Example #1
0
        public ChunkPrimer OnCreateChunk(CubizerBehaviour terrain, int x, int y, int z)
        {
            var map = new ChunkPrimer(terrain.profile.chunk.settings.chunkSize, (short)x, (short)y, (short)z);

            int offsetX = x * map.voxels.Bound.x;
            int offsetY = y * map.voxels.Bound.y;
            int offsetZ = z * map.voxels.Bound.z;

            for (int ix = 0; ix < map.voxels.Bound.x; ix++)
            {
                for (int iz = 0; iz < map.voxels.Bound.y; iz++)
                {
                    int dx = offsetX + ix;
                    int dz = offsetZ + iz;

                    for (int iy = 0; iy < 8; iy++)
                    {
                        int dy = offsetY + iy;

                        if (Math.Noise.Simplex3(dx * 0.01f, dy * 0.1f, dz * 0.01f, 8, 0.5f, 2) > _params.thresholdCloud)
                        {
                            map.voxels.Set((byte)ix, (byte)iy, (byte)iz, _materials.cloud);
                        }
                    }
                }
            }

            return(map);
        }
        public ChunkPrimer OnCreateChunk(CubizerBehaviour terrain, int x, int y, int z)
        {
            switch (_params.layer)
            {
            case BasicObjectBiomeType.Grassland:
                return(Buildland(terrain, x, y, z, _materials.grass));

            case BasicObjectBiomeType.Forest:
                return(Buildland(terrain, x, y, z, _materials.grass));

            case BasicObjectBiomeType.Sandyland:
                return(Buildland(terrain, x, y, z, _materials.sand));

            default:
                return(null);
            }
        }
        public ChunkPrimer buildObsidian(CubizerBehaviour terrain, int x, int y, int z)
        {
            var size = terrain.profile.chunk.settings.chunkSize;
            var map  = new ChunkPrimer(size, x, y, z, size * size * 8);

            for (byte ix = 0; ix < map.voxels.Bound.x; ix++)
            {
                for (byte iz = 0; iz < map.voxels.Bound.z; iz++)
                {
                    for (byte iy = 0; iy < 8; iy++)
                    {
                        map.voxels.Set(ix, iy, iz, _materials.obsidian);
                    }
                }
            }

            return(map);
        }
Example #4
0
        public ChunkPrimer OnCreateChunk(CubizerBehaviour terrain, int x, int y, int z)
        {
            var size = terrain.profile.chunk.settings.chunkSize;
            var map  = new ChunkPrimer(size, x, y, z, size * size * _params.floorBase);

            for (byte ix = 0; ix < map.voxels.Bound.x; ix++)
            {
                for (byte iz = 0; iz < map.voxels.Bound.z; iz++)
                {
                    for (byte iy = 0; iy < _params.floorBase; iy++)
                    {
                        map.voxels.Set(ix, iy, iz, _materials.grass);
                    }
                }
            }

            return(map);
        }
        public ChunkPrimer Buildland(CubizerBehaviour terrain, int x, int y, int z, VoxelMaterial main)
        {
            var size = terrain.profile.chunk.settings.chunkSize;
            var map  = new ChunkPrimer(size, x, y, z, size * size * _params.floorBase);

            int offsetX = x * map.voxels.Bound.x;
            int offsetZ = z * map.voxels.Bound.z;

            for (byte ix = 0; ix < map.voxels.Bound.x; ix++)
            {
                for (byte iz = 0; iz < map.voxels.Bound.z; iz++)
                {
                    int dx = offsetX + ix;
                    int dz = offsetZ + iz;

                    float f; byte h;
                    this.BuildGrass(map, ix, iz, dx, dz, main, out f, out h);

                    var waterHeight = (byte)(_params.floorBase - _params.floorHeightLismit * 0.2f);
                    if (_params.isGenWater && h <= waterHeight)
                    {
                        for (byte iy = h; iy <= waterHeight; iy++)
                        {
                            map.voxels.Set(ix, iy, iz, _materials.water);
                        }
                    }
                    else
                    {
                        if (f > waterHeight && f < (waterHeight + 0.1))
                        {
                            map.voxels.Set(ix, (byte)(h - 1), iz, _materials.sand);
                        }

                        if (_params.isGenWeed && Noise.Simplex2(
                                _params.weeds.loopX * dx,
                                _params.weeds.loopZ * dz,
                                _params.weeds.octaves,
                                _params.weeds.persistence,
                                _params.weeds.lacunarity) > _params.weeds.threshold)
                        {
                            map.voxels.Set(ix, h, iz, _materials.weed[random.Next(0, _materials.weed.Length - 1)]);
                        }
                        else if (_params.isGenFlower && Noise.Simplex2(
                                     _params.flowers.loopX * dx,
                                     _params.flowers.loopZ * dz,
                                     _params.flowers.octaves,
                                     _params.flowers.persistence,
                                     _params.flowers.lacunarity) > _params.flowers.threshold)
                        {
                            map.voxels.Set(ix, h, iz, _materials.flower[random.Next(0, _materials.flower.Length - 1)]);
                        }
                        else if (_params.isGenTree && h < map.voxels.Bound.y - 8)
                        {
                            if (ix > 3 && ix < map.voxels.Bound.y - 3 && iz > 3 && iz < map.voxels.Bound.y - 3)
                            {
                                if (Noise.Simplex2(
                                        _params.tree.loopX * dx,
                                        _params.tree.loopZ * dz,
                                        _params.tree.octaves,
                                        _params.tree.persistence,
                                        _params.tree.lacunarity) > _params.tree.threshold)
                                {
                                    this.BuildTree(map, ix, iz, h);
                                }
                            }
                        }
                    }
                }
            }

            return(map);
        }