Beispiel #1
0
        public void Start_Hydraulic()
        {
            var heightTexture1 =
                SavingFileManager.LoadPngTextureFromFile(@"C:\inz\cont\temp3.png", 240, 240, TextureFormat.RGBA32, true,
                                                         true);
            var heightmap1 = HeightmapUtils.CreateHeightmapArrayFromTexture(heightTexture1);

            //DiamondSquareCreator creator = new DiamondSquareCreator(new RandomProvider(22));
            //var heightmap2 = creator.CreateDiamondSquareNoiseArray(new IntVector2(240, 240), 64);
            //MyArrayUtils.Multiply(heightmap2.HeightmapAsArray, 0.1f);

            var tParam = EroderDebugObject.CalculateFromHillFactor(1, new ArrayExtremes(0, 5000), 24);

            var extents = MyArrayUtils.CalculateExtremes(heightmap1.HeightmapAsArray);

            MyArrayUtils.Normalize(heightmap1.HeightmapAsArray);

            var erodedArrays = GenerateHydraulicErodedArrays(heightmap1, new List <HydraulicEroderConfiguration>()
            {
                new HydraulicEroderConfiguration()
                {
                    StepCount                  = 40,
                    NeighbourFinder            = NeighbourFinders.Big9Finder,
                    kr_ConstantWaterAddition   = 0.001f,
                    ks_GroundToSedimentFactor  = 1f,
                    ke_WaterEvaporationFactor  = 0.05f,
                    kc_MaxSedimentationFactor  = 0.8f,
                    FinalSedimentationToGround = true,
                    WaterGenerator             = HydraulicEroderWaterGenerator.AllFrames,
                    DestinationFinder          = HydraulicEroderWaterDestinationFinder.OnlyBest
                },
            });

            CreateTestObject(heightmap1, erodedArrays);
        }
Beispiel #2
0
        public void StartY()
        {
            var heightTexture = SavingFileManager.LoadPngTextureFromFile(@"C:\inz\cont\smallCut.png", 240,
                                                                         240, TextureFormat.RGBA32, true, true);

            _currentHeightmap = HeightmapUtils.CreateHeightmapArrayFromTexture(heightTexture);
            var array = _currentHeightmap.HeightmapAsArray;

            MyArrayUtils.Multiply(array, 65000);
            var extremes = MyArrayUtils.CalculateExtremes(array);

            Debug.Log("Max: " + extremes.Max + " min: " + extremes.Min);
        }
Beispiel #3
0
 public void NormalizeInGroups()
 {
     foreach (var list in _arraysDict.Values)
     {
         var extremes = list.Select(c => MyArrayUtils.CalculateExtremes(c.HeightmapAsArray)).ToList();
         var extent   = new ArrayExtremes(
             extremes.Min(c => c.Min),
             extremes.Max(c => c.Max)
             );
         list.ForEach(c => MyArrayUtils.Normalize(c.HeightmapAsArray, extent));
         //foreach (var arr in list)
         //{
         //    //Debug.Log("T67: "+arr.HeightmapAsArray[10, 10]);
         //    //var ext = MyArrayUtils.CalculateExtremes(arr.HeightmapAsArray);
         //    //Debug.Log("T88: min "+ext.Min+" max"+ext.Max);
         //    MyArrayUtils.Normalize(arr.HeightmapAsArray);
         //    //Debug.Log("T000_67: "+arr.HeightmapAsArray[10, 10]);
         //    //var ext2 = MyArrayUtils.CalculateExtremes(arr.HeightmapAsArray);
         //    //Debug.Log("T000_88: min "+ext2.Min+" max"+ext2.Max);
         //    //Debug.Log("___________________________");
         //}
         //list.ForEach(c => MyArrayUtils.Normalize(c.HeightmapAsArray));
     }
 }
Beispiel #4
0
        public void Start_Hydraulic_Debuggable()
        {
            var heightTexture1 = SavingFileManager.LoadPngTextureFromFile(@"C:\inz\cont\smallCut.png", 240,
                                                                          240, TextureFormat.RGBA32, true, true);
            var heightmap1 = HeightmapUtils.CreateHeightmapArrayFromTexture(heightTexture1);

            //DiamondSquareCreator creator = new DiamondSquareCreator(new RandomProvider(22));
            //var heightmap2 = creator.CreateDiamondSquareNoiseArray(new IntVector2(240, 240), 64);
            //MyArrayUtils.Multiply(heightmap2.HeightmapAsArray, 0.1f);

            var tParam = EroderDebugObject.CalculateFromHillFactor(1, new ArrayExtremes(0, 5000), 24);

            var extents = MyArrayUtils.CalculateExtremes(heightmap1.HeightmapAsArray);

            MyArrayUtils.Normalize(heightmap1.HeightmapAsArray);

            var configuration =
                new HydraulicEroderConfiguration()
            {
                StepCount                  = 20,
                NeighbourFinder            = NeighbourFinders.Big9Finder,
                kr_ConstantWaterAddition   = 0.001f,
                ks_GroundToSedimentFactor  = 1f,
                ke_WaterEvaporationFactor  = 0.05f,
                kc_MaxSedimentationFactor  = 0.8f,
                FinalSedimentationToGround = false,
                WaterGenerator             = HydraulicEroderWaterGenerator.FirstFrame,
                DestinationFinder          = HydraulicEroderWaterDestinationFinder.OnlyBest
            };

            var copyArray          = MyArrayUtils.DeepClone(heightmap1.HeightmapAsArray);
            var currentHeightArray = new SimpleHeightArray(copyArray);
            var eroder             = new DebuggableHydraulicEroder();
            var debuggingOutput    = eroder.Erode(currentHeightArray, configuration, 1);

            var sedimentExtentsArr = debuggingOutput.SedimentSnapshots
                                     .Select(c => MyArrayUtils.CalculateExtremes(c.Array)).ToList();
            var sedimentExtents = new ArrayExtremes(sedimentExtentsArr.Min(c => c.Min),
                                                    sedimentExtentsArr.Max(c => c.Max));

            debuggingOutput.SedimentSnapshots.ForEach(c => MyArrayUtils.Normalize(c.Array, sedimentExtents));

            var waterExtentsArr = debuggingOutput.WaterSnapshots.Select(c => MyArrayUtils.CalculateExtremes(c.Array))
                                  .ToList();
            var waterExtents = new ArrayExtremes(waterExtentsArr.Min(c => c.Min), waterExtentsArr.Max(c => c.Max));

            debuggingOutput.WaterSnapshots.ForEach(c => MyArrayUtils.Normalize(c.Array, waterExtents));


            _go = GameObject.CreatePrimitive(PrimitiveType.Quad);
            var material = new Material(Shader.Find("Custom/Terrain/Terrain_Debug_Comparision_StepByStep"));

            _go.GetComponent <MeshRenderer>().material = material;
            _go.name = "Terrain";
            _go.transform.localRotation          = Quaternion.Euler(0, 0, 0);
            _go.transform.localScale             = new Vector3(10, 1, 10);
            _go.transform.localPosition          = new Vector3(0, 0, 0);
            _go.GetComponent <MeshFilter>().mesh = PlaneGenerator.CreateFlatPlaneMesh(240, 240);

            MyHeightTextureArray heightTextureArray =
                new MyHeightTextureArray(240, 240, 2, TextureFormat.ARGB32, false, true);

            heightTextureArray.AddElementArray(heightmap1, 0);
            heightTextureArray.AddElementArray(new HeightmapArray(currentHeightArray.Array), 1);
            _go.GetComponent <MeshRenderer>().material
            .SetTexture("_HeightmapTexArray", heightTextureArray.ApplyAndRetrive());


            MyHeightTextureArray waterArray = new MyHeightTextureArray(240, 240, debuggingOutput.WaterSnapshots.Count,
                                                                       TextureFormat.ARGB32, false, true);
            int i = 0;

            foreach (var waterSnapshot in debuggingOutput.WaterSnapshots)
            {
                waterArray.AddElementArray(new HeightmapArray(waterSnapshot.Array), i);
                i++;
            }
            _go.GetComponent <MeshRenderer>().material.SetTexture("_WaterArray", waterArray.ApplyAndRetrive());


            MyHeightTextureArray sedimentArray = new MyHeightTextureArray(240, 240,
                                                                          debuggingOutput.SedimentSnapshots.Count, TextureFormat.ARGB32, false, true);
            int j = 0;

            foreach (var sedimentSnapshot in debuggingOutput.SedimentSnapshots)
            {
                sedimentArray.AddElementArray(new HeightmapArray(sedimentSnapshot.Array), j);
                j++;
            }
            _go.GetComponent <MeshRenderer>().material.SetTexture("_SedimentArray", sedimentArray.ApplyAndRetrive());
        }