Beispiel #1
0
 public HeightMap(float[,] values, float minValue, float maxValue, HeightMapSettings settings)
 {
     this.Values   = values;
     this.MinValue = minValue;
     this.MaxValue = maxValue;
     this.Settings = settings;
 }
Beispiel #2
0
        public static HeightMap GenerateHeightMap(int size, HeightMapSettings settings, Vector2 sampleCenter)
        {
            float[,] values = Noise.GenerateNoiseMap(size, settings.NoiseSettings, sampleCenter);

            AnimationCurve heightCurve_threadSafe = new AnimationCurve(settings.HeightCurve.keys);

            float minValue = float.MaxValue;
            float maxValue = float.MinValue;

            for (int x = 0; x < size; x++)
            {
                for (int y = 0; y < size; y++)
                {
                    values[x, y] *= heightCurve_threadSafe.Evaluate(values[x, y]) * settings.HeightMultiplier;



                    if (values[x, y] > maxValue)
                    {
                        maxValue = values[x, y];
                    }
                    if (values[x, y] < minValue)
                    {
                        minValue = values[x, y];
                    }
                }
            }
            return(new HeightMap(values, minValue, maxValue, settings));
        }
Beispiel #3
0
        /// <summary>
        /// Generates a <see cref="DataMap"/> that consists of a heightmap, biomeMap and resourceMap based on a single size. Divides the resourceMap in <see cref="DataMap.ChunkParts"/> based on <see cref="MeshSettings.ChunkPartSizeRoot"/>
        /// </summary>
        /// <param name="terrainChunk">The terrain chunk that requested the DataMap.</param>
        /// <returns></returns>
        public static DataMap GenerateDataMap(MeshSettings meshSettings, HeightMapSettings heightMapSettings, BiomeMapSettings biomeMapSettings, ResourceMapSettings resourceMapSettings, TerrainChunk terrainChunk)
        {
            int size        = meshSettings.NumVertsPerLine;
            int uniformSize = size - 2;

            // Generate data maps
            HeightMap heightMap = HeightMapGenerator.GenerateHeightMap(size, heightMapSettings, terrainChunk.SampleCenter);
            BiomeMap  biomeMap  = BiomeMapGenerator.GenerateBiomeMap(uniformSize, biomeMapSettings, terrainChunk.SampleCenter);

            // Create chunk parts
            Dictionary <Vector2, TerrainChunkPart> chunkParts = CreateChunkParts(uniformSize, meshSettings, terrainChunk);

            FillChunkParts(uniformSize, ref chunkParts, meshSettings, resourceMapSettings, biomeMap, heightMap, terrainChunk);

            return(new DataMap(uniformSize, heightMap, biomeMap, chunkParts));
        }
        public TerrainChunk(Vector2 coord, HeightMapSettings heightMapSettings, BiomeMapSettings biomeMapSettings, ResourceMapSettings resourceMapSettings, MeshSettings meshSettings, LODInfo[] detailLevels, int colliderLODIndex, Transform parent, TerrainViewer viewer, Material terrainMeshMaterial)
        {
            this.Coord               = coord;
            this.HeightMapSettings   = heightMapSettings;
            this.BiomeMapSettings    = biomeMapSettings;
            this.ResourceMapSettings = resourceMapSettings;
            this.MeshSettings        = meshSettings;
            this.detailLevels        = detailLevels;
            this.colliderLODIndex    = colliderLODIndex;
            this.Viewer              = viewer;

            SampleCenter = coord * meshSettings.MeshWorldSize / meshSettings.MeshScale;
            Vector2 position = coord * meshSettings.MeshWorldSize;

            Bounds = new Bounds(position, Vector2.one * meshSettings.MeshWorldSize);

            MeshObject            = new GameObject("Terrain Chunk");
            meshRenderer          = MeshObject.AddComponent <MeshRenderer>();
            meshFilter            = MeshObject.AddComponent <MeshFilter>();
            meshCollider          = MeshObject.AddComponent <MeshCollider>();
            meshRenderer.material = terrainMeshMaterial;

            MeshObject.AddComponent <TerrainChunkInteraction>().TerrainChunk = this;

            MeshObject.transform.position = new Vector3(position.x, 0, position.y);
            MeshObject.transform.parent   = parent;
            MeshObject.layer = parent.gameObject.layer;

            SetVisible(false);

            lodMeshes = new LODMesh[detailLevels.Length];
            for (int i = 0; i < detailLevels.Length; i++)
            {
                lodMeshes[i] = new LODMesh(detailLevels[i].Lod);
                lodMeshes[i].UpdateCallback += UpdateTerrainChunk;
                if (i == colliderLODIndex)
                {
                    lodMeshes[i].UpdateCallback += UpdateCollisionMesh;
                }
            }

            MaxViewDistance = detailLevels[detailLevels.Length - 1].VisibleDistanceThreshold;
        }