public void GenerateWorld()
        {
            int       seed = System.DateTime.Now.Millisecond;
            HeightMap h    = new HeightMap(GameSettings.GridDimensionsX, GameEngine.GetInstance().Client.ServerSeed);

            h.AddPerlinNoise(1.0f);
            h.AddPerlinNoise(3.0f);
            h.AddPerlinNoise(2);
            h.MakeIsland();
            //h.Perturb(32.0f, 32.0f);
            for (int i = 0; i < 30; i++)
            {
                h.Erode(16.0f);
            }

            h.Smoothen();
            for (int x = 0; x < GameSettings.GridDimensionsX; x++)
            {
                for (int y = 0; y < GameSettings.GridDimensionsY; y++)
                {
                    for (int z = 0; z < GameSettings.GridDimensionsZ; z++)
                    {
                        float height  = h.Heights[x, z];
                        float bheight = (float)y / 50.0f;//GameSettings.GridDimensionsY;
                        if (bheight < height)
                        {
                            if (height < 0.11f)
                            {
                                voxelManager.Add(new Vector3(x, y, z), TerrainTypes.Water);
                            }
                            else if (height < 0.12f)
                            {
                                voxelManager.Add(new Vector3(x, y, z), TerrainTypes.Sand);
                            }
                            else if (height < 0.25f)
                            {
                                voxelManager.Add(new Vector3(x, y, z), TerrainTypes.Grass);
                            }
                            else if (height < 0.55f)
                            {
                                voxelManager.Add(new Vector3(x, y, z), TerrainTypes.Rock);
                            }
                            else
                            {
                                voxelManager.Add(new Vector3(x, y, z), TerrainTypes.Snow);
                            }
                        }
                    }
                }
            }

            voxelManager.Update();
        }
Beispiel #2
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));
                    }
                }
            }
        }
        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();
        }
    IEnumerator <float> Generate()
    {
        float step    = 0;
        float maxStep = 2;

        foreach (var genStep in settings.mSteps)
        {
            maxStep = maxStep + 1;
            if (genStep.type == GeneratorStep.StepType.erode)
            {
                maxStep += genStep.erodeIterations;
            }
        }

        //rnd.NextBytes(Noise.perm);
        settings.terraSize = Mathf.NextPowerOfTwo(settings.terraSize);

        hm = new HeightMap(settings.terraSize, settings.seed, settings.simplex);

        foreach (var genStep in settings.mSteps)
        {
            switch (genStep.type)
            {
            case GeneratorStep.StepType.addNoise:
                hm.AddPerlinNoise(genStep.noiseSize, genStep.noiseHeight); break;

            case GeneratorStep.StepType.erode:
                for (int i = 0; i < genStep.erodeIterations; i++)
                {
                    hm.Erode(genStep.erodeIntensity);
                    yield return(step++ / maxStep);
                }
                break;

            case GeneratorStep.StepType.perturb:
                hm.Perturb(genStep.perturbVector.x, genStep.perturbVector.y);
                break;

            case GeneratorStep.StepType.smooth:
                hm.Smoothen();
                break;
            }
            yield return(step++ / maxStep);
        }

        float max = 0;
        float min = float.MaxValue;

        for (int y = 0; y < settings.terraSize; y++)
        {
            for (int x = 0; x < settings.terraSize; x++)
            {
                max = Mathf.Max(hm.Heights [x, y], max);
                min = Mathf.Min(hm.Heights [x, y], min);
            }
        }
        yield return(step++ / maxStep);

        for (int y = 0; y < settings.terraSize; y++)
        {
            for (int x = 0; x < settings.terraSize; x++)
            {
                hm.Heights [x, y] = (hm.Heights [x, y] - min) / (max - min);
            }
        }
        yield return(step++ / maxStep);
    }