public void GenerateMap()
    {
        System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
        Color[,] map;

        if (randSeed)
        {
            seed = System.DateTimeOffset.Now.ToUnixTimeMilliseconds().ToString();
        }

        // IPerlinLayer blue = new BasePerlinLayer(fill, frequency, octaves, octaveFreqMultiplier, octaveAmpMultiplier, "hello world");
        IPerlinLayer red = new BasePerlinLayer(fill, frequency, octaves, octaveFreqMultiplier, octaveAmpMultiplier, seed);
        // IPerlinLayer green = new CompositePerlinLayer(blue, red, PerlinOperation.Intersection);

        PerlinMap <Color> perlinMap = new PerlinMap <Color>(Color.black, red, Color.white);

        // perlinMap.AddLayer(blue, Color.blue);
        // perlinMap.AddLayer(red, Color.red);

        stopwatch.Start();
        map = perlinMap.GetCells(0, 0, width, height);
        stopwatch.Stop();
        genTimeText.text = string.Format("Generated {0} cells in {1}ms.", width * height, stopwatch.ElapsedMilliseconds == 0 ? "<1" : stopwatch.ElapsedMilliseconds.ToString());

        if (perlinVisualizer != null)
        {
            perlinVisualizer.SetMap(map);
        }
    }
Beispiel #2
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    // Use this for initialization
    void Start()
    {
        perlinMap = waveMesh.GetComponent <PerlinMap>();

        length = this.gameObject.GetComponent <CapsuleCollider>().height *this.transform.lossyScale.z;
        width  = this.gameObject.GetComponent <CapsuleCollider>().radius *this.transform.lossyScale.x * 2;
    }
Beispiel #3
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    // Use this for initialization
    void Start()
    {
        perlinMap = waveMesh.GetComponent<PerlinMap>();

        length = this.gameObject.GetComponent<CapsuleCollider>().height * this.transform.lossyScale.z;
        width = this.gameObject.GetComponent<CapsuleCollider>().radius * this.transform.lossyScale.x * 2;
    }
Beispiel #4
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        private void btnGo_Click(object sender, EventArgs e)
        {
            tvOctavas.Nodes.Clear();

            int w, h, o, s;

            Int32.TryParse(nudAncho.Value.ToString(), out w);
            Int32.TryParse(nudAlto.Value.ToString(), out h);
            Int32.TryParse(nudOctavas.Value.ToString(), out o);
            float a;
            float p;

            float.TryParse(nudAmplitud.Value.ToString(), out a);
            float.TryParse(tbPersistencia.Text, out p);
            if (!Int32.TryParse(tbSemilla.Text, out s))
            {
                map = new PerlinMap(w, h, a, p, o);
            }
            else
            {
                map = new PerlinMap(w, h, a, p, o, s);
            }
            for (int i = 0; i < o; i++)
            {
                int num = i + 1;
                tvOctavas.Nodes.Add("Octava " + num);
            }
            tvOctavas.Nodes.Add("Resultado final");
            pbMapa.Image = map.DoPerlin();
        }
Beispiel #5
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    public void GenerateMap()
    {
        // Refresh all layers. Inefficient, only need to refresh comp layers that use a base layer that changed.
        foreach (IPerlinLayerController layer in layers.Values)
        {
            layer.RefreshLayer();
        }

        int width  = (int)widthSlider.value;
        int height = (int)heightSlider.value;

        System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
        Color[,] map;

        // Create PerlinMap with its layers.
        PerlinMap <Color> perlinMap = new PerlinMap <Color>(Color.black);

        layerOrder.ForEach(layerName => {
            IPerlinLayerController controller = layers[layerName];
            if (!controller.IsVisible())
            {
                return;
            }
            perlinMap.AddLayer(controller.GetLayer(), controller.GetValue());
        });

        stopwatch.Start();
        map = perlinMap.GetCells(0, 0, width, height);
        stopwatch.Stop();
        genTimeText.text = string.Format("Generated {0} cells in {1}ms.", width * height, stopwatch.ElapsedMilliseconds == 0 ? "<1" : stopwatch.ElapsedMilliseconds.ToString());

        visualizer.SetMap(map);
    }
        public void Generate()
        {
            if (Randomize)
            {
                Offset = Random.Range(0f, 9999f);
            }

            List <DetailPrototype> detailPrototypes = new List <DetailPrototype>();

            foreach (var g in GrassTextures)
            {
                detailPrototypes.Add(new DetailPrototype()
                {
                    prototypeTexture = g
                });
            }

            TerrainData terrainData = Terrain.activeTerrain.terrainData;

            terrainData.detailPrototypes = detailPrototypes.ToArray();

            float[,] noiseMap = new PerlinMap()
            {
                Size        = terrainData.detailWidth,
                Octaves     = Octaves,
                Scale       = Scale,
                Offset      = Offset,
                Persistance = Persistance,
                Lacunarity  = Lacunarity
            }.Generate();

            for (int i = 0; i < terrainData.detailPrototypes.Length; i++)
            {
                int[,] detailLayer = terrainData.GetDetailLayer(0, 0, terrainData.detailWidth, terrainData.detailHeight, i);

                for (int x = 0; x < terrainData.alphamapWidth; x++)
                {
                    for (int y = 0; y < terrainData.alphamapHeight; y++)
                    {
                        float height    = terrainData.GetHeight(x, y);
                        float xScaled   = (x + Random.Range(-1f, 1f)) / terrainData.alphamapWidth;
                        float yScaled   = (y + Random.Range(-1f, 1f)) / terrainData.alphamapHeight;
                        float steepness = terrainData.GetSteepness(xScaled, yScaled);

                        if (noiseMap[x, y] < IslandsSize && steepness <MaxSteepness && height> MinLevel && height < MaxLevel)
                        {
                            detailLayer[x, y] = Density;
                        }
                        else
                        {
                            detailLayer[x, y] = 0;
                        }
                    }
                }

                terrainData.SetDetailLayer(0, 0, i, detailLayer);
            }
        }
Beispiel #7
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    private void Awake()
    {
        //singleton pattern
        if (!instance)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(this);
        }

        InitPerlinMap();
        InitTerrainProp();
    }
        float[,] GenerateNoise(float[,] falloffMap = null)
        {
            AnimationCurve heightCurve = new AnimationCurve(HeightCurve.keys);

            float maxLocalNoiseHeight;
            float minLocalNoiseHeight;

            float[,] noiseMap = new PerlinMap()
            {
                Size        = Width,
                Octaves     = Octaves,
                Scale       = Scale,
                Offset      = Offset,
                Persistance = Persistance,
                Lacunarity  = Lacunarity
            }.Generate(out maxLocalNoiseHeight, out minLocalNoiseHeight);

            for (int y = 0; y < Height; y++)
            {
                for (int x = 0; x < Width; x++)
                {
                    var lerp = Mathf.InverseLerp(minLocalNoiseHeight, maxLocalNoiseHeight, noiseMap[x, y]);

                    if (falloffMap != null)
                    {
                        lerp -= falloffMap[x, y];
                    }

                    if (lerp >= 0)
                    {
                        noiseMap[x, y] = heightCurve.Evaluate(lerp);
                    }
                    else
                    {
                        noiseMap[x, y] = 0;
                    }
                }
            }

            return(noiseMap);
        }
Beispiel #9
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        public void Generate()
        {
            if (Randomize)
            {
                Offset = Random.Range(0f, 9999f);
            }

            List <TreePrototype> treePrototypes = new List <TreePrototype>();

            foreach (var t in TreePrototypes)
            {
                treePrototypes.Add(new TreePrototype()
                {
                    prefab = t
                });
            }

            TerrainData terrainData = Terrain.activeTerrain.terrainData;

            terrainData.treePrototypes = treePrototypes.ToArray();

            terrainData.treeInstances = new TreeInstance[0];

            List <Vector3> treePos = new List <Vector3>();

            float maxLocalNoiseHeight;
            float minLocalNoiseHeight;

            float[,] noiseMap = new PerlinMap()
            {
                Size        = terrainData.alphamapWidth,
                Octaves     = Octaves,
                Scale       = Scale,
                Offset      = Offset,
                Persistance = Persistance,
                Lacunarity  = Lacunarity
            }.Generate(out maxLocalNoiseHeight, out minLocalNoiseHeight);

            for (int x = 0; x < terrainData.alphamapWidth; x++)
            {
                for (int y = 0; y < terrainData.alphamapHeight; y++)
                {
                    float height       = terrainData.GetHeight(x, y);
                    float heightScaled = height / terrainData.size.y;
                    float xScaled      = (x + Random.Range(-1f, 1f)) / terrainData.alphamapWidth;
                    float yScaled      = (y + Random.Range(-1f, 1f)) / terrainData.alphamapHeight;
                    float steepness    = terrainData.GetSteepness(xScaled, yScaled);

                    float noiseStep = Random.Range(0f, 1f);
                    float noiseVal  = noiseMap[x, y];

                    if
                    (
                        noiseStep < Density &&
                        noiseVal < IslandsSize &&
                        steepness < MaxSteepness &&
                        height > MinLevel &&
                        height < MaxLevel
                    )
                    {
                        treePos.Add(new Vector3(xScaled, heightScaled, yScaled));
                    }
                }
            }

            TreeInstance[] treeInstances = new TreeInstance[treePos.Count];

            for (int ii = 0; ii < treeInstances.Length; ii++)
            {
                treeInstances[ii].position       = treePos[ii];
                treeInstances[ii].prototypeIndex = Random.Range(0, treePrototypes.Count);
                treeInstances[ii].color          = new Color(Random.Range(100, 255), Random.Range(100, 255), Random.Range(100, 255));
                treeInstances[ii].lightmapColor  = Color.white;
                treeInstances[ii].heightScale    = 1.0f + Random.Range(-0.25f, 0.5f);
                treeInstances[ii].widthScale     = 1.0f + Random.Range(-0.5f, 0.25f);
            }
            terrainData.treeInstances = treeInstances;

            Debug.Log(treeInstances.Length + " trees were created");
        }
Beispiel #10
0
    // Update is called once per frame
    void Update()
    {
        if (perlinMap == null)
        {
            perlinMap = waveMesh.GetComponent <PerlinMap>();
        }

        Vector3 nextPosition = this.transform.position + this.rigidbody.velocity * Time.deltaTime;
        float   x            = nextPosition.x;
        float   z            = nextPosition.z;

        targetHeight = perlinMap.GetHeight(x, z) + 0.08f;
        float NHeight = perlinMap.GetHeight(x, z + length / 2) + 0.08f;
        float EHeight = perlinMap.GetHeight(x + width / 2, z) + 0.08f;
        float SHeight = perlinMap.GetHeight(x, z - length / 2) + 0.08f;
        float WHeight = perlinMap.GetHeight(x - width / 2, z) + 0.08f;

        pointN = nextPosition + this.transform.forward * length / 2;
        pointN = new Vector3(pointN.x, NHeight, pointN.z);
        pointS = nextPosition - this.transform.forward * length / 2;
        pointS = new Vector3(pointS.x, SHeight, pointS.z);
        pointE = nextPosition + this.transform.right * width / 2;
        pointE = new Vector3(pointE.x, EHeight, pointE.z);
        pointW = nextPosition - this.transform.right * width / 2;
        pointW = new Vector3(pointW.x, WHeight, pointW.z);

        Vector3 NSVector = (pointN - pointS).normalized;
        Vector3 EWVector = (pointE - pointW).normalized;

        zAngle = AngleSigned(this.transform.forward, NSVector, this.transform.right);
        xAngle = AngleSigned(this.transform.right, EWVector, this.transform.forward);

        //float xAngle = AngleSigned(this.transform.right, xVector.normalized, this.transform.forward);
        //float zAngle = AngleSigned(this.transform.forward, zVector.normalized, this.transform.right);

        Debug.DrawLine(pointW, pointE, Color.red);
        Debug.DrawLine(pointS, pointN, Color.blue);

        //Vector3 targetRotation = new Vector3(zAngle, this.transform.rotation.y, xAngle);

        //Quaternion qX = Quaternion.AngleAxis(xAngle, this.transform.forward);
        //Quaternion qZ = Quaternion.AngleAxis(zAngle, this.transform.right);
        //this.transform.localRotation = qX * qZ;

        //this.transform.Rotate(this.transform.forward, xAngle - this.transform.eulerAngles.x);
        //this.transform.Rotate(this.transform.right, zAngle - this.transform.eulerAngles.z);
        //Debug.Log(zAngle);

        Vector3 localVelocity = this.transform.InverseTransformDirection(this.rigidbody.velocity);

        if (this.gameObject.tag == "Player")
        {
            forceController fc = this.gameObject.GetComponent <forceController>();
            if (sinking)
            {
                fc.enabled = false;
            }
            else
            {
                if (localVelocity.z >= 0f)
                {
                    if (wakeSystemL != null && wakeSystemR != null)
                    {
                        wakeSystemL.emissionRate = 500f * Mathf.Abs(fc.curSpeed / fc.maxSpeed);
                        wakeSystemR.emissionRate = 500f * Mathf.Abs(fc.curSpeed / fc.maxSpeed);
                    }
                }
            }
        }
        else if (this.gameObject.tag == "Enemy")
        {
            enemyController fc = this.gameObject.GetComponent <enemyController>();
            if (sinking)
            {
                fc.enabled = false;
            }
            else
            {
                if (localVelocity.z >= 0f)
                {
                    if (wakeSystemL != null && wakeSystemR != null)
                    {
                        wakeSystemL.emissionRate = 500f * Mathf.Abs(fc.curSpeed / fc.maxSpeed);
                        wakeSystemR.emissionRate = 500f * Mathf.Abs(fc.curSpeed / fc.maxSpeed);
                    }
                }
            }
        }

        if (this.transform.position.y <= -2f)
        {
            Destroy(this.gameObject);
        }
    }
Beispiel #11
0
    // Update is called once per frame
    void Update()
    {
        if (perlinMap == null) {
            perlinMap = waveMesh.GetComponent<PerlinMap>();
        }

        float x = this.transform.position.x;
        float z = this.transform.position.z;

        //float currentHeight = this.transform.position.y;
        targetHeight = perlinMap.GetHeight(x, z) + 0.065f;
        float NHeight = perlinMap.GetHeight(x, z+length/2) + 0.065f;
        float EHeight = perlinMap.GetHeight(x+width/2, z) + 0.065f;
        float SHeight = perlinMap.GetHeight(x, z-length/2) + 0.065f;
        float WHeight = perlinMap.GetHeight(x-width/2, z) + 0.065f;

        waveMesh.transform.position = new Vector3(x, waveMesh.transform.position.y, z);
        //float newHeight = Mathf.Lerp(currentHeight, targetHeight, Time.deltaTime * lerpFactor);

        //this.transform.position = new Vector3(x, targetHeight, z);

        pointN = this.transform.position + this.transform.forward*length/2;
        pointN = new Vector3(pointN.x, NHeight, pointN.z);
        pointS = this.transform.position - this.transform.forward*length/2;
        pointS = new Vector3(pointS.x, SHeight, pointS.z);
        pointE = this.transform.position + this.transform.right*width/2;
        pointE = new Vector3(pointE.x, EHeight, pointE.z);
        pointW = this.transform.position - this.transform.right*width/2;
        pointW = new Vector3(pointW.x, WHeight, pointW.z);

        Vector3 NSVector = (pointN - pointS).normalized;
        Vector3 EWVector = (pointE - pointW).normalized;

        zAngle = AngleSigned(this.transform.forward, NSVector, this.transform.right);
        xAngle = AngleSigned(this.transform.right, EWVector, this.transform.forward);

        //float xAngle = AngleSigned(this.transform.right, xVector.normalized, this.transform.forward);
        //float zAngle = AngleSigned(this.transform.forward, zVector.normalized, this.transform.right);

        Debug.DrawLine(pointW, pointE, Color.red);
        Debug.DrawLine(pointS, pointN, Color.blue);

        //Vector3 targetRotation = new Vector3(zAngle, this.transform.rotation.y, xAngle);

        //Quaternion qX = Quaternion.AngleAxis(xAngle, this.transform.forward);
        //Quaternion qZ = Quaternion.AngleAxis(zAngle, this.transform.right);
        //this.transform.localRotation = qX * qZ;

        //this.transform.Rotate(this.transform.forward, xAngle - this.transform.eulerAngles.x);
        //this.transform.Rotate(this.transform.right, zAngle - this.transform.eulerAngles.z);
        //Debug.Log(zAngle);
    }