public void ReadFrom(Stream stream) { int numMaterials = stream.ReadInt32(); Layers = new MyMaterialLayer[numMaterials]; for (int i = 0; i < numMaterials; ++i) { Layers[i] = new MyMaterialLayer(); Layers[i].StartHeight = stream.ReadFloat(); Layers[i].EndHeight = stream.ReadFloat(); Layers[i].StartAngle = stream.ReadFloat(); Layers[i].EndAngle = stream.ReadFloat(); Layers[i].HeightStartDeviation = stream.ReadFloat(); Layers[i].AngleStartDeviation = stream.ReadFloat(); Layers[i].HeightEndDeviation = stream.ReadFloat(); Layers[i].AngleEndDeviation = stream.ReadFloat(); Layers[i].MaterialDefinition = MyDefinitionManager.Static.GetVoxelMaterialDefinition(stream.ReadString()); } int numOreProbabilities = stream.ReadInt32(); OreProbabilities = new MyOreProbability[numOreProbabilities]; for (int i = 0; i < numOreProbabilities; ++i) { OreProbabilities[i] = new MyOreProbability(); OreProbabilities[i].CummulativeProbability = stream.ReadFloat(); OreProbabilities[i].OreName = stream.ReadString(); } OreStartDepth = stream.ReadFloat(); OreEndDepth = stream.ReadFloat(); }
public void ReadFrom(Stream stream) { int numOreProbabilities = stream.ReadInt32(); OreProbabilities = new MyOreProbability[numOreProbabilities]; for (int i = 0; i < numOreProbabilities; ++i) { OreProbabilities[i] = new MyOreProbability(); OreProbabilities[i].CummulativeProbability = stream.ReadFloat(); OreProbabilities[i].OreName = stream.ReadString(); } OreStartDepth = stream.ReadFloat(); OreEndDepth = stream.ReadFloat(); }
private static void BuildOreProbabilities(MyPlanetGeneratorDefinition planetDefinition) { m_oreCummulativeProbability = 0.0f; if (planetDefinition.MetalsOreProbability != null) { foreach (var oreProbability in planetDefinition.MetalsOreProbability) { MyOreProbability probability = new MyOreProbability(); m_oreCummulativeProbability += MyRandom.Instance.NextFloat(oreProbability.Min, oreProbability.Max); probability.CummulativeProbability = m_oreCummulativeProbability; probability.OreName = oreProbability.OreName; m_oreProbalities.Add(probability); } } }