Example #1
0
 public void SampleHeight()
 {
     for (int i = 0; i < g_customData.heightSamplerList.Count; i++)
     {
         HeightSampleData data = g_customData.heightSamplerList[i];
         if (data.type == 0)
         {
             EPMPreDefinedTools.SampleHeightByPoint(m_terrain, data.number, data.radiusRange, data.curveMode, data.combineMode, (float)data.limitation);
         }
         else if (data.type == 1)
         {
             EPMPreDefinedTools.SampleHeightByLine(m_terrain, data.number, data.radiusRange, data.curveMode, data.combineMode, (float)data.limitation);
         }
         List <EPMPoint> plist = m_terrain.ExtractPoints_All();
         for (int j = 0; j < plist.Count; j++)
         {
             plist[j].ApplyHeight(data.heightRange);
         }
     }
 }
Example #2
0
        public void RenderSingleGround(List <Vector2d> ground, EPMPoint.PointType type)
        {
            int             groundEnums = EPMPoint.GetGroundEnums();
            List <EPMPoint> plist       = m_terrain.ExtractPoints_ByRegion(ground, null, groundEnums);

            for (int i = 0; i < plist.Count; i++)
            {
                plist[i].SetType(type);
            }

            List <EPMTriangle> triangleList = m_terrain.ExtractTriangles_ByVertex(plist);

            for (int i = 0; i < triangleList.Count; i++)
            {
                if (!triangleList[i].HasShapeType(groundEnums))
                {
                    continue;
                }
                triangleList[i].TryDetermineType();
            }
            EPMPreDefinedTools.CheckAndSetTileTypeByNeighbor(m_terrain, EPMPoint.GetGroundEnums(), EPMPoint.GenerateTypesInt(false, type), type);
        }
Example #3
0
        public GameObject CreateTerrain()
        {
            Init();

            if (m_meshRoot == null)
            {
                m_meshRoot = new GameObject();
                m_meshRoot.transform.SetParent(null);
            }
            m_meshRoot.name = g_customData.terrainName;

            m_terrain.InitGenerating(g_customData.terrainName, g_customData.seed, new Vector2d(0, 0), new Vector2d(g_customData.terrainWidth, g_customData.terrainLength), g_customData.islandLists);

            float time = Time.realtimeSinceStartup;

            //First, Generate Basic Terrain, If the map has island, surround the world with ocean.
            if (g_customData.islandLists.Count > 0)
            {
                m_terrain.GeneratingBase(g_customData.terrainWidth * g_customData.terrainLength / 50, EPMPoint.PointType.Ocean);
            }
            else
            {
                m_terrain.GeneratingBase(g_customData.terrainWidth * g_customData.terrainLength / 50, EPMPoint.PointType.Ground);
            }

            for (int i = 0; i < g_customData.islandLists.Count; i++)
            {
                GeneratingSingleIsland(g_customData.islandLists[i]);
            }
            SetIslandGround();


            for (int i = 0; i < g_customData.hillLists.Count; i++)
            {
                GenerateSingleHill(g_customData.hillLists[i]);
            }


            for (int i = 0; i < g_customData.roadLists.Count; i++)
            {
                GenerateSingleRoad(g_customData.roadLists[i]);
            }

            for (int i = 0; i < g_customData.riverLists.Count; i++)
            {
                GenerateSingleRiver(g_customData.riverLists[i]);
            }

            for (int i = 0; i < g_customData.mountainLists.Count; i++)
            {
                GenerateSingleMountain(g_customData.mountainLists[i]);
            }

            Debug.Log("Initial Points Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;

            m_terrain.StartGenerating();

            Debug.Log("Generating Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;

            //If two island intersect, remove the coastline where they intersect.The oceanSide tiles are tiles share at least one point with ocean tiles.
            EPMPreDefinedTools.CheckAndSetTileTypeByNeighbor(m_terrain, EPMPoint.PointType.OceanSide, EPMPoint.PointType.Ocean, EPMPoint.PointType.OceanSide, EPMPoint.PointType.Ground, 1, false, true);

            //The coastline is the Ground tile and has at least one shared point with oceanSide tiles.
            EPMPreDefinedTools.CheckAndSetTileTypeByNeighbor(m_terrain, EPMPoint.PointType.Ground, EPMPoint.PointType.OceanSide, EPMPoint.PointType.OceanSide, EPMPoint.PointType.Ground, 1, false, true);

            //Then check any abnormal ocean points, All the points belongs to Ocean tile must be Ocean points. The CheckAndSetTileTypeByNeighbor I use to solve the problem is overfitting, but it is convenient....
            EPMPreDefinedTools.CheckAndSetTileTypeByNeighbor(m_terrain, EPMPoint.PointType.Ocean, EPMPoint.PointType.OceanSide, EPMPoint.PointType.Ocean, EPMPoint.PointType.Ocean, 1, false, true);

            EPMPreDefinedTools.ExtractSide(m_terrain, EPMPoint.PointType.Road, EPMPoint.PointType.RoadSide, m_roadHalfWidth * 0.5);
            EPMPreDefinedTools.ExtractCenter(m_terrain, g_customData.roadLists, EPMPoint.PointType.RoadSide, EPMPoint.PointType.Road, m_roadHalfWidth * 0.3);
            EPMPreDefinedTools.ExtractCenter(m_terrain, g_customData.riverLists, EPMPoint.PointType.RiverSide, EPMPoint.PointType.River, m_riverHalfWidth * 0.3);



            Debug.Log("Extracting Side Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;

            RenderRiver();
            SmoothRiver();

            RenderHill();

            RenderMountain();

            Debug.Log("Rendering Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;

            for (int i = 0; i < g_customData.sandGroundLists.Count; i++)
            {
                RenderSingleGround(g_customData.sandGroundLists[i], EPMPoint.PointType.Sand);
            }

            for (int i = 0; i < g_customData.soilGroundLists.Count; i++)
            {
                RenderSingleGround(g_customData.soilGroundLists[i], EPMPoint.PointType.Soil);
            }


            SampleHeight();

            Debug.Log("SampleHeight Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;
            TwistTerrain();

            RenderOcean();

            Debug.Log("TwistTerrain Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;
            CreateMesh();

            Debug.Log("CreateMesh Used:" + (Time.realtimeSinceStartup - time).ToString());
            time = Time.realtimeSinceStartup;

            return(m_meshRoot);
        }