsBuffer);

            var terrain = new Terrain.Terrain(
                heightMap,
                terrainPatches,
                cloudTexture,
                macroTexture,
                contentManager.SolidWhiteTexture);

            LoadObjects(
                contentManager,
                heightMap,
                mapFile.ObjectsList.Objects,
                out var waypoints,
                out var gameObjects);

            foreach (var team in mapFile.SidesList.Teams ?? mapFile.Teams.Items)
            {
                var name        = (string)team.Properties["teamName"].Value;
                var owner       = (string)team.Properties["teamOwner"].Value;
                var isSingleton = (bool)team.Properties["teamIsSingleton"].Value;

                // TODO
            }

            var lighting = new WorldLighting(
                mapFile.GlobalLighting.LightingConfigurations.ToLightSettingsDictionary(),
                mapFile.GlobalLighting.Time);

            var waypointPaths = new WaypointPathCollection(mapFile.WaypointsList.WaypointPaths
                                                           .Select(path =>
            {
                var start = waypoints[path.StartWaypointID];
                var end   = waypoints[path.EndWaypointID];
                return(new Settings.WaypointPath(start, end));
            }));

            // TODO: Don't hardcode this.
            // Perhaps add one ScriptComponent for the neutral player,
            // and one for the active player.
            var scriptList = mapFile.GetPlayerScriptsList().ScriptLists[0];
            var mapScripts = CreateScripts(scriptList);

            var cameraController = new RtsCameraController(contentManager)
            {
                TerrainPosition = terrain.HeightMap.GetPosition(
                    terrain.HeightMap.Width / 2,
                    terrain.HeightMap.Height / 2)
            };

            contentManager.GraphicsDevice.WaitForIdle();

            return(new Scene3D(
                       game,
                       cameraController,
                       mapFile,
                       terrain,
                       mapScripts,
                       gameObjects,
                       waypoints,
                       waypointPaths,
                       lighting));
        }
Beispiel #52
0
        private static DeviceBuffer CreateVertexBuffer(
            GraphicsDevice graphicsDevice,
            HeightMap heightMap,
            Rectangle patchBounds,
            ushort[] indices,
            out BoundingBox boundingBox,
            out Triangle[] triangles)
        {
            var numVertices = patchBounds.Width * patchBounds.Height;

            var vertices = new TerrainVertex[numVertices];
            var points   = new Vector3[numVertices];

            var vertexIndex = 0;

            for (var y = patchBounds.Y; y < patchBounds.Y + patchBounds.Height; y++)
            {
                for (var x = patchBounds.X; x < patchBounds.X + patchBounds.Width; x++)
                {
                    var position = heightMap.GetPosition(x, y);
                    points[vertexIndex]     = position;
                    vertices[vertexIndex++] = new TerrainVertex
                    {
                        Position = position,
                        Normal   = heightMap.Normals[x, y],
                        UV       = new Vector2(x, y)
                    };
                }
            }

            boundingBox = BoundingBox.CreateFromPoints(points);

            triangles = new Triangle[(patchBounds.Width - 1) * (patchBounds.Height) * 2];

            var triangleIndex = 0;
            var indexIndex    = 0;

            for (var y = 0; y < patchBounds.Height - 1; y++)
            {
                for (var x = 0; x < patchBounds.Width - 1; x++)
                {
                    // Triangle 1
                    triangles[triangleIndex++] = new Triangle
                    {
                        V0 = points[indices[indexIndex++]],
                        V1 = points[indices[indexIndex++]],
                        V2 = points[indices[indexIndex++]]
                    };

                    // Triangle 2
                    triangles[triangleIndex++] = new Triangle
                    {
                        V0 = points[indices[indexIndex++]],
                        V1 = points[indices[indexIndex++]],
                        V2 = points[indices[indexIndex++]]
                    };
                }
            }

            return(graphicsDevice.CreateStaticBuffer(vertices, BufferUsage.VertexBuffer));
        }
Beispiel #53
0
 public Terrain(HeightMap map, IColorizer colorizer)
     : base(map)
 {
     Colorizer = colorizer;
     Image = new Image(colorizer.Colorize(this));
 }
Beispiel #54
0
 public void RequestMesh(HeightMap heightMap, MeshSettings meshSettings)
 {
     hasRequestedMesh = true;
     ThreadedDataRequester.RequestData(() => MeshGenerator.GenerateTerrainMesh(heightMap.values, meshSettings, lod), OnMeshDataReceived);
 }
Beispiel #55
0
 public Environment(HeightMap terrain = null)
 {
     Terrain = terrain;
 }
Beispiel #56
0
        public ModelRoot AddTerrainMesh(ModelRoot model, HeightMap heightMap, PBRTexture textures)
        {
            Triangulation triangulation = _meshService.TriangulateHeightMap(heightMap);

            return(AddTerrainMesh(model, triangulation, textures));
        }