public static void RecursiveFixAtmo(CelestialBody Planet, string SunName) { if (Planet.name != SunName) { //Scaledspace //Utils.FindScaled( input.celestialBody.name ).layer = 1024; //Stuff MaterialSetDirection msd = Utils.FindScaled(Planet.name).GetComponentInChildren <MaterialSetDirection>(); if (msd != null) { msd.target = GameObject.Find(SunName + "Sun").transform; } var atmo = Utils.FindScaled(Planet.name).transform.FindChild("Atmosphere"); if (atmo != null) { AtmosphereFromGround afg = atmo.GetComponent <AtmosphereFromGround>(); afg.sunLight = GameObject.Find(SunName + "Sun"); } var atmoL = Utils.FindLocal(Planet.name).transform.FindChild("Atmosphere"); if (atmoL != null) { AtmosphereFromGround afgL = atmo.GetComponent <AtmosphereFromGround>(); afgL.sunLight = GameObject.Find(SunName + "Sun"); } } foreach (CelestialBody child in Planet.orbitingBodies) { RecursiveFixAtmo(child, SunName); } }
// Parser apply event void IParserEventSubscriber.Apply(ConfigNode node) { // If we don't want an atmosphere, ignore this step if (!celestialBody.atmosphere || !addAFG) { return; } // If we don't already have an atmospheric shell generated if (scaledVersion.GetComponentsInChildren <AtmosphereFromGround> (true).Length == 0) { // Add the material light direction behavior MaterialSetDirection materialLightDirection = scaledVersion.AddComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell game object GameObject scaledAtmosphere = new GameObject("Atmosphere"); scaledAtmosphere.transform.parent = scaledVersion.transform; scaledAtmosphere.layer = Constants.GameLayers.ScaledSpaceAtmosphere; MeshRenderer renderer = scaledAtmosphere.AddComponent <MeshRenderer>(); renderer.sharedMaterial = new MaterialWrapper.AtmosphereFromGround(); MeshFilter meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Templates.ReferenceGeosphere; scaledAtmosphere.AddComponent <AtmosphereFromGround>(); // Store the AFG atmosphereFromGround = new AtmosphereFromGroundLoader(); // Setup known defaults celestialBody.atmospherePressureSeaLevel = 1.0f; } }
/// <summary> /// Creates a new AtmosphereFromGround Loader from the Injector context. /// </summary> public AtmosphereFromGroundLoader() { // Is this the parser context? if (generatedBody == null) { throw new InvalidOperationException("Must be executed in Injector context."); } // Store values Value = generatedBody.scaledVersion.GetComponentsInChildren <AtmosphereFromGround>(true) ?.FirstOrDefault(); if (Value == null) { // Add the material light direction behavior MaterialSetDirection materialLightDirection = generatedBody.scaledVersion.AddComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell game object GameObject scaledAtmosphere = new GameObject("Atmosphere"); scaledAtmosphere.transform.parent = generatedBody.scaledVersion.transform; scaledAtmosphere.layer = GameLayers.SCALED_SPACE_ATMOSPHERE; MeshRenderer renderer = scaledAtmosphere.AddComponent <MeshRenderer>(); renderer.sharedMaterial = new Components.MaterialWrapper.AtmosphereFromGround(); MeshFilter meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Templates.ReferenceGeosphere; Value = scaledAtmosphere.AddComponent <AtmosphereFromGround>(); } Value.planet = generatedBody.celestialBody; }
public AtmosphereFromGroundLoader(CelestialBody body) { // Is this a spawned body? if (body?.scaledBody == null) { throw new InvalidOperationException("The body must be already spawned by the PSystemManager."); } // Store values Value = body.afg; if (Value == null) { // Add the material light direction behavior MaterialSetDirection materialLightDirection = body.scaledBody.AddComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell game object GameObject scaledAtmosphere = new GameObject("Atmosphere"); scaledAtmosphere.transform.parent = body.scaledBody.transform; scaledAtmosphere.layer = Constants.GameLayers.ScaledSpaceAtmosphere; MeshRenderer renderer = scaledAtmosphere.AddComponent <MeshRenderer>(); renderer.sharedMaterial = new MaterialWrapper.AtmosphereFromGround(); MeshFilter meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Templates.ReferenceGeosphere; Value = scaledAtmosphere.AddComponent <AtmosphereFromGround>(); } Value.planet = body; }
// Post apply event void IParserEventSubscriber.PostApply(ConfigNode node) { // Should we remove the atmosphere if (body.celestialBody.atmosphere && removeAtmosphere.value) { // Find atmosphere from ground and destroy the game object AtmosphereFromGround atmosphere = body.scaledVersion.GetComponentsInChildren <AtmosphereFromGround>(true)[0]; atmosphere.transform.parent = null; UnityEngine.Object.Destroy(atmosphere.gameObject); // Destroy the light controller MaterialSetDirection light = body.scaledVersion.GetComponentsInChildren <MaterialSetDirection>(true)[0]; UnityEngine.Object.Destroy(light); // No more atmosphere :( body.celestialBody.atmosphere = false; } // Should we remove the ocean? if (body.celestialBody.ocean && removeOcean.value) { // Find atmosphere the ocean PQS PQS ocean = body.pqsVersion.GetComponentsInChildren <PQS>(true).Where(pqs => pqs != body.pqsVersion).First(); PQSMod_CelestialBodyTransform cbt = body.pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).First(); // Destroy the ocean PQS (this could be bad - destroying the secondary fades...) cbt.planetFade.secondaryRenderers.Remove(ocean.gameObject); cbt.secondaryFades = null; ocean.transform.parent = null; UnityEngine.Object.Destroy(ocean); // No more ocean :( body.celestialBody.ocean = false; } // Figure out what kind of body we are if (body.scaledVersion.GetComponentsInChildren(typeof(ScaledSun), true).Length > 0) { type = BodyType.Star; } else if (body.celestialBody.atmosphere) { type = BodyType.Atmospheric; } else { type = BodyType.Vacuum; } Debug.Log("[Kopernicus]: Configuration.Template: Using Template \"" + body.celestialBody.bodyName + "\""); }
public AtmosphereFromGroundLoader(CelestialBody body) { // Is this a spawned body? if (body.scaledBody == null) { throw new InvalidOperationException("The body must be already spawned by the PSystemManager."); } // Store values Value = body.afg; if (Value == null) { // Add the material light direction behavior MaterialSetDirection materialLightDirection = body.scaledBody.AddOrGetComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell game object GameObject scaledAtmosphere = new GameObject("Atmosphere"); scaledAtmosphere.transform.parent = body.scaledBody.transform; scaledAtmosphere.layer = GameLayers.SCALED_SPACE_ATMOSPHERE; MeshRenderer renderer = scaledAtmosphere.AddComponent <MeshRenderer>(); renderer.sharedMaterial = new Components.MaterialWrapper.AtmosphereFromGround(); renderer.sharedMaterial.renderQueue = 3020; MeshFilter meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Templates.ReferenceGeosphere; Value = body.afg = scaledAtmosphere.AddComponent <AtmosphereFromGround>(); Value.planet = body; Value.sunLight = Sun.Instance.gameObject; Value.mainCamera = ScaledCamera.Instance.transform; AtmosphereInfo.StoreAfg(Value); AtmosphereInfo.PatchAfg(Value); // Set defaults SetDefaultValues(); } Value.planet = body; }
// Post apply event void IParserEventSubscriber.PostApply(ConfigNode node) { // Should we remove the atmosphere if (body.celestialBody.atmosphere && removeAtmosphere.Value) { // Find atmosphere from ground and destroy the game object AtmosphereFromGround atmosphere = body.scaledVersion.GetComponentsInChildren <AtmosphereFromGround>(true)[0]; atmosphere.transform.parent = null; UnityEngine.Object.Destroy(atmosphere.gameObject); // Destroy the light controller MaterialSetDirection light = body.scaledVersion.GetComponentsInChildren <MaterialSetDirection>(true)[0]; UnityEngine.Object.Destroy(light); // No more atmosphere :( body.celestialBody.atmosphere = false; } // If we have a PQS if (body.pqsVersion != null) { Logger.Active.Log("[Kopernicus]: Configuration.Template: Using Template \"" + body.celestialBody.bodyName + "\""); // Should we remove the ocean? if (body.celestialBody.ocean && removeOcean.Value) { // Find atmosphere the ocean PQS PQS ocean = body.pqsVersion.GetComponentsInChildren <PQS>(true).Where(pqs => pqs != body.pqsVersion).First(); PQSMod_CelestialBodyTransform cbt = body.pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).First(); // Destroy the ocean PQS (this could be bad - destroying the secondary fades...) cbt.planetFade.secondaryRenderers.Remove(ocean.gameObject); cbt.secondaryFades = null; ocean.transform.parent = null; UnityEngine.Object.Destroy(ocean); // No more ocean :( body.celestialBody.ocean = false; body.pqsVersion.mapOcean = false; } // Selectively remove PQS Mods if (removePQSMods != null && removePQSMods.Value.LongCount() > 0) { // We need a List with Types to remove List <Type> mods = new List <Type>(); Dictionary <String, Type> modsPerName = new Dictionary <String, Type>(); foreach (String mod in removePQSMods.Value) { // If the definition has a name specified, grab that String mType = mod; String name = ""; if (mType.EndsWith("]")) { String[] split = mType.Split('['); mType = split[0]; name = split[1].Remove(split[1].Length - 1); } // Get the mods matching the String String modName = mType; if (!mod.Contains("PQS")) { modName = "PQSMod_" + mod; } if (name == "") { //mods.Add(Type.GetType(modName + ", Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")); Type t = Parser.ModTypes.Find(m => m.Name == modName); if (t != null) { mods.Add(t); } } else { //modsPerName.Add(name, Type.GetType(modName + ", Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")); Type t = Parser.ModTypes.Find(m => m.Name == modName); if (t != null) { modsPerName.Add(name, t); } } } Utility.RemoveModsOfType(mods, body.pqsVersion); foreach (KeyValuePair <String, Type> kvP in modsPerName) { Int32 index = 0; String name = kvP.Key; if (name.Contains(';')) { String[] split = name.Split(';'); name = split[0]; Int32.TryParse(split[1], out index); } PQSMod[] allMods = body.pqsVersion.GetComponentsInChildren(kvP.Value, true).Select(m => m as PQSMod).Where(m => m.name == name).ToArray(); if (allMods.Length > 0) { if (allMods[index] is PQSCity) { PQSCity city = allMods[index] as PQSCity; if (city.lod != null) { foreach (PQSCity.LODRange range in city.lod) { if (range.objects != null) { foreach (GameObject o in range.objects) { UnityEngine.Object.DestroyImmediate(o); } } if (range.renderers != null) { foreach (GameObject o in range.renderers) { UnityEngine.Object.DestroyImmediate(o); } } } } } if (allMods[index] is PQSCity2) { PQSCity2 city = allMods[index] as PQSCity2; if (city.objects != null) { foreach (PQSCity2.LodObject range in city.objects) { if (range.objects != null) { foreach (GameObject o in range.objects) { UnityEngine.Object.DestroyImmediate(o); } } } } } // If no mod is left, delete the game object too GameObject gameObject = allMods[index].gameObject; UnityEngine.Object.DestroyImmediate(allMods[index]); PQSMod[] allRemainingMods = gameObject.GetComponentsInChildren <PQSMod>(true); if (allRemainingMods.Length == 0) { UnityEngine.Object.DestroyImmediate(gameObject); } } } } if (removeAllMods != null && removeAllMods.Value) { // Remove all mods Utility.RemoveModsOfType(null, body.pqsVersion); } } // Should we remove the progress tree if (removeProgressTree.Value) { body.celestialBody.progressTree = null; } // Figure out what kind of body we are if (body.scaledVersion.GetComponentsInChildren <SunShaderController>(true).Length > 0) { type = BodyType.Star; } else if (body.celestialBody.atmosphere) { type = BodyType.Atmospheric; } else { type = BodyType.Vacuum; } // remove coronas if (type == BodyType.Star && removeCoronas) { foreach (SunCoronas corona in body.scaledVersion.GetComponentsInChildren <SunCoronas>(true)) { corona.GetComponent <Renderer>().enabled = false; // RnD hard refs Coronas, so we need to disable them } } // Event Events.OnTemplateLoaderPostApply.Fire(this, node); }
/// <summary> /// Disables an existing atmosphere, or adds a new one if there is none /// </summary> private void ToggleAtmosphere(CelestialBody body) { // Disable an existing atmosphere if (body.atmosphere) { // Disable the Atmosphere from Ground AtmosphereFromGround[] afgs = body.GetComponentsInChildren <AtmosphereFromGround>(); foreach (AtmosphereFromGround afg in afgs) { afg.gameObject.SetActive(false); } // Disable the Light controller MaterialSetDirection[] msds = body.GetComponentsInChildren <MaterialSetDirection>(); foreach (MaterialSetDirection msd in msds) { msd.gameObject.SetActive(false); } // No Atmosphere :( body.atmosphere = false; // Get the material Renderer renderer = body.scaledBody.GetComponent <Renderer>(); Material material = renderer.sharedMaterial; Texture2D diffuseMap = (Texture2D)material.GetTexture("_MainTex"); Texture2D bumpMap = (Texture2D)material.GetTexture("_BumpMap"); // Create a new scaled material Material newMaterial = new Material(Shader.Find("Terrain/Scaled Planet (Simple)")); newMaterial.SetTexture("_MainTex", diffuseMap); newMaterial.SetTexture("_BumpMap", bumpMap); newMaterial.SetFloat("_Shininess", material.GetFloat("_Shininess")); // TODO: Investigate newMaterial.SetColor("_SpecColor", material.GetColor("_SpecColor")); // TODO: Investigate // Apply the material renderer.sharedMaterial = newMaterial; // Backup the old material GameObject backupGameObject = new GameObject("Backup"); backupGameObject.SetActive(false); backupGameObject.AddComponent <MeshRenderer>().material = material; backupGameObject.transform.parent = body.scaledBody.transform; // Update state toRestore.Add(body); } else { // Add a new atmosphere, this could get funny // We will just copy Laythe for the most parts body.atmosphere = true; body.atmosphereContainsOxygen = GetRandom(HighLogic.CurrentGame.Seed, 0, 99) < 10; // Oxygen is rare body.atmosphereDepth = (body.pqsController.radiusMax / 10) * GetRandomDouble(HighLogic.CurrentGame.Seed, 0.8, 1.2); body.atmosphereAdiabaticIndex = 1.39999997615814 * GetRandomDouble(HighLogic.CurrentGame.Seed, 0.8, 1.2); body.atmosphereGasMassLapseRate = 4.84741125702493 * GetRandomDouble(HighLogic.CurrentGame.Seed, 0.8, 1.2); body.atmosphereMolarMass = 0.0289644002914429 * GetRandomDouble(HighLogic.CurrentGame.Seed, 0.8, 1.2); Double multiplier = GetRandomDouble(HighLogic.CurrentGame.Seed, 0, 1); body.atmospherePressureSeaLevel = (595 * multiplier) + 5; body.atmosphereTemperatureSeaLevel = (270 * multiplier) + 240; body.atmDensityASL = (6.9 * multiplier) + 0.1; body.atmosphereTemperatureLapseRate = GetRandomDouble(HighLogic.CurrentGame.Seed, 0.004, 0.005); body.atmospherePressureCurveIsNormalized = true; body.atmosphereTemperatureCurveIsNormalized = true; body.atmosphereUsePressureCurve = true; body.atmosphereUseTemperatureCurve = true; // Select a curve template KeyValuePair <FloatCurve, FloatCurve> template = GetRandomElement(HighLogic.CurrentGame.Seed, CurveTemplates.Atmospheres); body.atmospherePressureCurve = template.Key; body.atmosphereTemperatureCurve = template.Value; // Now add the visuals GameObject scaledVersion = body.scaledBody; // Add the material light direction behavior MaterialSetDirection materialLightDirection = scaledVersion.AddComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell game object GameObject scaledAtmosphere = new GameObject("Atmosphere"); scaledAtmosphere.transform.parent = scaledVersion.transform; scaledAtmosphere.transform.position = scaledVersion.transform.position; scaledAtmosphere.transform.localPosition = Vector3.zero; scaledAtmosphere.layer = 9; MeshRenderer mrenderer = scaledAtmosphere.AddComponent <MeshRenderer>(); mrenderer.sharedMaterial = new Material(Shader.Find("AtmosphereFromGround")); MeshFilter meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Templates.ReferenceGeosphere; AtmosphereFromGround atmosphereFromGround = scaledAtmosphere.AddComponent <AtmosphereFromGround>(); // Get the average color of the current texture Renderer renderer = body.scaledBody.GetComponent <Renderer>(); Material material = renderer.sharedMaterial; Texture2D diffuseMap = Utility.CreateReadable((Texture2D)material.GetTexture("_MainTex")); Texture2D bumpMap = (Texture2D)material.GetTexture("_BumpMap"); Color average = Utility.GetAverageColor(diffuseMap); Color altered = AlterColor(average); Color darkAltered = Utility.Dark(altered); body.afg = atmosphereFromGround; atmosphereFromGround.planet = body; atmosphereFromGround.sunLight = Planetarium.fetch.Sun.gameObject; atmosphereFromGround.mainCamera = PlanetariumCamera.fetch.transform; atmosphereFromGround.waveLength = new Color(1 - darkAltered.r, 1 - darkAltered.g, 1 - darkAltered.b, 0.5f); // Ambient Light body.atmosphericAmbientColor = altered; // Scaled Material Material newMaterial = new Material(Shader.Find("Terrain/Scaled Planet (RimAerial)")); newMaterial.SetTexture("_MainTex", diffuseMap); newMaterial.SetTexture("_BumpMap", bumpMap); newMaterial.SetFloat("_Shininess", material.GetFloat("_Shininess")); // TODO: Investigate newMaterial.SetColor("_SpecColor", material.GetColor("_SpecColor")); // TODO: Investigate newMaterial.SetFloat("_rimPower", (Single)GetRandomDouble(HighLogic.CurrentGame.Seed, 3.8, 5)); newMaterial.SetFloat("_rimBlend", 1f); // Generate the atmosphere rim texture Gradient gradient = new Gradient(); gradient.Add(0f, altered); gradient.Add(0.2f, new Color(0.0549f, 0.0784f, 0.141f, 1f)); gradient.Add(1f, new Color(0.0196f, 0.0196f, 0.0196f, 1f)); // Generate the ramp from a gradient Texture2D ramp = new Texture2D(512, 1); Color[] colors = ramp.GetPixels(0); for (Int32 i = 0; i < colors.Length; i++) { // Compute the position in the gradient Single k = (Single)i / colors.Length; colors[i] = gradient.ColorAt(k); } ramp.SetPixels(colors, 0); ramp.Apply(true, false); ramp.wrapMode = TextureWrapMode.Clamp; ramp.mipMapBias = 0.0f; // Set the color ramp newMaterial.SetTexture("_rimColorRamp", ramp); // Apply the material renderer.sharedMaterial = newMaterial; // Backup the old material GameObject backupGameObject = new GameObject("Backup"); backupGameObject.SetActive(false); backupGameObject.AddComponent <MeshRenderer>().material = material; backupGameObject.transform.parent = scaledVersion.transform; // Update state toDelete.Add(body); } }
// Post apply event void IParserEventSubscriber.PostApply(ConfigNode node) { // Should we remove the atmosphere if (Body.celestialBody.atmosphere && RemoveAtmosphere.Value) { // Find atmosphere from ground and destroy the game object AtmosphereFromGround atmosphere = Body.scaledVersion.GetComponentsInChildren <AtmosphereFromGround>(true)[0]; atmosphere.transform.parent = null; Object.Destroy(atmosphere.gameObject); // Destroy the light controller MaterialSetDirection light = Body.scaledVersion.GetComponentsInChildren <MaterialSetDirection>(true)[0]; Object.Destroy(light); // No more atmosphere :( Body.celestialBody.atmosphere = false; } Logger.Active.Log("Using Template \"" + Body.celestialBody.bodyName + "\""); // If we have a PQS if (Body.pqsVersion != null) { #if (!KSP_VERSION_1_8) // We only support one surface material per body, so use the one with the highest quality available if (GameSettings.TERRAIN_SHADER_QUALITY == 3) { Material surfaceMaterial = Body.pqsVersion.ultraQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.highQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.mediumQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.surfaceMaterial; } Body.pqsVersion.ultraQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.highQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.mediumQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.lowQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.surfaceMaterial = surfaceMaterial; } #endif if (GameSettings.TERRAIN_SHADER_QUALITY == 2) { Material surfaceMaterial = Body.pqsVersion.highQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.mediumQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.surfaceMaterial; } #if (!KSP_VERSION_1_8) Body.pqsVersion.ultraQualitySurfaceMaterial = surfaceMaterial; #endif Body.pqsVersion.highQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.mediumQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.lowQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.surfaceMaterial = surfaceMaterial; } else if (GameSettings.TERRAIN_SHADER_QUALITY == 1) { Material surfaceMaterial = Body.pqsVersion.mediumQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.surfaceMaterial; } #if (!KSP_VERSION_1_8) Body.pqsVersion.ultraQualitySurfaceMaterial = surfaceMaterial; #endif Body.pqsVersion.highQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.mediumQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.lowQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.surfaceMaterial = surfaceMaterial; } else if (GameSettings.TERRAIN_SHADER_QUALITY == 0) { Material surfaceMaterial = Body.pqsVersion.lowQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = Body.pqsVersion.surfaceMaterial; } #if (!KSP_VERSION_1_8) Body.pqsVersion.ultraQualitySurfaceMaterial = surfaceMaterial; #endif Body.pqsVersion.highQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.mediumQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.lowQualitySurfaceMaterial = surfaceMaterial; Body.pqsVersion.surfaceMaterial = surfaceMaterial; } // Should we remove the ocean? if (Body.celestialBody.ocean) { // Find atmosphere the ocean PQS PQS ocean = Body.pqsVersion.GetComponentsInChildren <PQS>(true) .First(pqs => pqs != Body.pqsVersion); PQSMod_CelestialBodyTransform cbt = Body.pqsVersion .GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).First(); #if (!KSP_VERSION_1_8) if (GameSettings.TERRAIN_SHADER_QUALITY == 3) { Material surfaceMaterial = ocean.ultraQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = ocean.highQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.mediumQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.surfaceMaterial; } ocean.ultraQualitySurfaceMaterial = surfaceMaterial; ocean.highQualitySurfaceMaterial = surfaceMaterial; ocean.mediumQualitySurfaceMaterial = surfaceMaterial; ocean.lowQualitySurfaceMaterial = surfaceMaterial; ocean.surfaceMaterial = surfaceMaterial; } #endif if (GameSettings.TERRAIN_SHADER_QUALITY == 2) { Material surfaceMaterial = ocean.highQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = ocean.mediumQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.surfaceMaterial; } #if (!KSP_VERSION_1_8) ocean.ultraQualitySurfaceMaterial = surfaceMaterial; #endif ocean.highQualitySurfaceMaterial = surfaceMaterial; ocean.mediumQualitySurfaceMaterial = surfaceMaterial; ocean.lowQualitySurfaceMaterial = surfaceMaterial; ocean.surfaceMaterial = surfaceMaterial; } else if (GameSettings.TERRAIN_SHADER_QUALITY == 1) { Material surfaceMaterial = ocean.mediumQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = ocean.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.surfaceMaterial; } #if (!KSP_VERSION_1_8) ocean.ultraQualitySurfaceMaterial = surfaceMaterial; #endif ocean.highQualitySurfaceMaterial = surfaceMaterial; ocean.mediumQualitySurfaceMaterial = surfaceMaterial; ocean.lowQualitySurfaceMaterial = surfaceMaterial; ocean.surfaceMaterial = surfaceMaterial; } else if (GameSettings.TERRAIN_SHADER_QUALITY == 0) { Material surfaceMaterial = ocean.lowQualitySurfaceMaterial; if (!surfaceMaterial) { surfaceMaterial = ocean.lowQualitySurfaceMaterial; } if (!surfaceMaterial) { surfaceMaterial = ocean.surfaceMaterial; } #if (!KSP_VERSION_1_8) ocean.ultraQualitySurfaceMaterial = surfaceMaterial; #endif ocean.highQualitySurfaceMaterial = surfaceMaterial; ocean.mediumQualitySurfaceMaterial = surfaceMaterial; ocean.lowQualitySurfaceMaterial = surfaceMaterial; ocean.surfaceMaterial = surfaceMaterial; } if (RemoveOcean.Value) { // Destroy the ocean PQS (this could be bad - destroying the secondary fades...) cbt.planetFade.secondaryRenderers.Remove(ocean.gameObject); cbt.secondaryFades = null; ocean.transform.parent = null; Object.Destroy(ocean); // No more ocean :( Body.celestialBody.ocean = false; Body.pqsVersion.mapOcean = false; } } // Selectively remove PQS Mods if (RemovePqsMods != null && RemovePqsMods.Value.LongCount() > 0) { // We need a List with Types to remove List <Type> mods = new List <Type>(); Dictionary <String, Type> modsPerName = new Dictionary <String, Type>(); foreach (String mod in RemovePqsMods.Value) { // If the definition has a name specified, grab that String mType = mod; String mName = ""; if (mType.EndsWith("]")) { String[] split = mType.Split('['); mType = split[0]; mName = split[1].Remove(split[1].Length - 1); } // Get the mods matching the String String modName = mType; if (!mod.Contains("PQS")) { modName = "PQSMod_" + mod; } if (mName == "") { //mods.Add(Type.GetType(modName + ", Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")); Type t = Parser.ModTypes.Find(m => m.Name == modName); if (t != null) { mods.Add(t); } } else { //modsPerName.Add(name, Type.GetType(modName + ", Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")); Type t = Parser.ModTypes.Find(m => m.Name == modName); if (t != null) { modsPerName.Add(mName, t); } } } Utility.RemoveModsOfType(mods, Body.pqsVersion); foreach (KeyValuePair <String, Type> kvP in modsPerName) { Int32 index = 0; String modName = kvP.Key; if (modName.Contains(';')) { String[] split = modName.Split(';'); modName = split[0]; Int32.TryParse(split[1], out index); } PQSMod[] allMods = Body.pqsVersion.GetComponentsInChildren(kvP.Value, true) .OfType <PQSMod>().Where(m => m.name == modName).ToArray(); if (allMods.Length <= 0) { continue; } if (allMods[index] is PQSCity) { PQSCity city = (PQSCity)allMods[index]; if (city.lod != null) { foreach (PQSCity.LODRange range in city.lod) { if (range.objects != null) { foreach (GameObject o in range.objects) { Object.DestroyImmediate(o); } } if (range.renderers == null) { continue; } { foreach (GameObject o in range.renderers) { Object.DestroyImmediate(o); } } } } } if (allMods[index] is PQSCity2) { PQSCity2 city = (PQSCity2)allMods[index]; if (city.objects != null) { foreach (PQSCity2.LodObject range in city.objects) { if (range.objects == null) { continue; } foreach (GameObject o in range.objects) { Object.DestroyImmediate(o); } } } } // If no mod is left, delete the game object too GameObject gameObject = allMods[index].gameObject; Object.DestroyImmediate(allMods[index]); PQSMod[] allRemainingMods = gameObject.GetComponentsInChildren <PQSMod>(true); if (allRemainingMods.Length == 0) { Object.DestroyImmediate(gameObject); } } } if (RemoveAllMods != null && RemoveAllMods.Value) { // Remove all mods Utility.RemoveModsOfType(null, Body.pqsVersion); } } // Should we remove the progress tree if (RemoveProgressTree.Value) { Body.celestialBody.progressTree = null; } // Figure out what kind of body we are Boolean isStar = Body.scaledVersion.GetComponentsInChildren <SunShaderController>(true).Length > 0; // remove coronas if (isStar && RemoveCoronas) { foreach (SunCoronas corona in Body.scaledVersion.GetComponentsInChildren <SunCoronas>(true)) { // RnD hard refs Coronas, so we need to disable them corona.GetComponent <Renderer>().enabled = false; } } // Event Events.OnTemplateLoaderPostApply.Fire(this, node); }
public static PSystemBody GenerateSystemBody(PSystem system, PSystemBody parent, String name, Orbit orbit = null) { PSystemBody Jool = Utility.FindBody(system.rootBody, "Jool"); // Need the geosphere for scaled version PSystemBody Laythe = Utility.FindBody(system.rootBody, "Laythe"); // Need pqs and ocean definitions //Utility.DumpObject (Laythe.celestialBody, " Laythe Celestial Body "); //Utility.DumpObject (Laythe.pqsVersion, " Laythe PQS "); //Transform laytheOcean = Utility.FindInChildren (Laythe.pqsVersion.transform, "LaytheOcean"); //Utility.DumpObject (laytheOcean.GetComponent<PQS> (), " Laythe Ocean PQS "); // AddBody makes the GameObject and stuff. It also attaches it to the system and parent. PSystemBody body = system.AddBody(parent); // set up the various parameters body.name = name; body.flightGlobalsIndex = 100; // Some parameters of the celestialBody, which represents the actual planet... // PSystemBody is more of a container that associates the planet with its orbit // and position in the planetary system, etc. body.celestialBody.bodyName = name; body.celestialBody.bodyDescription = "Merciful Kod, this thing just APPEARED! And unlike last time, it wasn't bird droppings on the telescope."; body.celestialBody.Radius = 320000; //body.celestialBody.Radius = 3380100; body.celestialBody.GeeASL = 0.3; //body.celestialBody.Mass = 6.4185E+23; body.celestialBody.Mass = 4.5154812E+21; body.celestialBody.timeWarpAltitudeLimits = (float[])Laythe.celestialBody.timeWarpAltitudeLimits.Clone(); body.celestialBody.rotationPeriod = 88642.6848; body.celestialBody.rotates = true; body.celestialBody.BiomeMap = GenerateCBAttributeMapSO(name); //Dres.celestialBody.BiomeMap;// body.celestialBody.scienceValues = Laythe.celestialBody.scienceValues; body.celestialBody.ocean = false; // Presumably true of Kerbin. I do not know what the consequences are of messing with this exactly. // I think this just affects where the Planetarium/Tracking station starts. body.celestialBody.isHomeWorld = false; // Setup the orbit of "Kopernicus." The "Orbit" class actually is built to support serialization straight // from Squad, so storing these to files (and loading them) will be pretty easy. body.orbitRenderer.orbitColor = Color.magenta; body.orbitDriver.celestialBody = body.celestialBody; body.orbitDriver.updateMode = OrbitDriver.UpdateMode.UPDATE; if (orbit == null) { body.orbitDriver.orbit = new Orbit(0.0, 0.0, 47500000000, 0, 0, 0, 0, system.rootBody.celestialBody); } else { body.orbitDriver.orbit = orbit; } #region PSystemBody.pqsVersion generation // Create the PQS controller game object for Kopernicus GameObject controllerRoot = new GameObject(name); controllerRoot.layer = Constants.GameLayers.LocalSpace; controllerRoot.transform.parent = Utility.Deactivator; // Create the PQS object and pull all the values from Dres (has some future proofing i guess? adapts to PQS changes) body.pqsVersion = controllerRoot.AddComponent <PQS>(); Utility.CopyObjectFields(Laythe.pqsVersion, body.pqsVersion); //body.pqsVersion.surfaceMaterial = new PQSProjectionSurfaceQuad(); //body.pqsVersion.fallbackMaterial = new PQSProjectionFallback(); body.pqsVersion.surfaceMaterial = new PQSProjectionAerialQuadRelative(Laythe.pqsVersion.surfaceMaterial); // use until we determine all the functions of the shader textures body.pqsVersion.fallbackMaterial = new PQSProjectionFallback(Laythe.pqsVersion.fallbackMaterial); body.pqsVersion.radius = body.celestialBody.Radius; body.pqsVersion.mapOcean = false; // Debug Utility.DumpObjectProperties(body.pqsVersion.surfaceMaterial, " Surface Material "); Utility.DumpObjectProperties(body.pqsVersion.fallbackMaterial, " Fallback Material "); // Detail defaults body.pqsVersion.maxQuadLenghtsPerFrame = 0.03f; body.pqsVersion.minLevel = 1; body.pqsVersion.maxLevel = 10; body.pqsVersion.minDetailDistance = 8; // Create the celestial body transform GameObject mod = new GameObject("_CelestialBody"); mod.transform.parent = controllerRoot.transform; PQSMod_CelestialBodyTransform celestialBodyTransform = mod.AddComponent <PQSMod_CelestialBodyTransform>(); celestialBodyTransform.sphere = body.pqsVersion; celestialBodyTransform.forceActivate = false; celestialBodyTransform.deactivateAltitude = 115000; celestialBodyTransform.forceRebuildOnTargetChange = false; celestialBodyTransform.planetFade = new PQSMod_CelestialBodyTransform.AltitudeFade(); celestialBodyTransform.planetFade.fadeFloatName = "_PlanetOpacity"; celestialBodyTransform.planetFade.fadeStart = 100000.0f; celestialBodyTransform.planetFade.fadeEnd = 110000.0f; celestialBodyTransform.planetFade.valueStart = 0.0f; celestialBodyTransform.planetFade.valueEnd = 1.0f; celestialBodyTransform.planetFade.secondaryRenderers = new List <GameObject>(); celestialBodyTransform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0]; celestialBodyTransform.requirements = PQS.ModiferRequirements.Default; celestialBodyTransform.modEnabled = true; celestialBodyTransform.order = 10; // Create the color PQS mods mod = new GameObject("_Color"); mod.transform.parent = controllerRoot.transform; PQSMod_VertexSimplexNoiseColor vertexSimplexNoiseColor = mod.AddComponent <PQSMod_VertexSimplexNoiseColor>(); vertexSimplexNoiseColor.sphere = body.pqsVersion; vertexSimplexNoiseColor.seed = 45; vertexSimplexNoiseColor.blend = 1.0f; vertexSimplexNoiseColor.colorStart = new Color(0.768656731f, 0.6996614f, 0.653089464f, 1); vertexSimplexNoiseColor.colorEnd = new Color(0.0f, 0.0f, 0.0f, 1.0f); vertexSimplexNoiseColor.octaves = 12.0; vertexSimplexNoiseColor.persistence = 0.5; vertexSimplexNoiseColor.frequency = 2.0; vertexSimplexNoiseColor.requirements = PQS.ModiferRequirements.MeshColorChannel; vertexSimplexNoiseColor.modEnabled = true; vertexSimplexNoiseColor.order = 200; PQSMod_HeightColorMap heightColorMap = mod.AddComponent <PQSMod_HeightColorMap>(); heightColorMap.sphere = body.pqsVersion; List <PQSMod_HeightColorMap.LandClass> landClasses = new List <PQSMod_HeightColorMap.LandClass>(); PQSMod_HeightColorMap.LandClass landClass = new PQSMod_HeightColorMap.LandClass("AbyPl", 0.0, 0.5, new Color(0.0f, 0.0f, 0.0f, 1.0f), Color.white, double.NaN); landClass.lerpToNext = true; landClasses.Add(landClass); landClass = new PQSMod_HeightColorMap.LandClass("Beach", 0.5, 0.550000011920929, new Color(0.164179087f, 0.164179087f, 0.164179087f, 1.0f), Color.white, double.NaN); landClass.lerpToNext = true; landClasses.Add(landClass); landClass = new PQSMod_HeightColorMap.LandClass("Beach", 0.550000011920929, 1.0, new Color(0.373134315f, 0.373134315f, 0.373134315f, 1.0f), Color.white, double.NaN); landClass.lerpToNext = false; landClasses.Add(landClass); // Generate an array from the land classes list heightColorMap.landClasses = landClasses.ToArray(); heightColorMap.blend = 0.7f; heightColorMap.lcCount = 3; heightColorMap.requirements = PQS.ModiferRequirements.MeshColorChannel; heightColorMap.modEnabled = true; heightColorMap.order = 201; // Create the alititude alpha mods mod = new GameObject("_Material_ModProjection"); mod.transform.parent = controllerRoot.transform; PQSMod_AltitudeAlpha altitudeAlpha = mod.AddComponent <PQSMod_AltitudeAlpha>(); altitudeAlpha.sphere = body.pqsVersion; altitudeAlpha.atmosphereDepth = 4000.0; altitudeAlpha.invert = false; altitudeAlpha.requirements = PQS.ModiferRequirements.Default; altitudeAlpha.modEnabled = false; altitudeAlpha.order = 999999999; // Create the aerial perspective material mod = new GameObject("_Material_AerialPerspective"); mod.transform.parent = controllerRoot.transform; PQSMod_AerialPerspectiveMaterial aerialPerspectiveMaterial = mod.AddComponent <PQSMod_AerialPerspectiveMaterial>(); aerialPerspectiveMaterial.sphere = body.pqsVersion; aerialPerspectiveMaterial.globalDensity = -0.00001f; aerialPerspectiveMaterial.heightFalloff = 6.75f; aerialPerspectiveMaterial.atmosphereDepth = 150000; aerialPerspectiveMaterial.DEBUG_SetEveryFrame = true; aerialPerspectiveMaterial.cameraAlt = 0; aerialPerspectiveMaterial.cameraAtmosAlt = 0; aerialPerspectiveMaterial.heightDensAtViewer = 0; aerialPerspectiveMaterial.requirements = PQS.ModiferRequirements.Default; aerialPerspectiveMaterial.modEnabled = true; aerialPerspectiveMaterial.order = 100; // Create the UV planet relative position mod = new GameObject("_Material_SurfaceQuads"); mod.transform.parent = controllerRoot.transform; PQSMod_UVPlanetRelativePosition planetRelativePosition = mod.AddComponent <PQSMod_UVPlanetRelativePosition>(); planetRelativePosition.sphere = body.pqsVersion; planetRelativePosition.requirements = PQS.ModiferRequirements.Default; planetRelativePosition.modEnabled = true; planetRelativePosition.order = 999999; // Create the height noise module mod = new GameObject("_HeightNoise"); mod.transform.parent = controllerRoot.transform; PQSMod_VertexHeightMap vertexHeightMap = mod.gameObject.AddComponent <PQSMod_VertexHeightMap>(); vertexHeightMap.sphere = body.pqsVersion; //vertexHeightMap.heightMapDeformity = 29457.0; vertexHeightMap.heightMapDeformity = 10000.0; vertexHeightMap.heightMapOffset = -1000.0; vertexHeightMap.scaleDeformityByRadius = false; vertexHeightMap.requirements = PQS.ModiferRequirements.MeshCustomNormals | PQS.ModiferRequirements.VertexMapCoords; vertexHeightMap.modEnabled = true; vertexHeightMap.order = 20; // Load the heightmap for this planet Texture2D map = new Texture2D(4, 4, TextureFormat.Alpha8, false); map.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/Height.png")); vertexHeightMap.heightMap = ScriptableObject.CreateInstance <MapSO>(); vertexHeightMap.heightMap.CreateMap(MapSO.MapDepth.Greyscale, map); UnityEngine.Object.DestroyImmediate(map); // Create the simplex height module PQSMod_VertexSimplexHeight vertexSimplexHeight = mod.AddComponent <PQSMod_VertexSimplexHeight>(); vertexSimplexHeight.sphere = body.pqsVersion; vertexSimplexHeight.seed = 670000; vertexSimplexHeight.deformity = 1700.0; vertexSimplexHeight.octaves = 12.0; vertexSimplexHeight.persistence = 0.5; vertexSimplexHeight.frequency = 4.0; vertexSimplexHeight.requirements = PQS.ModiferRequirements.MeshCustomNormals; vertexSimplexHeight.modEnabled = true; vertexSimplexHeight.order = 21; // SERIOUSLY RECOMMENDED FOR NO OCEAN WORLDS // Create the flatten ocean module PQSMod_FlattenOcean flattenOcean = mod.AddComponent <PQSMod_FlattenOcean>(); flattenOcean.sphere = body.pqsVersion; flattenOcean.oceanRadius = 1.0; flattenOcean.requirements = PQS.ModiferRequirements.MeshCustomNormals; flattenOcean.modEnabled = true; flattenOcean.order = 25; // Creat the vertex height noise module PQSMod_VertexHeightNoise vertexHeightNoise = mod.AddComponent <PQSMod_VertexHeightNoise>(); vertexHeightNoise.sphere = body.pqsVersion; vertexHeightNoise.noiseType = PQSMod_VertexHeightNoise.NoiseType.RiggedMultifractal; vertexHeightNoise.deformity = 1000.0f; vertexHeightNoise.seed = 5906; vertexHeightNoise.frequency = 2.0f; vertexHeightNoise.lacunarity = 2.5f; vertexHeightNoise.persistance = 0.5f; vertexHeightNoise.octaves = 4; vertexHeightNoise.mode = LibNoise.Unity.QualityMode.Low; vertexHeightNoise.requirements = PQS.ModiferRequirements.MeshColorChannel; vertexHeightNoise.modEnabled = true; vertexHeightNoise.order = 22; // Create the material direction mod = new GameObject("_Material_SunLight"); mod.transform.parent = controllerRoot.gameObject.transform; PQSMod_MaterialSetDirection materialSetDirection = mod.AddComponent <PQSMod_MaterialSetDirection>(); materialSetDirection.sphere = body.pqsVersion; materialSetDirection.valueName = "_sunLightDirection"; materialSetDirection.requirements = PQS.ModiferRequirements.Default; materialSetDirection.modEnabled = true; materialSetDirection.order = 100; // Crete the quad mesh colliders mod = new GameObject("QuadMeshColliders"); mod.transform.parent = controllerRoot.gameObject.transform; PQSMod_QuadMeshColliders quadMeshColliders = mod.AddComponent <PQSMod_QuadMeshColliders>(); quadMeshColliders.sphere = body.pqsVersion; quadMeshColliders.maxLevelOffset = 0; quadMeshColliders.physicsMaterial = new PhysicMaterial(); quadMeshColliders.physicsMaterial.name = "Ground"; quadMeshColliders.physicsMaterial.dynamicFriction = 0.6f; quadMeshColliders.physicsMaterial.staticFriction = 0.8f; quadMeshColliders.physicsMaterial.bounciness = 0.0f; quadMeshColliders.physicsMaterial.frictionDirection2 = Vector3.zero; quadMeshColliders.physicsMaterial.dynamicFriction2 = 0.0f; quadMeshColliders.physicsMaterial.staticFriction2 = 0.0f; quadMeshColliders.physicsMaterial.frictionCombine = PhysicMaterialCombine.Maximum; quadMeshColliders.physicsMaterial.bounceCombine = PhysicMaterialCombine.Average; quadMeshColliders.requirements = PQS.ModiferRequirements.Default; quadMeshColliders.modEnabled = true; quadMeshColliders.order = 100; // Create the simplex height absolute mod = new GameObject("_FineDetail"); mod.transform.parent = controllerRoot.gameObject.transform; PQSMod_VertexSimplexHeightAbsolute vertexSimplexHeightAbsolute = mod.AddComponent <PQSMod_VertexSimplexHeightAbsolute>(); vertexSimplexHeightAbsolute.sphere = body.pqsVersion; vertexSimplexHeightAbsolute.seed = 4234; vertexSimplexHeightAbsolute.deformity = 400.0; vertexSimplexHeightAbsolute.octaves = 6.0; vertexSimplexHeightAbsolute.persistence = 0.5; vertexSimplexHeightAbsolute.frequency = 18.0; vertexSimplexHeightAbsolute.requirements = PQS.ModiferRequirements.Default; vertexSimplexHeightAbsolute.modEnabled = true; vertexSimplexHeightAbsolute.order = 30; // Surface color map mod = new GameObject("_LandClass"); mod.transform.parent = body.pqsVersion.gameObject.transform; PQSMod_VertexColorMap colorMap = mod.AddComponent <PQSMod_VertexColorMap>(); colorMap.sphere = body.pqsVersion; colorMap.order = 500; colorMap.modEnabled = true; // Decompress and load the color map = new Texture2D(4, 4, TextureFormat.RGB24, false); map.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/Color.png")); colorMap.vertexColorMap = ScriptableObject.CreateInstance <MapSO>(); colorMap.vertexColorMap.CreateMap(MapSO.MapDepth.RGB, map); UnityEngine.Object.DestroyImmediate(map); #endregion #region PSystemBody.scaledVersion generation // Create the scaled version of the planet for use in map view body.scaledVersion = new GameObject(name); body.scaledVersion.layer = Constants.GameLayers.ScaledSpace; body.scaledVersion.transform.parent = Utility.Deactivator; // DEPRECATED - USE PQSMeshWrapper // Make sure the scaled version cooresponds to the size of the body // Turns out that the localScale is directly related to the planet size. // Jool's local scale is {1,1,1}, Kerbin's is {0.1,0.1,0.1}. Jool's // radius is 6000 km, Kerbin's is 600 km. Notice the relation? float scale = (float)body.celestialBody.Radius / 6000000.0f; body.scaledVersion.transform.localScale = new Vector3(scale, scale, scale); // Generate a mesh to fit the PQS we generated (it would be cool to generate this FROM the PQS) Mesh mesh = new Mesh(); Utility.CopyMesh(Jool.scaledVersion.GetComponent <MeshFilter>().sharedMesh, mesh); // Iterate though the UVs // Geosphere with a radius of 1000, cooresponds to an object 6000km in radius Vector3[] vertices = mesh.vertices; for (int i = 0; i < mesh.vertexCount; i++) { // Get the height offset from the height map Vector2 uv = mesh.uv[i]; float displacement = vertexHeightMap.heightMap.GetPixelFloat(uv.x, uv.y); // Since this is a geosphere, normalizing the vertex gives the vector to translate on Vector3 v = vertices[i]; v.Normalize(); // Calculate the real height displacement (in meters), normalized vector "v" scale (1 unit = 6 km) displacement = (float)vertexHeightMap.heightMapOffset + (displacement * (float)vertexHeightMap.heightMapDeformity); Vector3 offset = v * ((displacement / 6000.0f) / scale); // Adjust the displacement vertices[i] += offset; } mesh.vertices = vertices; mesh.RecalculateNormals(); // Create the mesh filter MeshFilter meshFilter = body.scaledVersion.AddComponent <MeshFilter> (); meshFilter.mesh = mesh; // Load and compress the color texture for the custom planet Texture2D colorTexture = new Texture2D(4, 4, TextureFormat.RGBA32, true); colorTexture.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/Color.png")); colorTexture.Compress(true); colorTexture.Apply(true, true); // Load and compress the color texture for the custom planet Texture2D normalTexture = new Texture2D(4, 4, TextureFormat.RGB24, true); normalTexture.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/Normals.png")); //normalTexture = GameDatabase.BitmapToUnityNormalMap(normalTexture); normalTexture.Compress(true); normalTexture.Apply(true, true); // Create the renderer and material for the scaled version MeshRenderer renderer = body.scaledVersion.AddComponent <MeshRenderer>(); //ScaledPlanetSimple material = new ScaledPlanetSimple(); // for atmosphereless planets ScaledPlanetRimAerial material = new ScaledPlanetRimAerial(); material.color = Color.white; material.specColor = Color.black; material.mainTexture = colorTexture; material.bumpMap = normalTexture; renderer.material = material; // Create the sphere collider SphereCollider collider = body.scaledVersion.AddComponent <SphereCollider> (); collider.center = Vector3.zero; collider.radius = 1000.0f; // Create the ScaledSpaceFader to fade the orbit out where we view it (maybe?) ScaledSpaceFader fader = body.scaledVersion.AddComponent <ScaledSpaceFader> (); fader.celestialBody = body.celestialBody; fader.fadeStart = 95000.0f; fader.fadeEnd = 100000.0f; fader.floatName = "_Opacity"; #endregion #region Atmosphere //--------------------- PROPERTIES EXCLUSIVE TO BODIES WITH ATMOSPHERE // Load the atmosphere gradient (compress it, does not need to be high quality) Texture2D atmosphereGradient = new Texture2D(4, 4, TextureFormat.RGB24, true); atmosphereGradient.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/AtmosphereGradient.png")); atmosphereGradient.Compress(true); atmosphereGradient.wrapMode = TextureWrapMode.Clamp; atmosphereGradient.mipMapBias = 0.0f; atmosphereGradient.Apply(true, true); // Set the additional settings in the scaledVersion body's shader material.rimPower = 2.06f; material.rimBlend = 0.3f; material.rimColorRamp = atmosphereGradient; // Atmosphere specific properties (for scaled version root) (copied from duna) MaterialSetDirection materialLightDirection = body.scaledVersion.AddComponent <MaterialSetDirection>(); materialLightDirection.valueName = "_localLightDirection"; // Create the atmosphere shell itself GameObject scaledAtmosphere = new GameObject("atmosphere"); scaledAtmosphere.transform.parent = body.scaledVersion.transform; scaledAtmosphere.layer = Constants.GameLayers.ScaledSpaceAtmosphere; meshFilter = scaledAtmosphere.AddComponent <MeshFilter>(); meshFilter.sharedMesh = Jool.scaledVersion.GetComponent <MeshFilter>().sharedMesh; renderer = scaledAtmosphere.AddComponent <MeshRenderer>(); renderer.material = new Kopernicus.MaterialWrapper.AtmosphereFromGround(); AtmosphereFromGround atmosphereRenderInfo = scaledAtmosphere.AddComponent <AtmosphereFromGround>(); atmosphereRenderInfo.waveLength = new Color(0.509f, 0.588f, 0.643f, 0.000f); // Technical info for atmosphere body.celestialBody.atmosphere = true; body.celestialBody.atmosphereContainsOxygen = true; body.celestialBody.staticPressureASL = 1.0; // can't find anything that references this, especially with the equation in mind - where is this used? body.celestialBody.altitudeMultiplier = 1.4285f; // ditto body.celestialBody.atmosphereScaleHeight = 4.0; // pressure (in atm) = atmosphereMultipler * e ^ -(altitude / (atmosphereScaleHeight * 1000)) body.celestialBody.atmosphereMultiplier = 0.8f; body.celestialBody.atmoshpereTemperatureMultiplier = 1.0f; // how does this coorespond? body.celestialBody.maxAtmosphereAltitude = 55000.0f; // i guess this is so the math doesn't drag out? body.celestialBody.useLegacyAtmosphere = true; body.celestialBody.atmosphericAmbientColor = new Color(0.306f, 0.187f, 0.235f, 1.000f); #endregion #region Ocean // ---------------- FOR BODIES WITH OCEANS ---------- /*body.celestialBody.ocean = true; * * // Setup the laythe ocean info in master pqs * body.pqsVersion.mapOcean = true; * body.pqsVersion.mapOceanColor = new Color(0.117f, 0.126f, 0.157f, 1.000f); * body.pqsVersion.mapOceanHeight = 0.0f; * * // Generate the PQS object * GameObject oceanRoot = new GameObject(name + "Ocean"); * oceanRoot.transform.parent = body.pqsVersion.transform; * oceanRoot.layer = Constants.GameLayers.LocalSpace; * PQS oceanPQS = oceanRoot.AddComponent<PQS>(); * * // Add this new PQS to the secondary renderers of the altitude fade controller * celestialBodyTransform.planetFade.secondaryRenderers.Add(oceanRoot); * * // Setup the PQS object data * Utility.CopyObjectFields<PQS>(laytheOcean.GetComponent<PQS>(), oceanPQS); * oceanPQS.radius = body.pqsVersion.radius; * oceanPQS.surfaceMaterial = new PQSOceanSurfaceQuad(laytheOcean.GetComponent<PQS>().surfaceMaterial); * oceanPQS.fallbackMaterial = new PQSOceanSurfaceQuadFallback(laytheOcean.GetComponent<PQS>().fallbackMaterial); * Utility.DumpObjectProperties(oceanPQS.surfaceMaterial, oceanPQS.surfaceMaterial.ToString()); * Utility.DumpObjectProperties(oceanPQS.fallbackMaterial, oceanPQS.fallbackMaterial.ToString()); * * // Create the aerial perspective material * mod = new GameObject("_Material_AerialPerspective"); * mod.transform.parent = oceanRoot.transform; * aerialPerspectiveMaterial = mod.AddComponent<PQSMod_AerialPerspectiveMaterial>(); * aerialPerspectiveMaterial.sphere = body.pqsVersion; * aerialPerspectiveMaterial.globalDensity = -0.00001f; * aerialPerspectiveMaterial.heightFalloff = 6.75f; * aerialPerspectiveMaterial.atmosphereDepth = 150000; * aerialPerspectiveMaterial.DEBUG_SetEveryFrame = true; * aerialPerspectiveMaterial.cameraAlt = 0; * aerialPerspectiveMaterial.cameraAtmosAlt = 0; * aerialPerspectiveMaterial.heightDensAtViewer = 0; * aerialPerspectiveMaterial.requirements = PQS.ModiferRequirements.Default; * aerialPerspectiveMaterial.modEnabled = true; * aerialPerspectiveMaterial.order = 100; * * // Create the UV planet relative position * mod = new GameObject("_Material_SurfaceQuads"); * mod.transform.parent = oceanRoot.transform; * planetRelativePosition = mod.AddComponent<PQSMod_UVPlanetRelativePosition>(); * planetRelativePosition.sphere = body.pqsVersion; * planetRelativePosition.requirements = PQS.ModiferRequirements.Default; * planetRelativePosition.modEnabled = true; * planetRelativePosition.order = 100; * * // Create the quad map remover (da f**k?) * mod = new GameObject("QuadRemoveMap"); * mod.transform.parent = oceanRoot.transform; * PQSMod_RemoveQuadMap removeQuadMap = mod.AddComponent<PQSMod_RemoveQuadMap>(); * removeQuadMap.mapDeformity = 0.0f; * removeQuadMap.minHeight = 0.0f; * removeQuadMap.maxHeight = 0.5f; * removeQuadMap.requirements = PQS.ModiferRequirements.Default; * removeQuadMap.modEnabled = true; * removeQuadMap.order = 1000; * * // Load the heightmap into whatever the hell this is * map = new Texture2D(4, 4, TextureFormat.Alpha8, false); * map.LoadImage(System.IO.File.ReadAllBytes(KSPUtil.ApplicationRootPath + PluginDirectory + "/Planets/" + name + "/Height.png")); * removeQuadMap.map = ScriptableObject.CreateInstance<MapSO>(); * removeQuadMap.map.CreateMap(MapSO.MapDepth.Greyscale, map); * UnityEngine.Object.DestroyImmediate(map); * * // Setup the ocean effects * mod = new GameObject("OceanFX"); * mod.transform.parent = oceanRoot.transform; * PQSMod_OceanFX oceanFX = mod.AddComponent<PQSMod_OceanFX>(); * oceanFX.watermain = Utility.RecursivelyGetComponent<PQSMod_OceanFX>(laytheOcean).watermain.Clone() as Texture2D[]; * oceanFX.requirements = PQS.ModiferRequirements.Default; * oceanFX.modEnabled = true; * oceanFX.order = 100;*/ #endregion // Return the new body return(body); }
// Parser Apply Event void IParserEventSubscriber.Apply(ConfigNode node) { if (Template != null && Template.Body) { // If we have a template, generatedBody *is* the template body GeneratedBody = Template.Body; // Patch the game object names in the template GeneratedBody.name = Name; GeneratedBody.celestialBody.bodyName = Name; GeneratedBody.celestialBody.transform.name = Name; GeneratedBody.scaledVersion.name = Name; if (GeneratedBody.pqsVersion != null) { GeneratedBody.pqsVersion.name = Name; GeneratedBody.pqsVersion.gameObject.name = Name; GeneratedBody.pqsVersion.transform.name = Name; foreach (PQS p in GeneratedBody.pqsVersion.GetComponentsInChildren <PQS>(true)) { p.name = p.name.Replace(Template.Body.celestialBody.bodyName, Name); } GeneratedBody.celestialBody.pqsController = GeneratedBody.pqsVersion; } // If we've changed the name, reset use_The_InName if (GeneratedBody.name != Template.OriginalBody.celestialBody.bodyName) { GeneratedBody.celestialBody.bodyDisplayName = GeneratedBody.celestialBody.bodyAdjectiveDisplayName = GeneratedBody.celestialBody.bodyName; } // Create accessors Debug = new DebugLoader(); ScaledVersion = new ScaledVersionLoader(); if (Template.OriginalBody.scaledVersion.name.Equals("Jool")) { #if (KSP_VERSION_1_10_1 || KSP_VERSION_1_11_1) if ((!Name.Equals("Jool")) || (Name.Equals("Jool") && (Template.Body.celestialBody.Radius > 6000000))) // This is a Jool-clone, or resized Jool. We have to handle it special. { //Remove Gas Giant shaders for compatability GasGiantMaterialControls GGMC = GeneratedBody.scaledVersion.GetComponent <GasGiantMaterialControls>(); MaterialBasedOnGraphicsSetting MBOGS = GeneratedBody.scaledVersion.GetComponent <MaterialBasedOnGraphicsSetting>(); GameObject.DestroyImmediate(GGMC); GameObject.DestroyImmediate(MBOGS); } #endif //We need to destroy the stock GG MSD, it is bugged for our needs. MaterialSetDirection MSD = GeneratedBody.celestialBody.scaledBody.GetComponent <MaterialSetDirection>(); GameObject.DestroyImmediate(MSD); } } // Otherwise we have to generate all the things for this body else { // Create the PSystemBody object GameObject generatedBodyGameObject = new GameObject(Name); generatedBodyGameObject.transform.parent = Utility.Deactivator; GeneratedBody = generatedBodyGameObject.AddComponent <PSystemBody>(); GeneratedBody.flightGlobalsIndex = 0; // Create the celestial body GameObject generatedBodyProperties = new GameObject(Name); generatedBodyProperties.transform.parent = generatedBodyGameObject.transform; GeneratedBody.celestialBody = generatedBodyProperties.AddComponent <CelestialBody>(); GeneratedBody.celestialBody.progressTree = null; // Sensible defaults GeneratedBody.celestialBody.bodyName = Name; GeneratedBody.celestialBody.bodyDisplayName = GeneratedBody.celestialBody.bodyAdjectiveDisplayName = Name; GeneratedBody.celestialBody.atmosphere = false; GeneratedBody.celestialBody.ocean = false; // Create the scaled version GeneratedBody.scaledVersion = new GameObject(Name) { layer = GameLayers.SCALED_SPACE }; GeneratedBody.scaledVersion.transform.parent = Utility.Deactivator; // Create accessors Debug = new DebugLoader(); ScaledVersion = new ScaledVersionLoader(); } // Event Events.OnBodyApply.Fire(this, node); }
// Post apply event void IParserEventSubscriber.PostApply(ConfigNode node) { // Should we remove the atmosphere if (body.celestialBody.atmosphere && removeAtmosphere.value) { // Find atmosphere from ground and destroy the game object AtmosphereFromGround atmosphere = body.scaledVersion.GetComponentsInChildren <AtmosphereFromGround>(true)[0]; atmosphere.transform.parent = null; UnityEngine.Object.Destroy(atmosphere.gameObject); // Destroy the light controller MaterialSetDirection light = body.scaledVersion.GetComponentsInChildren <MaterialSetDirection>(true)[0]; UnityEngine.Object.Destroy(light); // No more atmosphere :( body.celestialBody.atmosphere = false; } // If we have a PQS if (body.pqsVersion != null) { Logger.Active.Log("[Kopernicus]: Configuration.Template: Using Template \"" + body.celestialBody.bodyName + "\""); // Should we remove the ocean? if (body.celestialBody.ocean && removeOcean.value) { // Find atmosphere the ocean PQS PQS ocean = body.pqsVersion.GetComponentsInChildren <PQS> (true).Where(pqs => pqs != body.pqsVersion).First(); PQSMod_CelestialBodyTransform cbt = body.pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform> (true).First(); // Destroy the ocean PQS (this could be bad - destroying the secondary fades...) cbt.planetFade.secondaryRenderers.Remove(ocean.gameObject); cbt.secondaryFades = null; ocean.transform.parent = null; UnityEngine.Object.Destroy(ocean); // No more ocean :( body.celestialBody.ocean = false; body.pqsVersion.mapOcean = false; } // Selectively remove PQS Mods if (removePQSMods != null && removePQSMods.value.LongCount() > 0) { // Get a list of all the PQS mods (immediate children, don't f**k the ocean) List <PQSMod> mods = body.pqsVersion.transform.GetComponentsInChildren <PQSMod>(true).Where(mod => mod.transform.parent == body.pqsVersion.transform).ToList(); foreach (string mod in removePQSMods.value) { // Get the mods matching the string string modName = "PQSMod_" + mod; foreach (PQSMod m in mods.Where(m => m.GetType().ToString().EndsWith(modName))) { Logger.Active.Log("Removed PQSMod: " + m.name + " (" + m.GetType() + ")"); UnityEngine.Object.Destroy(m); } } } } // Should we remove the progress tree if (removeProgressTree.value) { body.celestialBody.progressTree = null; } // Figure out what kind of body we are if (body.scaledVersion.GetComponentsInChildren <SunShaderController>(true).Length > 0) { type = BodyType.Star; } else if (body.celestialBody.atmosphere) { type = BodyType.Atmospheric; } else { type = BodyType.Vacuum; } }