Beispiel #1
0
        /// <summary>
        /// Registers all the resources.
        /// Currently only implemented for Host.
        /// </summary>
        public static void RegisterResources(TerrainEngine _terrain)
        {
            terrain = _terrain;

            // Register some simple solid materials.

            // Dirt
            addResource(new VegetatedTerrainResource("Dirt", "Terrain/Dirt", "Particles/Terrain/Dirt"));

            // Desert
            addResource(new SolidTerrainResource("Desert", "Terrain/Desert", "Particles/Terrain/Desert"));

            // Stones
            for (int i = 1; i <= 14; ++i)
            {
                addResource(new SolidTerrainResource("Stone." + i.ToString("00"), "Terrain/Rock" + i.ToString("00"), "Particles/Terrain/Rock" + i.ToString("00")));
            }

            // Wood
            addResource(new SolidTerrainResource("Wood", "Terrain/Wood", "Particles/Terrain/Wood"));
            addResource(new SolidTerrainResource("BirchWood", "Terrain/BirchWood", "Particles/Terrain/BirchWood"));

            // Ores + Metals
            addResource(new SolidTerrainResource("Coal", "Terrain/Coal", "Particles/Terrain/Coal"));
            addResource(new SolidTerrainResource("Copper", "Terrain/Copper", "Particles/Terrain/Copper"));
            addResource(new SolidTerrainResource("Iron", "Terrain/Iron", "Particles/Terrain/Iron"));
            addResource(new SolidTerrainResource("Gold", "Terrain/Gold", "Particles/Terrain/Gold"));

            // Rares
            addResource(new SolidTerrainResource("AoiCrystal", "Terrain/AoiCrystal", "Particles/Terrain/AoiCrystal"));
            addResource(new SolidTerrainResource("FireRock", "Terrain/FireRock", "Particles/Terrain/FireRock"));
            addResource(new SolidTerrainResource("AlienRock", "Terrain/AlienRock", "Particles/Terrain/AlienRock"));
        }
 public BaseLayer(LayerManager layerManager, TerrainEngine terrainEngine)
 {
     LayerManager       = layerManager;
     this.terrainEngine = terrainEngine;
     InitProperties();
     InitCommands();
 }
Beispiel #3
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        /// <summary>
        /// Creates a new World class, and a region to go with it.
        /// </summary>
        /// <param name="clientThreads">Dictionary to contain client threads</param>
        /// <param name="regionHandle">Region Handle for this region</param>
        /// <param name="regionName">Region Name for this region</param>
        public World(Dictionary <uint, SimClient> clientThreads, ulong regionHandle, string regionName)
        {
            try
            {
                updateLock      = new Mutex(false);
                m_clientThreads = clientThreads;
                m_regionHandle  = regionHandle;
                m_regionName    = regionName;

                m_scriptHandlers = new Dictionary <LLUUID, ScriptHandler>();
                m_scripts        = new Dictionary <string, ScriptFactory>();

                OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance");
                Entities = new Dictionary <libsecondlife.LLUUID, Entity>();
                Avatars  = new Dictionary <LLUUID, Avatar>();
                Prims    = new Dictionary <LLUUID, Primitive>();

                OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating LandMap");
                TerrainManager = new TerrainManager(new SecondLife());
                Terrain        = new TerrainEngine();
                Avatar.SetupTemplate("avatar-texture.dat");
                //	MainConsole.Instance.WriteLine("World.cs - Creating script engine instance");
                // Initialise this only after the world has loaded
                //	Scripts = new ScriptEngine(this);
                Avatar.LoadAnims();
                this.SetDefaultScripts();
                this.LoadScriptEngines();
            }
            catch (Exception e)
            {
                OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Constructor failed with exception " + e.ToString());
            }
        }
Beispiel #4
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    void Start()
    {
        terrainEngine = GameObject.Find("/Environment/World").GetComponent <TerrainEngine>();
        rigidBody     = GetComponent <Rigidbody>();
        playerCamera  = transform.Find("Player Camera");

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Beispiel #5
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    public TerrainGenerator(TerrainEngine terrainEngine)
    {
        this.terrainEngine = terrainEngine;
        seed = terrainEngine.seed;

        // Simplex
        simplex1 = new OpenSimplexNoise(seed.ToLong() / 2 + 1);
        simplex2 = new OpenSimplexNoise(seed.ToLong() / 2);
        simplex3 = new OpenSimplexNoise(seed.ToLong());
        simplex4 = new OpenSimplexNoise(seed.ToLong() / 3 + 1);
        simplex5 = new OpenSimplexNoise(seed.ToLong() / 3);
    }
        public DetailColorizationLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
        {
            _coloringAlgorithm = new DetailColorizationAlgorithm();

            _gradientBorder               = new LinearGradientBrush();
            _gradientBorder.StartPoint    = new System.Windows.Point(0, 0);
            _gradientBorder.EndPoint      = new System.Windows.Point(1, 0);
            _gradientBorder.GradientStops = new GradientStopCollection();
            color0Border = new Color();
            color1Border = new Color();
            color2Border = new Color();
            color3Border = new Color();
            color4Border = new Color();

            InitProperties();
            InitGradients();
        }
Beispiel #7
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    // Call this before render/refresh
    private void ResetChunk(Chunk chunk)
    {
        // Liquids
        chunk.liquidSources.Clear();
        Transform t = chunk.transform.GetChild(0);

        if (t != null)
        {
            foreach (Transform c in t)
            {
                Destroy(c.gameObject);
            }
        }

        // Customs
        t = chunk.transform.GetChild(1);
        if (t != null)
        {
            foreach (Transform c in t)
            {
                Destroy(c.gameObject);
            }
        }
    }
 public HydraulicErosionLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
 {
     hydraulicErosion = new HydraulicErosionAlgorithm();
     InitProperties();
 }
Beispiel #9
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 public DefaultTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine)
 {
 }
Beispiel #10
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        void LoadTerrain()
        {
            terrainArgument = new TerrainEngine.TerrainArguments();
            terrainArgument.heightMap = LoadedResources.Tex2dList[level_load_list["Terrain"]];

            terrainArgument.terrainTexture1 = LoadedResources.Tex2dList[level_load_list["TerrainTexture1"]];
            terrainArgument.terrainTexture2 = LoadedResources.Tex2dList[level_load_list["TerrainTexture2"]];
            terrainArgument.terrainTexture3 = LoadedResources.Tex2dList[level_load_list["TerrainTexture3"]];
            terrainArgument.terrainTexture4 = LoadedResources.Tex2dList[level_load_list["TerrainTexture4"]];
            terrainArgument.decalTexture = LoadedResources.Tex2dList[level_load_list["DecalTexture"]];
            terrainArgument.skyTexture = LoadedResources.Tex2dList[level_load_list["SkyTexture"]];
            String key = level_load_list["SkyDome"];
            terrainArgument.skyDome = LoadedResources.ModelList[key].Model_rez;

            terrainArgument.terrainScale = myLevel.terrainScale;

            terrainEngine = new TerrainEngine(this, mouseCamera, terrainArgument);

            terrainEngine.LoadContent();

            terrainActor = new TriangleMeshActor(this, new Vector3(0,0,0), new Vector3(1, 1, 1),
                terrainEngine.vertices, terrainEngine.indices);
            terrainActor.Body.Immovable = true;

            Components.Add(terrainActor);

            TerrainFrame = terrainActor.Skin.GetLocalSkinWireframe();
            terrainActor.Body.TransformWireframe(TerrainFrame);
        }
Beispiel #11
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 public CaveTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine)
 {
 }
 public CellNoiseLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
 {
     InitProperties();
     cellNoiseAlgorithm = new CellNoiseAlgortihm();
 }
 public OpenSimplexNoiseLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
 {
     _openSimplexNoise = new OpenSimplexNoiseAlgorithm();
     InitProperties();
 }
Beispiel #14
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 public AlienTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine)
 {
 }
Beispiel #15
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 void Start()
 {
     t = GetComponent <TerrainEngine>();
 }
Beispiel #16
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 void Start()
 {
     terrainEngine = GetComponent <TerrainEngine>();
     //InvokeRepeating("Simulate", speed, speed);
     liquidMaterial = Resources.Load <Material>("Materials/Liquids");
 }
Beispiel #17
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 public HeightColorizationLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
 {
     InitProperties();
     InitColors();
 }
Beispiel #18
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 public SlopeLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine)
 {
     InitProperties();
 }