Example #1
0
        public static void ApplyTerrainTextures(Planet planet, TerrainTexture[] textures)
        {
            //MeshFilter filter = sphere.GetComponent<MeshFilter>();
            //Mesh mesh = filter.mesh;

            //foreach (TerrainTexture t in textures) {
                //planet.land.renderer.material = (Material) GameObject.Instantiate (planetProps.landMaterial);
            //}
        }
Example #2
0
        public static void GenerateSubTerrain(Planet planet, HeightmapProperties heightProps, float scale, int seed, float cutoff = 0f)
        {
            GameObject sphere = planet.land.gameObject;

            System.Random rand = new System.Random(seed);
            UnityEngine.Random.seed = rand.Next ();

            HeightMap terrainMap = HeightMapGen.GenBasicTerrainMap(heightProps, rand.Next());

            int subTimes = UnityEngine.Random.Range (8, 16);
            for (int i = 0; i < subTimes; i++) {
                UnityEngine.Random.seed = rand.Next ();
                string blendMode = HeightmapProperties.heightBlendModes[UnityEngine.Random.Range (0,
                                                                             HeightmapProperties.heightBlendModes.Length - 1)];
                float blendAmount = 1f + UnityEngine.Random.value;
                int posX = UnityEngine.Random.Range (0, Mathf.Abs (terrainMap.Heights.GetLength(0) - 1));
                int posY = UnityEngine.Random.Range (0, Mathf.Abs (terrainMap.Heights.GetLength(1) - 1));

                int nx = rand.Next ();
                HeightmapProperties submap = HeightmapProperties.GetRandSub(nx);
                HeightMap subTerrainMap = HeightMapGen.GenBasicTerrainMap(submap, rand.Next());
                terrainMap.Blend(subTerrainMap, blendMode, posX, posY, blendAmount);
            }

            terrainMap.AntiAlias ();
            terrainMap.Smoothen ();
            terrainMap.MendSeams ();

            SphereGenerator.ApplyHeightMap(sphere, scale, terrainMap.Heights, cutoff);
        }