Exemple #1
0
            /**
             * Constructor for pre-existing PQS
             *
             * @param pqsVersion Existing PQS to augment
             **/
            public PQSLoader(PQS pqsVersion)
            {
                this.pqsVersion = pqsVersion;

                // Get the required PQS information
                transform      = pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform> (true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                lightDirection = pqsVersion.GetComponentsInChildren <PQSMod_MaterialSetDirection>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                uvs            = pqsVersion.GetComponentsInChildren <PQSMod_UVPlanetRelativePosition>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                collider       = pqsVersion.GetComponentsInChildren <PQSMod_QuadMeshColliders>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);
            }
Exemple #2
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            // Constructor for pre-existing PQS
            public PQSLoader(PQS pqsVersion)
            {
                this.pqsVersion = pqsVersion;

                // Get the required PQS information
                transform      = pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform> (true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                lightDirection = pqsVersion.GetComponentsInChildren <PQSMod_MaterialSetDirection>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                uvs            = pqsVersion.GetComponentsInChildren <PQSMod_UVPlanetRelativePosition>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                collider       = pqsVersion.GetComponentsInChildren <PQSMod_QuadMeshColliders>(true).Where(mod => mod.transform.parent == pqsVersion.transform).FirstOrDefault();

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);

                // Clone the surface material of the PQS
                if (PQSMainOptimised.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSMainOptimisedLoader(pqsVersion.surfaceMaterial);
                    if (((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                    {
                        ((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                    }
                }
                else if (PQSMainShader.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSMainShaderLoader(pqsVersion.surfaceMaterial);
                    if (((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                    {
                        ((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                    }
                }
                else if (PQSProjectionAerialQuadRelative.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSProjectionAerialQuadRelativeLoader(pqsVersion.surfaceMaterial);
                    if (((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                    {
                        ((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                    }
                }
                else if (PQSProjectionSurfaceQuad.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSProjectionSurfaceQuadLoader(pqsVersion.surfaceMaterial);
                }
                surfaceMaterial      = pqsVersion.surfaceMaterial;
                surfaceMaterial.name = Guid.NewGuid().ToString();

                // Clone the fallback material of the PQS
                fallbackMaterial            = new PQSProjectionFallbackLoader(pqsVersion.fallbackMaterial);
                pqsVersion.fallbackMaterial = fallbackMaterial;
                fallbackMaterial.name       = Guid.NewGuid().ToString();
            }
Exemple #3
0
            /**
             * Constructor for new PQS
             **/
            public PQSLoader()
            {
                // Create a new PQS
                GameObject root = new GameObject();

                root.transform.parent = Utility.Deactivator;
                this.pqsVersion       = root.AddComponent <PQS> ();

                // TODO - Copy internal settings from a different body

                // Create the required mods for the pqs
                GameObject required = new GameObject("_Required");

                required.transform.parent = pqsVersion.transform;

                // Create the celestial body transform
                transform = required.AddComponent <PQSMod_CelestialBodyTransform> ();
                transform.requirements = PQS.ModiferRequirements.Default;
                transform.modEnabled   = true;
                transform.order        = 10;

                // TODO - Many things to set up for transform

                // Create the material direction setter
                lightDirection              = required.AddComponent <PQSMod_MaterialSetDirection> ();
                lightDirection.valueName    = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled   = true;
                lightDirection.order        = 100;

                // Create the pqs quad UV controller
                uvs = required.AddComponent <PQSMod_UVPlanetRelativePosition> ();
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled   = true;
                uvs.order        = int.MaxValue;

                // Create the pqs quad collider
                collider = required.AddComponent <PQSMod_QuadMeshColliders> ();
                collider.physicsMaterial = new PhysicMaterial();
                collider.maxLevelOffset  = 0;
                collider.requirements    = PQS.ModiferRequirements.Default;
                collider.modEnabled      = true;
                collider.order           = 100;

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);
            }
Exemple #4
0
            // Constructor for pre-existing PQS
            public PQSLoader(PQS pqsVersion)
            {
                this.pqsVersion = pqsVersion;

                // Get the required PQS information
                transform = pqsVersion.GetComponentsInChildren<PQSMod_CelestialBodyTransform> (true).FirstOrDefault (mod => mod.transform.parent == pqsVersion.transform);
                lightDirection = pqsVersion.GetComponentsInChildren<PQSMod_MaterialSetDirection> (true).FirstOrDefault (mod => mod.transform.parent == pqsVersion.transform);
                uvs = pqsVersion.GetComponentsInChildren<PQSMod_UVPlanetRelativePosition> (true).FirstOrDefault (mod => mod.transform.parent == pqsVersion.transform);
                collider = pqsVersion.GetComponentsInChildren<PQSMod_QuadMeshColliders> (true).FirstOrDefault (mod => mod.transform.parent == pqsVersion.transform);

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser (collider.physicsMaterial);

                // Clone the surface material of the PQS
                if (PQSMainOptimised.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSMainOptimisedLoader(pqsVersion.surfaceMaterial);
                    if (((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        ((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                }
                else if (PQSMainShader.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSMainShaderLoader(pqsVersion.surfaceMaterial);
                    if (((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        ((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                }
                else if (PQSProjectionAerialQuadRelative.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSProjectionAerialQuadRelativeLoader(pqsVersion.surfaceMaterial);
                    if (((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        ((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity = -8E-06f;
                }
                else if (PQSProjectionSurfaceQuad.UsesSameShader(pqsVersion.surfaceMaterial))
                {
                    pqsVersion.surfaceMaterial = new PQSProjectionSurfaceQuadLoader(pqsVersion.surfaceMaterial);
                }
                surfaceMaterial = pqsVersion.surfaceMaterial;
                surfaceMaterial.name = Guid.NewGuid ().ToString ();

                // Clone the fallback material of the PQS
                fallbackMaterial = new PQSProjectionFallbackLoader (pqsVersion.fallbackMaterial);
                pqsVersion.fallbackMaterial = fallbackMaterial;
                fallbackMaterial.name = Guid.NewGuid ().ToString ();
            }
Exemple #5
0
            /**
             * Constructor for new PQS
             **/
            public PQSLoader()
            {
                if (generatedBody.pqsVersion != null)
                {
                    // Save the PQSVersion
                    pqsVersion = generatedBody.pqsVersion;

                    // Get the required PQS information
                    transform = pqsVersion.GetComponentsInChildren<PQSMod_CelestialBodyTransform>(true).FirstOrDefault(Mod => Mod.transform.parent == pqsVersion.transform);
                    lightDirection = pqsVersion.GetComponentsInChildren<PQSMod_MaterialSetDirection>(true).FirstOrDefault(Mod => Mod.transform.parent == pqsVersion.transform);
                    uvs = pqsVersion.GetComponentsInChildren<PQSMod_UVPlanetRelativePosition>(true).FirstOrDefault(Mod => Mod.transform.parent == pqsVersion.transform);
                    collider = pqsVersion.GetComponentsInChildren<PQSMod_QuadMeshColliders>(true).FirstOrDefault(Mod => Mod.transform.parent == pqsVersion.transform);

                    // Create physics material editor
                    physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);

                    // Clone the surface material of the PQS
                    if (PQSMainOptimised.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSMainOptimisedLoader(pqsVersion.surfaceMaterial);
                        if (((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                            ((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                    }
                    else if (PQSMainShader.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSMainShaderLoader(pqsVersion.surfaceMaterial);
                        if (((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                            ((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                    }
                    else if (PQSProjectionAerialQuadRelative.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSProjectionAerialQuadRelativeLoader(pqsVersion.surfaceMaterial);
                        if (((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                            ((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                    }
                    else if (PQSProjectionSurfaceQuad.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSProjectionSurfaceQuadLoader(pqsVersion.surfaceMaterial);
                    }
                    surfaceMaterial = pqsVersion.surfaceMaterial;
                    surfaceMaterial.name = Guid.NewGuid().ToString();

                    // Clone the fallback material of the PQS
                    fallbackMaterial = new PQSProjectionFallbackLoader(pqsVersion.fallbackMaterial);
                    pqsVersion.fallbackMaterial = fallbackMaterial;
                    fallbackMaterial.name = Guid.NewGuid().ToString();
                    return;
                }

                // Create a new PQS
                GameObject controllerRoot = new GameObject ();
                controllerRoot.transform.parent = Utility.Deactivator;
                pqsVersion = controllerRoot.AddComponent<PQS> ();

                // I am at this time unable to determine some of the magic parameters which cause the PQS to work...
                PSystemBody Laythe = Utility.FindBody (PSystemManager.Instance.systemPrefab.rootBody, "Laythe");
                Utility.CopyObjectFields(Laythe.pqsVersion, pqsVersion);
                pqsVersion.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                // Create the fallback material (always the same shader)
                fallbackMaterial = new PQSProjectionFallbackLoader ();
                pqsVersion.fallbackMaterial = fallbackMaterial;
                fallbackMaterial.name = Guid.NewGuid ().ToString ();

                // Create the celestial body transform
                GameObject mod = new GameObject("_CelestialBody");
                mod.transform.parent = controllerRoot.transform;
                transform = mod.AddComponent<PQSMod_CelestialBodyTransform>();
                transform.sphere = pqsVersion;
                transform.forceActivate = false;
                transform.deactivateAltitude = 115000;
                transform.forceRebuildOnTargetChange = false;
                transform.planetFade = new PQSMod_CelestialBodyTransform.AltitudeFade();
                transform.planetFade.fadeFloatName = "_PlanetOpacity";
                transform.planetFade.fadeStart = 100000.0f;
                transform.planetFade.fadeEnd = 110000.0f;
                transform.planetFade.valueStart = 0.0f;
                transform.planetFade.valueEnd = 1.0f;
                transform.planetFade.secondaryRenderers = new List<GameObject>();
                transform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                transform.requirements = PQS.ModiferRequirements.Default;
                transform.modEnabled = true;
                transform.order = 10;

                // Create the material direction
                mod = new GameObject("_Material_SunLight");
                mod.transform.parent = controllerRoot.gameObject.transform;
                lightDirection = mod.AddComponent<PQSMod_MaterialSetDirection>();
                lightDirection.sphere = pqsVersion;
                lightDirection.valueName = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled = true;
                lightDirection.order = 100;

                // Create the UV planet relative position
                mod = new GameObject("_Material_SurfaceQuads");
                mod.transform.parent = controllerRoot.transform;
                uvs = mod.AddComponent<PQSMod_UVPlanetRelativePosition>();
                uvs.sphere = pqsVersion;
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled = true;
                uvs.order = 999999;

                // Crete the quad mesh colliders
                mod = new GameObject("QuadMeshColliders");
                mod.transform.parent = controllerRoot.gameObject.transform;
                collider = mod.AddComponent<PQSMod_QuadMeshColliders>();
                collider.sphere = pqsVersion;
                collider.maxLevelOffset = 0;
                collider.physicsMaterial = new PhysicMaterial();
                collider.physicsMaterial.name = "Ground";
                collider.physicsMaterial.dynamicFriction = 0.6f;
                collider.physicsMaterial.staticFriction = 0.8f;
                collider.physicsMaterial.bounciness = 0.0f;
                collider.physicsMaterial.frictionCombine = PhysicMaterialCombine.Maximum;
                collider.physicsMaterial.bounceCombine = PhysicMaterialCombine.Average;
                collider.requirements = PQS.ModiferRequirements.Default;
                collider.modEnabled = true;
                collider.order = 100;

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser (collider.physicsMaterial);

                // Assing the new PQS
                generatedBody.pqsVersion = pqsVersion;
            }
Exemple #6
0
        public PQSLoader(CelestialBody body)
        {
            // Is this a spawned body?
            if (body.scaledBody == null || Injector.IsInPrefab)
            {
                throw new InvalidOperationException("The body must be already spawned by the PSystemManager.");
            }

            if (body.pqsController != null)
            {
                // Save the PQSVersion
                Value = body.pqsController;

                // Get the required PQS information
                _transform = Value.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true)
                             .FirstOrDefault(mod => mod.transform.parent == Value.transform);
                _collider = Value.GetComponentsInChildren <PQSMod_QuadMeshColliders>(true)
                            .FirstOrDefault(mod => mod.transform.parent == Value.transform);

                // Clone the surface material of the PQS
                if (MaterialType == SurfaceMaterialType.AtmosphericOptimized)
                {
                    SurfaceMaterial = new PQSMainOptimisedLoader(SurfaceMaterial);
                }
                else if (MaterialType == SurfaceMaterialType.AtmosphericMain)
                {
                    SurfaceMaterial = new PQSMainShaderLoader(SurfaceMaterial);
                }
                else if (MaterialType == SurfaceMaterialType.AtmosphericBasic)
                {
                    SurfaceMaterial = new PQSProjectionAerialQuadRelativeLoader(SurfaceMaterial);
                }
                else if (MaterialType == SurfaceMaterialType.Vacuum)
                {
                    SurfaceMaterial = new PQSProjectionSurfaceQuadLoader(SurfaceMaterial);
                }
                else if (MaterialType == SurfaceMaterialType.AtmosphericExtra)
                {
                    SurfaceMaterial = new PQSMainExtrasLoader(SurfaceMaterial);
                }

                SurfaceMaterial.name = Guid.NewGuid().ToString();

                // Clone the fallback material of the PQS
                FallbackMaterial = new PQSProjectionFallbackLoader(FallbackMaterial)
                {
                    name = Guid.NewGuid().ToString()
                };
            }
            else
            {
                // Create a new PQS
                GameObject controllerRoot = new GameObject();
                controllerRoot.transform.parent = body.transform;
                Value = controllerRoot.AddComponent <PQS>();

                // I (Teknoman) am at this time unable to determine some of the magic parameters which cause the PQS to work...
                // And I (Thomas) am at this time just too lazy to do it differently...
                PSystemBody laythe = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                Utility.CopyObjectFields(laythe.pqsVersion, Value);
                Value.surfaceMaterial = laythe.pqsVersion.surfaceMaterial;

                // Create the fallback material (always the same shader)
                FallbackMaterial       = new PQSProjectionFallbackLoader();
                Value.fallbackMaterial = FallbackMaterial;
                FallbackMaterial.name  = Guid.NewGuid().ToString();

                // Create the celestial body transform
                GameObject mod = new GameObject("_CelestialBody");
                mod.transform.parent                  = controllerRoot.transform;
                _transform                            = mod.AddComponent <PQSMod_CelestialBodyTransform>();
                _transform.sphere                     = Value;
                _transform.forceActivate              = false;
                _transform.deactivateAltitude         = 115000;
                _transform.forceRebuildOnTargetChange = false;
                _transform.planetFade                 = new PQSMod_CelestialBodyTransform.AltitudeFade
                {
                    fadeFloatName      = "_PlanetOpacity",
                    fadeStart          = 100000.0f,
                    fadeEnd            = 110000.0f,
                    valueStart         = 0.0f,
                    valueEnd           = 1.0f,
                    secondaryRenderers = new List <GameObject>()
                };
                _transform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                _transform.requirements   = PQS.ModiferRequirements.Default;
                _transform.modEnabled     = true;
                _transform.order          = 10;

                // Create the material direction
                // ReSharper disable Unity.InefficientPropertyAccess
                mod = new GameObject("_Material_SunLight");
                mod.transform.parent = controllerRoot.gameObject.transform;
                PQSMod_MaterialSetDirection lightDirection = mod.AddComponent <PQSMod_MaterialSetDirection>();
                lightDirection.sphere       = Value;
                lightDirection.valueName    = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled   = true;
                lightDirection.order        = 100;

                // Create the UV planet relative position
                mod = new GameObject("_Material_SurfaceQuads");
                mod.transform.parent = controllerRoot.transform;
                PQSMod_UVPlanetRelativePosition uvs = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                uvs.sphere       = Value;
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled   = true;
                uvs.order        = 999999;

                // Crete the quad mesh colliders
                mod = new GameObject("QuadMeshColliders");
                mod.transform.parent     = controllerRoot.gameObject.transform;
                _collider                = mod.AddComponent <PQSMod_QuadMeshColliders>();
                _collider.sphere         = Value;
                _collider.maxLevelOffset = 0;
                _collider.requirements   = PQS.ModiferRequirements.Default;
                _collider.modEnabled     = true;
                _collider.order          = 100;
                // ReSharper restore Unity.InefficientPropertyAccess
            }

            // Assigning the new PQS
            body.pqsController = Value;
            Transform transform = body.transform;

            body.pqsController.name            = transform.name;
            body.pqsController.transform.name  = transform.name;
            body.pqsController.gameObject.name = transform.name;
            body.pqsController.radius          = body.Radius;

            // Add an OnDemand Handler
            if (Value.GetComponentsInChildren <PQSMod_OnDemandHandler>(true).Length == 0)
            {
                OnDemandStorage.AddHandler(Value);
            }

            // Load existing mods
            foreach (PQSMod mod in Value.GetComponentsInChildren <PQSMod>(true).Where(m => m.sphere == Value))
            {
                Type modType       = mod.GetType();
                Type modLoaderType = typeof(ModLoader <>).MakeGenericType(modType);
                foreach (Type loaderType in Parser.ModTypes)
                {
                    if (!modLoaderType.IsAssignableFrom(loaderType))
                    {
                        continue;
                    }

                    // We found our loader type
                    IModLoader loader = (IModLoader)Activator.CreateInstance(loaderType);
                    loader.Create(mod, Value);
                    Mods.Add(loader);
                }
            }
        }
        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);
        }
Exemple #8
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            /**
             * Constructor for new PQS
             **/
            public PQSLoader ()
            {
                // Create a new PQS
                GameObject controllerRoot = new GameObject ();
                controllerRoot.transform.parent = Utility.Deactivator;
                this.pqsVersion = controllerRoot.AddComponent<PQS> ();

                // I am at this time unable to determine some of the magic parameters which cause the PQS to work...
                PSystemBody Laythe = Utility.FindBody (PSystemManager.Instance.systemPrefab.rootBody, "Laythe");
                Utility.CopyObjectFields(Laythe.pqsVersion, pqsVersion);
                pqsVersion.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                // These parameters magically make the PQS work for some reason.  Need to decipher...
                /*pqsVersion.maxFrameTime = 0.075f;
                pqsVersion.subdivisionThreshold = 1;
                pqsVersion.collapseSeaLevelValue = 2;
                pqsVersion.collapseAltitudeValue = 16;
                pqsVersion.collapseAltitudeMax = 10000000;
                pqsVersion.visRadSeaLevelValue = 5;
                pqsVersion.visRadAltitudeValue = 1.79999995231628;
                pqsVersion.visRadAltitudeMax = 10000;*/

                // Create the fallback material (always the same shader)
                fallbackMaterial = new PQSProjectionFallbackLoader ();
                pqsVersion.fallbackMaterial = fallbackMaterial; 
                fallbackMaterial.name = Guid.NewGuid ().ToString ();

                // Create the celestial body transform
                GameObject mod = new GameObject("_CelestialBody");
                mod.transform.parent = controllerRoot.transform;
                transform = mod.AddComponent<PQSMod_CelestialBodyTransform>();
                transform.sphere = pqsVersion;
                transform.forceActivate = false;
                transform.deactivateAltitude = 115000;
                transform.forceRebuildOnTargetChange = false;
                transform.planetFade = new PQSMod_CelestialBodyTransform.AltitudeFade();
                transform.planetFade.fadeFloatName = "_PlanetOpacity";
                transform.planetFade.fadeStart = 100000.0f;
                transform.planetFade.fadeEnd = 110000.0f;
                transform.planetFade.valueStart = 0.0f;
                transform.planetFade.valueEnd = 1.0f;
                transform.planetFade.secondaryRenderers = new List<GameObject>();
                transform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                transform.requirements = PQS.ModiferRequirements.Default;
                transform.modEnabled = true;
                transform.order = 10;

                // Create the material direction
                mod = new GameObject("_Material_SunLight");
                mod.transform.parent = controllerRoot.gameObject.transform;
                lightDirection = mod.AddComponent<PQSMod_MaterialSetDirection>();
                lightDirection.sphere = pqsVersion;
                lightDirection.valueName = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled = true;
                lightDirection.order = 100;

                // Create the UV planet relative position
                mod = new GameObject("_Material_SurfaceQuads");
                mod.transform.parent = controllerRoot.transform;
                uvs = mod.AddComponent<PQSMod_UVPlanetRelativePosition>();
                uvs.sphere = pqsVersion;
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled = true;
                uvs.order = 999999;

                // Crete the quad mesh colliders
                mod = new GameObject("QuadMeshColliders");
                mod.transform.parent = controllerRoot.gameObject.transform;
                collider = mod.AddComponent<PQSMod_QuadMeshColliders>();
                collider.sphere = pqsVersion;
                collider.maxLevelOffset = 0;
                collider.physicsMaterial = new PhysicMaterial();
                collider.physicsMaterial.name = "Ground";
                collider.physicsMaterial.dynamicFriction = 0.6f;
                collider.physicsMaterial.staticFriction = 0.8f;
                collider.physicsMaterial.bounciness = 0.0f;
                collider.physicsMaterial.frictionDirection2 = Vector3.zero;
                collider.physicsMaterial.dynamicFriction2 = 0.0f;
                collider.physicsMaterial.staticFriction2 = 0.0f;
                collider.physicsMaterial.frictionCombine = PhysicMaterialCombine.Maximum;
                collider.physicsMaterial.bounceCombine = PhysicMaterialCombine.Average;
                collider.requirements = PQS.ModiferRequirements.Default;
                collider.modEnabled = true;
                collider.order = 100;

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser (collider.physicsMaterial);
            }
Exemple #9
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            public PQSLoader(CelestialBody body)
            {
                // Is this a spawned body?
                if (body?.scaledBody == null || Injector.IsInPrefab)
                {
                    throw new InvalidOperationException("The body must be already spawned by the PSystemManager.");
                }

                if (body.pqsController != null)
                {
                    // Save the PQSVersion
                    Value = body.pqsController;

                    // Get the required PQS information
                    _transform = Value.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true)
                                 .FirstOrDefault(Mod => Mod.transform.parent == Value.transform);
                    _collider = Value.GetComponentsInChildren <PQSMod_QuadMeshColliders>(true)
                                .FirstOrDefault(Mod => Mod.transform.parent == Value.transform);

                    // Clone the surface material of the PQS
                    if (PQSMainOptimised.UsesSameShader(surfaceMaterial))
                    {
                        PQSMainOptimisedLoader loader = new PQSMainOptimisedLoader(surfaceMaterial);
                        loader.globalDensity = loader.globalDensity < 2 ? (Single)(-8E-06) : loader.globalDensity;
                        surfaceMaterial      = loader;
                    }
                    else if (PQSMainShader.UsesSameShader(surfaceMaterial))
                    {
                        PQSMainShaderLoader loader = new PQSMainShaderLoader(surfaceMaterial);
                        loader.globalDensity = loader.globalDensity < 2 ? (Single)(-8E-06) : loader.globalDensity;
                        surfaceMaterial      = loader;
                    }
                    else if (PQSProjectionAerialQuadRelative.UsesSameShader(surfaceMaterial))
                    {
                        PQSProjectionAerialQuadRelativeLoader loader =
                            new PQSProjectionAerialQuadRelativeLoader(surfaceMaterial);
                        loader.globalDensity = loader.globalDensity < 2 ? (Single)(-8E-06) : loader.globalDensity;
                        surfaceMaterial      = loader;
                    }
                    else if (PQSProjectionSurfaceQuad.UsesSameShader(surfaceMaterial))
                    {
                        surfaceMaterial = new PQSProjectionSurfaceQuadLoader(surfaceMaterial);
                    }
                    surfaceMaterial.name = Guid.NewGuid().ToString();

                    // Clone the fallback material of the PQS
                    fallbackMaterial      = new PQSProjectionFallbackLoader(fallbackMaterial);
                    fallbackMaterial.name = Guid.NewGuid().ToString();
                }
                else
                {
                    // Create a new PQS
                    GameObject controllerRoot = new GameObject();
                    controllerRoot.transform.parent = body.transform;
                    Value = controllerRoot.AddComponent <PQS>();

                    // I (Teknoman) am at this time unable to determine some of the magic parameters which cause the PQS to work...
                    // And I (Thomas) am at this time just too lazy to do it differently...
                    PSystemBody Laythe = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                    Utility.CopyObjectFields(Laythe.pqsVersion, Value);
                    Value.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                    // Create the fallback material (always the same shader)
                    fallbackMaterial       = new PQSProjectionFallbackLoader();
                    Value.fallbackMaterial = fallbackMaterial;
                    fallbackMaterial.name  = Guid.NewGuid().ToString();

                    // Create the celestial body transform
                    GameObject mod = new GameObject("_CelestialBody");
                    mod.transform.parent                     = controllerRoot.transform;
                    _transform                               = mod.AddComponent <PQSMod_CelestialBodyTransform>();
                    _transform.sphere                        = Value;
                    _transform.forceActivate                 = false;
                    _transform.deactivateAltitude            = 115000;
                    _transform.forceRebuildOnTargetChange    = false;
                    _transform.planetFade                    = new PQSMod_CelestialBodyTransform.AltitudeFade();
                    _transform.planetFade.fadeFloatName      = "_PlanetOpacity";
                    _transform.planetFade.fadeStart          = 100000.0f;
                    _transform.planetFade.fadeEnd            = 110000.0f;
                    _transform.planetFade.valueStart         = 0.0f;
                    _transform.planetFade.valueEnd           = 1.0f;
                    _transform.planetFade.secondaryRenderers = new List <GameObject>();
                    _transform.secondaryFades                = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                    _transform.requirements                  = PQS.ModiferRequirements.Default;
                    _transform.modEnabled                    = true;
                    _transform.order                         = 10;

                    // Create the material direction
                    mod = new GameObject("_Material_SunLight");
                    mod.transform.parent = controllerRoot.gameObject.transform;
                    PQSMod_MaterialSetDirection lightDirection = mod.AddComponent <PQSMod_MaterialSetDirection>();
                    lightDirection.sphere       = Value;
                    lightDirection.valueName    = "_sunLightDirection";
                    lightDirection.requirements = PQS.ModiferRequirements.Default;
                    lightDirection.modEnabled   = true;
                    lightDirection.order        = 100;

                    // Create the UV planet relative position
                    mod = new GameObject("_Material_SurfaceQuads");
                    mod.transform.parent = controllerRoot.transform;
                    PQSMod_UVPlanetRelativePosition uvs = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                    uvs.sphere       = Value;
                    uvs.requirements = PQS.ModiferRequirements.Default;
                    uvs.modEnabled   = true;
                    uvs.order        = 999999;

                    // Crete the quad mesh colliders
                    mod = new GameObject("QuadMeshColliders");
                    mod.transform.parent     = controllerRoot.gameObject.transform;
                    _collider                = mod.AddComponent <PQSMod_QuadMeshColliders>();
                    _collider.sphere         = Value;
                    _collider.maxLevelOffset = 0;
                    _collider.requirements   = PQS.ModiferRequirements.Default;
                    _collider.modEnabled     = true;
                    _collider.order          = 100;
                }

                // Assing the new PQS
                body.pqsController                 = Value;
                body.pqsController.name            = body.transform.name;
                body.pqsController.transform.name  = body.transform.name;
                body.pqsController.gameObject.name = body.transform.name;
                body.pqsController.radius          = body.Radius;

                // Add an OnDemand Handler
                if (Value.GetComponentsInChildren <PQSMod_OnDemandHandler>(true).Length == 0)
                {
                    OnDemandStorage.AddHandler(Value);
                }

                // Load existing mods
                foreach (PQSMod mod in Value.GetComponentsInChildren <PQSMod>(true)
                         .Where(m => m.sphere == Value))
                {
                    Type modType = mod.GetType();
                    foreach (Type loaderType in Parser.ModTypes)
                    {
                        if (loaderType.BaseType == null)
                        {
                            continue;
                        }
                        if (loaderType.BaseType.Namespace != "Kopernicus.Configuration.ModLoader")
                        {
                            continue;
                        }
                        if (!loaderType.BaseType.Name.StartsWith("ModLoader"))
                        {
                            continue;
                        }
                        if (loaderType.BaseType.GetGenericArguments()[0] != modType)
                        {
                            continue;
                        }

                        // We found our loader type
                        IModLoader loader = (IModLoader)Activator.CreateInstance(loaderType);
                        loader.Create(mod, Value);
                        mods.Add(loader);
                    }
                }
            }
Exemple #10
0
        public PQSLoader(CelestialBody body)
        {
            // Is this a spawned body?
            if (body.scaledBody == null || Injector.IsInPrefab)
            {
                throw new InvalidOperationException("The body must be already spawned by the PSystemManager.");
            }

            if (body.pqsController != null)
            {
                // Save the PQSVersion
                Value = body.pqsController;

                // Get the required PQS information
                _transform = Utility.GetMod <PQSMod_CelestialBodyTransform>(Value);
                _collider  = Utility.GetMod <PQSMod_QuadMeshColliders>(Value);
            }
            else
            {
                // Create a new PQS
                GameObject controllerRoot = new GameObject();
                controllerRoot.transform.parent = body.transform;
                Value = controllerRoot.AddComponent <PQS>();

                PSystemBody laythe = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                Utility.CopyObjectFields(laythe.pqsVersion, Value);

                // Create the fallback material (always the same shader)
                FallbackMaterial = new PQSProjectionFallbackLoader();

                // Create the celestial body transform
                _transform = Utility.AddMod <PQSMod_CelestialBodyTransform>(Value, 10);
                _transform.forceActivate              = false;
                _transform.deactivateAltitude         = 115000;
                _transform.forceRebuildOnTargetChange = false;
                _transform.planetFade = new PQSMod_CelestialBodyTransform.AltitudeFade
                {
                    fadeFloatName      = "_PlanetOpacity",
                    fadeStart          = 100000.0f,
                    fadeEnd            = 110000.0f,
                    valueStart         = 0.0f,
                    valueEnd           = 1.0f,
                    secondaryRenderers = new List <GameObject>()
                };
                _transform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0];

                // Crete the quad mesh colliders
                _collider = Utility.AddMod <PQSMod_QuadMeshColliders>(Value, 100);
                _collider.maxLevelOffset = 0;

                // Create the material direction
                Utility.AddMod <PQSMod_MaterialSetDirection>(Value, 100).valueName = "_sunLightDirection";

                // Create the UV planet relative position
                Utility.AddMod <PQSMod_UVPlanetRelativePosition>(Value, 999999);
            }

            // Assigning the new PQS
            body.pqsController = Value;
            Transform transform = body.transform;

            body.pqsController.name            = transform.name;
            body.pqsController.transform.name  = transform.name;
            body.pqsController.gameObject.name = transform.name;
            body.pqsController.radius          = body.Radius;

            // Add an OnDemand Handler
            if (!Utility.HasMod <PQSMod_OnDemandHandler>(Value))
            {
                Utility.AddMod <PQSMod_OnDemandHandler>(Value, 0);
            }

            // Add fixes for LandControl and TextureAtlas
            if (!Utility.HasMod <PQSLandControlFixer>(Value))
            {
                Utility.AddMod <PQSLandControlFixer>(Value, 0);
            }
#if (KSP_VERSION_1_9_1 || KSP_VERSION_1_10_1 || KSP_VERSION_1_11_1)
            if (!Utility.HasMod <PQSMod_TextureAtlasFixer>(Value))
            {
                Utility.AddMod <PQSMod_TextureAtlasFixer>(Value, 0);
            }
#endif
            // Add the PQSROCControl mod for surface anomalies
            if (!Utility.HasMod <PQSROCControl>(Value))
            {
                PQSROCControl roc = Utility.AddMod <PQSROCControl>(Value, 999999);
                roc.rocs          = new List <LandClassROC>();
                roc.currentCBName = Value.name;
            }
            else
            {
                PQSROCControl roc = Utility.GetMod <PQSROCControl>(Value);
                roc.currentCBName = Value.name;
            }

            // Load existing mods
            PQSMod[] mods = Utility.GetMods <PQSMod>(Value);
            for (Int32 i = 0; i < mods.Length; i++)
            {
                Type modType       = mods[i].GetType();
                Type modLoaderType = typeof(ModLoader <>).MakeGenericType(modType);

                for (Int32 j = 0; j < Parser.ModTypes.Count; j++)
                {
                    if (!modLoaderType.IsAssignableFrom(Parser.ModTypes[j]))
                    {
                        continue;
                    }

                    IModLoader loader = (IModLoader)Activator.CreateInstance(Parser.ModTypes[j]);
                    loader.Create(mods[i], Value);
                    Mods.Add(loader);
                }
            }
        }
Exemple #11
0
        /// <summary>
        /// Creates a new PQS Loader from the Injector context.
        /// </summary>
        public PQSLoader()
        {
            // Is this the parser context?
            if (!Injector.IsInPrefab)
            {
                throw new InvalidOperationException("Must be executed in Injector context.");
            }

            if (generatedBody.pqsVersion != null)
            {
                // Save the PQSVersion
                Value = generatedBody.pqsVersion;

                // Get the required PQS information
                _transform = Utility.GetMod <PQSMod_CelestialBodyTransform>(Value);
                _collider  = Utility.GetMod <PQSMod_QuadMeshColliders>(Value);
            }
            else
            {
                // Create a new PQS
                GameObject controllerRoot = new GameObject();
                controllerRoot.transform.parent = generatedBody.celestialBody.transform;
                Value = controllerRoot.AddComponent <PQS>();

                // I (Teknoman) am at this time unable to determine some of the magic parameters which cause the PQS to work...
                // And I (Thomas) am at this time just too lazy to do it differently...
                PSystemBody laythe = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                Utility.CopyObjectFields(laythe.pqsVersion, Value);

                // Create the fallback material (always the same shader)
                FallbackMaterial = new PQSProjectionFallbackLoader();

                // Create the celestial body transform
                _transform = Utility.AddMod <PQSMod_CelestialBodyTransform>(Value, 10);
                _transform.forceActivate              = false;
                _transform.deactivateAltitude         = 115000;
                _transform.forceRebuildOnTargetChange = false;
                _transform.planetFade = new PQSMod_CelestialBodyTransform.AltitudeFade
                {
                    fadeFloatName      = "_PlanetOpacity",
                    fadeStart          = 100000.0f,
                    fadeEnd            = 110000.0f,
                    valueStart         = 0.0f,
                    valueEnd           = 1.0f,
                    secondaryRenderers = new List <GameObject>()
                };
                _transform.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[0];

                // Crete the quad mesh colliders
                _collider = Utility.AddMod <PQSMod_QuadMeshColliders>(Value, 100);
                _collider.maxLevelOffset = 0;

                // Create the material direction
                Utility.AddMod <PQSMod_MaterialSetDirection>(Value, 100).valueName = "_sunLightDirection";

                // Create the UV planet relative position
                Utility.AddMod <PQSMod_UVPlanetRelativePosition>(Value, 999999);
            }

            // Assigning the new PQS
            generatedBody.pqsVersion                  = Value;
            generatedBody.pqsVersion.name             = generatedBody.name;
            generatedBody.pqsVersion.transform.name   = generatedBody.name;
            generatedBody.pqsVersion.gameObject.name  = generatedBody.name;
            generatedBody.pqsVersion.radius           = generatedBody.celestialBody.Radius;
            generatedBody.celestialBody.pqsController = generatedBody.pqsVersion;

            // Add an OnDemand Handler
            if (!Utility.HasMod <PQSMod_OnDemandHandler>(Value))
            {
                Utility.AddMod <PQSMod_OnDemandHandler>(Value, 0);
            }

            // Add fixes for LandControl and TextureAtlas
            if (!Utility.HasMod <PQSLandControlFixer>(Value))
            {
                Utility.AddMod <PQSLandControlFixer>(Value, 0);
            }
#if (KSP_VERSION_1_9_1 || KSP_VERSION_1_10_1 || KSP_VERSION_1_11_1)
            if (!Utility.HasMod <PQSMod_TextureAtlasFixer>(Value))
            {
                Utility.AddMod <PQSMod_TextureAtlasFixer>(Value, 0);
            }
#endif

            // hacky hack
            if (generatedBody.celestialBody.isHomeWorld && Value.gameObject.GetChild("KSC") == null)
            {
                PSystemBody kerbinTemplate = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Kerbin");
                GameObject  scTree         = kerbinTemplate.pqsVersion.gameObject.GetChild("KSC");
                GameObject  newScTree      = Object.Instantiate(scTree, Value.transform, true);
                newScTree.transform.localPosition = scTree.transform.localPosition;
                newScTree.transform.localScale    = scTree.transform.localScale;
                newScTree.transform.localRotation = scTree.transform.localRotation;
                newScTree.name = "KSC";
            }

            // Add the PQSROCControl mod for surface anomalies
            if (!Utility.HasMod <PQSROCControl>(Value))
            {
                PQSROCControl roc = Utility.AddMod <PQSROCControl>(Value, 999999);
                roc.rocs          = new List <LandClassROC>();
                roc.currentCBName = Value.name;
            }
            else
            {
                PQSROCControl roc = Utility.GetMod <PQSROCControl>(Value);
                roc.currentCBName = Value.name;
            }

            // Load existing mods
            PQSMod[] mods = Utility.GetMods <PQSMod>(Value);
            for (Int32 i = 0; i < mods.Length; i++)
            {
                Type modType       = mods[i].GetType();
                Type modLoaderType = typeof(ModLoader <>).MakeGenericType(modType);

                for (Int32 j = 0; j < Parser.ModTypes.Count; j++)
                {
                    if (!modLoaderType.IsAssignableFrom(Parser.ModTypes[j]))
                    {
                        continue;
                    }

                    IModLoader loader = (IModLoader)Activator.CreateInstance(Parser.ModTypes[j]);
                    loader.Create(mods[i], Value);
                    Mods.Add(loader);
                }
            }
        }
            /// <summary>
            /// Renders the Window
            /// </summary>
            protected override void Render(Int32 id)
            {
                // Call base
                base.Render(id);

                // Check for PQS
                if (Current.pqsController == null)
                {
                    Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_ADD, () =>
                    {
                        // Create a new PQS
                        GameObject controllerRoot       = new GameObject(Current.name);
                        controllerRoot.transform.parent = Current.transform;
                        PQS pqsVersion = controllerRoot.AddComponent <PQS>();

                        // I am at this time unable to determine some of the magic parameters which cause the PQS to work... (Or just lazy but who cares :P)
                        PSystemBody Laythe = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                        Utility.CopyObjectFields(Laythe.pqsVersion, pqsVersion);
                        pqsVersion.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                        // Create the fallback material (always the same shader)
                        pqsVersion.fallbackMaterial      = new PQSProjectionFallbackLoader();
                        pqsVersion.fallbackMaterial.name = Guid.NewGuid().ToString();

                        // Create the celestial body transform
                        GameObject mod       = new GameObject("_CelestialBody");
                        mod.transform.parent = controllerRoot.transform;
                        PQSMod_CelestialBodyTransform transform = mod.AddComponent <PQSMod_CelestialBodyTransform>();
                        transform.sphere                        = pqsVersion;
                        transform.forceActivate                 = false;
                        transform.deactivateAltitude            = 115000;
                        transform.forceRebuildOnTargetChange    = false;
                        transform.planetFade                    = new PQSMod_CelestialBodyTransform.AltitudeFade();
                        transform.planetFade.fadeFloatName      = "_PlanetOpacity";
                        transform.planetFade.fadeStart          = 100000.0f;
                        transform.planetFade.fadeEnd            = 110000.0f;
                        transform.planetFade.valueStart         = 0.0f;
                        transform.planetFade.valueEnd           = 1.0f;
                        transform.planetFade.secondaryRenderers = new List <GameObject>();
                        transform.secondaryFades                = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                        transform.requirements                  = PQS.ModiferRequirements.Default;
                        transform.modEnabled                    = true;
                        transform.order = 10;

                        // Create the material direction
                        mod = new GameObject("_Material_SunLight");
                        mod.transform.parent = controllerRoot.gameObject.transform;
                        PQSMod_MaterialSetDirection lightDirection = mod.AddComponent <PQSMod_MaterialSetDirection>();
                        lightDirection.sphere       = pqsVersion;
                        lightDirection.valueName    = "_sunLightDirection";
                        lightDirection.requirements = PQS.ModiferRequirements.Default;
                        lightDirection.modEnabled   = true;
                        lightDirection.order        = 100;

                        // Create the UV planet relative position
                        mod = new GameObject("_Material_SurfaceQuads");
                        mod.transform.parent = controllerRoot.transform;
                        PQSMod_UVPlanetRelativePosition uvs = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                        uvs.sphere       = pqsVersion;
                        uvs.requirements = PQS.ModiferRequirements.Default;
                        uvs.modEnabled   = true;
                        uvs.order        = 999999;

                        // Crete the quad mesh colliders
                        mod = new GameObject("QuadMeshColliders");
                        mod.transform.parent = controllerRoot.gameObject.transform;
                        PQSMod_QuadMeshColliders collider = mod.AddComponent <PQSMod_QuadMeshColliders>();
                        collider.sphere                          = pqsVersion;
                        collider.maxLevelOffset                  = 0;
                        collider.physicsMaterial                 = new PhysicMaterial();
                        collider.physicsMaterial.name            = "Ground";
                        collider.physicsMaterial.dynamicFriction = 0.6f;
                        collider.physicsMaterial.staticFriction  = 0.8f;
                        collider.physicsMaterial.bounciness      = 0.0f;
                        collider.physicsMaterial.frictionCombine = PhysicMaterialCombine.Maximum;
                        collider.physicsMaterial.bounceCombine   = PhysicMaterialCombine.Average;
                        collider.requirements                    = PQS.ModiferRequirements.Default;
                        collider.modEnabled                      = true;
                        collider.order = 100;

                        // Assing the new PQS
                        Current.pqsController              = pqsVersion;
                        pqsVersion.transform.position      = Current.transform.position;
                        pqsVersion.transform.localPosition = Vector3.zero;

                        // Set mode
                        _mode = Modes.List;
                    }, new Rect(20, index * distance + 10, 350, 20));
                    return;
                }

                // Mode List
                if (_mode == Modes.List)
                {
                    // Get the PQS-Spheres and their mods
                    IEnumerable <PQS>    pqsList    = Current.GetComponentsInChildren <PQS>(true);
                    IEnumerable <PQSMod> pqsModList = Current.GetComponentsInChildren <PQSMod>(true);

                    // Scroll
                    BeginScrollView(250, (pqsList.Count() + pqsModList.Count()) * distance + distance * 4, 20);

                    // Index
                    index = 0;

                    // Render
                    foreach (PQS pqs in pqsList)
                    {
                        Button(pqs.ToString(), () =>
                        {
                            _mode   = Modes.PQS;
                            _sphere = pqs;
                        }, new Rect(20, index * distance + 10, 350, 20));
                    }
                    foreach (PQSMod mod in pqsModList)
                    {
                        Button(mod.ToString(), () =>
                        {
                            _mode   = Modes.PQSMod;
                            _sphere = mod.sphere;
                            _mod    = mod;
                        }, new Rect(20, index * distance + 10, 350, 20));
                    }
                    index++;
                    Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_ADD_MOD, () => _mode = Modes.AddMod, new Rect(20, index * distance + 10, 350, 20));
                    if (Current.pqsController.ChildSpheres.All(s => s.name != Current.pqsController.name + "Ocean"))
                    {
                        Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_ADD_OCEAN, () =>
                        {
                            // Generate the PQS object
                            GameObject gameObject = new GameObject("Ocean");
                            gameObject.layer      = Constants.GameLayers.LocalSpace;
                            PQS ocean             = gameObject.AddComponent <PQS>();

                            // Setup materials
                            PSystemBody Body = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Laythe");
                            foreach (PQS oc in Body.pqsVersion.GetComponentsInChildren <PQS>(true))
                            {
                                if (oc.name != "LaytheOcean")
                                {
                                    continue;
                                }

                                // Copying Laythes Ocean-properties
                                Utility.CopyObjectFields <PQS>(oc, ocean);
                            }

                            // Load our new Material into the PQS
                            ocean.surfaceMaterial      = new PQSOceanSurfaceQuadLoader(ocean.surfaceMaterial);
                            ocean.surfaceMaterial.name = Guid.NewGuid().ToString();

                            // Load fallback material into the PQS
                            ocean.fallbackMaterial      = new PQSOceanSurfaceQuadFallbackLoader(ocean.fallbackMaterial);
                            ocean.fallbackMaterial.name = Guid.NewGuid().ToString();

                            // Create the UV planet relative position
                            GameObject mod       = new GameObject("_Material_SurfaceQuads");
                            mod.transform.parent = gameObject.transform;
                            PQSMod_UVPlanetRelativePosition uvs = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                            uvs.sphere       = ocean;
                            uvs.requirements = PQS.ModiferRequirements.Default;
                            uvs.modEnabled   = true;
                            uvs.order        = 999999;

                            // Create the AerialPerspective Material
                            AerialPerspectiveMaterial mat = new AerialPerspectiveMaterial();
                            mat.Create(ocean);

                            // Create the OceanFX
                            OceanFX oceanFX = new OceanFX();
                            oceanFX.Create(ocean);

                            // Apply the Ocean
                            ocean.transform.parent = Current.pqsController.transform;

                            // Add the ocean PQS to the secondary renders of the CelestialBody Transform
                            PQSMod_CelestialBodyTransform transform = Current.pqsController.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).FirstOrDefault(mod_ => mod_.transform.parent == Current.pqsController.transform);
                            transform.planetFade.secondaryRenderers.Add(ocean.gameObject);
                            typeof(PQS).GetField("_childSpheres", BindingFlags.Instance | BindingFlags.NonPublic)?.SetValue(Current.pqsController, null);

                            // Names!
                            ocean.name            = Current.pqsController.name + "Ocean";
                            ocean.gameObject.name = Current.pqsController.name + "Ocean";
                            ocean.transform.name  = Current.pqsController.name + "Ocean";

                            // Set up the ocean PQS
                            ocean.parentSphere            = Current.pqsController;
                            ocean.transform.position      = Current.pqsController.transform.position;
                            ocean.transform.localPosition = Vector3.zero;
                            ocean.radius = Current.Radius;
                        }, new Rect(20, index * distance + 10, 350, 20));
                    }
                    else
                    {
                        Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_REMOVE_OCEAN, () =>
                        {
                            // Find atmosphere the ocean PQS
                            PQS ocean = Current.pqsController.GetComponentsInChildren <PQS>(true).First(pqs => pqs != Current.pqsController);
                            PQSMod_CelestialBodyTransform cbt = Current.pqsController.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).First();

                            // Destroy the ocean PQS (this could be bad - destroying the secondary fades...)
                            cbt.planetFade.secondaryRenderers.Remove(ocean.gameObject);
                            typeof(PQS).GetField("_childSpheres", BindingFlags.Instance | BindingFlags.NonPublic)?.SetValue(Current.pqsController, null);
                            cbt.secondaryFades     = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                            ocean.transform.parent = null;
                            UnityEngine.Object.Destroy(ocean);
                        }, new Rect(20, index * distance + 10, 350, 20));
                    }

                    // End Scroll
                    EndScrollView();
                }

                // Mode PQS
                if (_mode == Modes.PQS)
                {
                    // Scroll
                    BeginScrollView(250, Utils.GetScrollSize <PQS>() + Utils.GetScrollSize <HazardousOcean>() + distance * 1, 20);

                    // Index
                    index = 0;

                    // Render the PQS
                    RenderObject(_sphere);

                    // If it is an ocean, create an Hazardous Ocean button
                    if (PQSOceanSurfaceQuad.UsesSameShader(_sphere.surfaceMaterial))
                    {
                        Label("hazardousOcean"); index--;
                        if (_sphere.GetComponent <HazardousOcean>() != null)
                        {
                            Button(Localization.LOC_KITTOPIATECH_EDIT, () =>
                            {
                                UIController.Instance.SetEditedObject(KittopiaWindows.Curve, _sphere.GetComponent <HazardousOcean>().heatCurve ?? new FloatCurve(), c => _sphere.GetComponent <HazardousOcean>().heatCurve = c);
                                UIController.Instance.EnableWindow(KittopiaWindows.Curve);
                            }, new Rect(200, index * distance + 10, 75, 20)); index--;
                            Button(Localization.LOC_KITTOPIATECH_REMOVE, () => UnityEngine.Object.DestroyImmediate(_sphere.GetComponent <HazardousOcean>()), new Rect(285, index * distance + 10, 75, 20));
                        }
                        else
                        {
                            Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_ADD_HAZOCEAN, () => _sphere.gameObject.AddComponent <HazardousOcean>(), new Rect(200, index * distance + 10, 170, 20));
                        }
                    }
                    index++;

                    // Rebuild
                    Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_REBUILD, () => _sphere.RebuildSphere());

                    // End Scroll
                    EndScrollView();
                }

                // Mode PQSMod
                if (_mode == Modes.PQSMod)
                {
                    // Scroll
                    BeginScrollView(250, Utils.GetScrollSize(_mod.GetType()) + distance * 5, 20);

                    // Index
                    index = 0;

                    // Render the PQS
                    RenderObject(_mod);
                    index++;

                    // Rebuild
                    Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_REBUILD, () => _sphere.RebuildSphere());

                    // Remove
                    Button(Localization.LOC_KITTOPIATECH_PQSEDITOR_REMOVE_MOD, () =>
                    {
                        _mod.sphere = null;
                        UnityEngine.Object.Destroy(_mod);
                        _mod = null;

                        // Hack
                        _sphere.SetupExternalRender();
                        _sphere.CloseExternalRender();

                        _mode = Modes.List;
                    });

                    // End Scroll
                    EndScrollView();
                }

                // Mode AddPQSMod
                if (_mode == Modes.AddMod)
                {
                    // Get all PQSMod types
                    List <Type> types = Parser.ModTypes.Where(t => t.IsSubclassOf(typeof(PQSMod))).ToList();

                    // Begin Scroll
                    BeginScrollView(250, types.Count * distance + 10, 20);

                    // Index
                    index = 0;

                    // Render the possible types
                    foreach (Type t in types)
                    {
                        Button(t.FullName, () =>
                        {
                            // Hack^6
                            GameObject pqsModObject       = new GameObject(t.Name);
                            pqsModObject.transform.parent = Current.pqsController.transform;
                            PQSMod mod = pqsModObject.AddComponent(t) as PQSMod;
                            mod.sphere = Current.pqsController;

                            if (t == typeof(PQSMod_VoronoiCraters))
                            {
                                PQS mun = Utility.FindBody(Injector.StockSystemPrefab.rootBody, "Mun").pqsVersion;
                                PQSMod_VoronoiCraters craters = mun.GetComponentsInChildren <PQSMod_VoronoiCraters>()[0];
                                PQSMod_VoronoiCraters nc      = pqsModObject.GetComponentsInChildren <PQSMod_VoronoiCraters>()[0];
                                nc.craterColourRamp           = craters.craterColourRamp;
                                nc.craterCurve = craters.craterCurve;
                                nc.jitterCurve = craters.jitterCurve;
                            }
                            else if (t == typeof(PQSMod_VertexPlanet))
                            {
                                PQSMod_VertexPlanet vp     = mod as PQSMod_VertexPlanet;
                                vp.landClasses             = new [] { new PQSMod_VertexPlanet.LandClass("Class", 0, 1, Color.black, Color.white, 0) };
                                vp.continental             = new PQSMod_VertexPlanet.SimplexWrapper(0, 0, 0, 0);
                                vp.continentalRuggedness   = new PQSMod_VertexPlanet.SimplexWrapper(0, 0, 0, 0);
                                vp.continentalSharpness    = new PQSMod_VertexPlanet.NoiseModWrapper(0, 0, 0, 0);
                                vp.continentalSharpnessMap = new PQSMod_VertexPlanet.SimplexWrapper(0, 0, 0, 0);
                                vp.terrainType             = new PQSMod_VertexPlanet.SimplexWrapper(0, 0, 0, 0);
                            }
                            else if (t == typeof(PQSMod_HeightColorMap))
                            {
                                (mod as PQSMod_HeightColorMap).landClasses = new [] { new PQSMod_HeightColorMap.LandClass("Class", 0, 1, Color.black, Color.white, 0) };
                            }
                            else if (t == typeof(PQSMod_HeightColorMap2))
                            {
                                (mod as PQSMod_HeightColorMap2).landClasses = new[] { new PQSMod_HeightColorMap2.LandClass("Class", 0, 1, Color.black, Color.white, 0) };
                            }
                            else if (t == typeof(PQSMod_HeightColorMapNoise))
                            {
                                (mod as PQSMod_HeightColorMapNoise).landClasses = new[] { new PQSMod_HeightColorMapNoise.LandClass("Class", 0, 1, Color.black, Color.white, 0) };
                            }
                            else if (t == typeof(PQSLandControl))
                            {
                                PQSLandControl lc  = mod as PQSLandControl;
                                lc.altitudeSimplex = new Simplex();
                                lc.scatters        = new PQSLandControl.LandClassScatter[0];
                                lc.landClasses     = new [] { new PQSLandControl.LandClass()
                                                              {
                                                                  altitudeRange       = new PQSLandControl.LerpRange(),
                                                                  coverageSimplex     = new Simplex(),
                                                                  longitudeRange      = new PQSLandControl.LerpRange(),
                                                                  latitudeDoubleRange = new PQSLandControl.LerpRange(),
                                                                  latitudeRange       = new PQSLandControl.LerpRange(),
                                                                  scatter             = new PQSLandControl.LandClassScatterAmount[0]
                                                              } };
                                lc.latitudeSimplex  = new Simplex();
                                lc.longitudeSimplex = new Simplex();
                            }

                            // Edit the mod
                            _mod    = mod;
                            _sphere = mod.sphere;
                            _mode   = Modes.PQSMod;
                        }, new Rect(20, index * distance + 10, 350, 20));
                    }


                    // End Scroll
                    EndScrollView();
                }
            }
Exemple #13
0
            /**
             * Constructor for new PQS
             **/
            public PQSLoader()
            {
                // Create a new PQS
                GameObject controllerRoot = new GameObject();

                controllerRoot.transform.parent = Utility.Deactivator;
                this.pqsVersion = controllerRoot.AddComponent <PQS> ();

                // I am at this time unable to determine some of the magic parameters which cause the PQS to work...
                PSystemBody Laythe = Utility.FindBody(PSystemManager.Instance.systemPrefab.rootBody, "Laythe");

                Utility.CopyObjectFields(Laythe.pqsVersion, pqsVersion);
                pqsVersion.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                // These parameters magically make the PQS work for some reason.  Need to decipher...

                /*pqsVersion.maxFrameTime = 0.075f;
                 * pqsVersion.subdivisionThreshold = 1;
                 * pqsVersion.collapseSeaLevelValue = 2;
                 * pqsVersion.collapseAltitudeValue = 16;
                 * pqsVersion.collapseAltitudeMax = 10000000;
                 * pqsVersion.visRadSeaLevelValue = 5;
                 * pqsVersion.visRadAltitudeValue = 1.79999995231628;
                 * pqsVersion.visRadAltitudeMax = 10000;*/

                // Create the fallback material (always the same shader)
                fallbackMaterial            = new PQSProjectionFallbackLoader();
                pqsVersion.fallbackMaterial = fallbackMaterial;
                fallbackMaterial.name       = Guid.NewGuid().ToString();

                // Create the celestial body transform
                GameObject mod = new GameObject("_CelestialBody");

                mod.transform.parent                    = controllerRoot.transform;
                transform                               = mod.AddComponent <PQSMod_CelestialBodyTransform>();
                transform.sphere                        = pqsVersion;
                transform.forceActivate                 = false;
                transform.deactivateAltitude            = 115000;
                transform.forceRebuildOnTargetChange    = false;
                transform.planetFade                    = new PQSMod_CelestialBodyTransform.AltitudeFade();
                transform.planetFade.fadeFloatName      = "_PlanetOpacity";
                transform.planetFade.fadeStart          = 100000.0f;
                transform.planetFade.fadeEnd            = 110000.0f;
                transform.planetFade.valueStart         = 0.0f;
                transform.planetFade.valueEnd           = 1.0f;
                transform.planetFade.secondaryRenderers = new List <GameObject>();
                transform.secondaryFades                = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                transform.requirements                  = PQS.ModiferRequirements.Default;
                transform.modEnabled                    = true;
                transform.order                         = 10;

                // Create the material direction
                mod = new GameObject("_Material_SunLight");
                mod.transform.parent        = controllerRoot.gameObject.transform;
                lightDirection              = mod.AddComponent <PQSMod_MaterialSetDirection>();
                lightDirection.sphere       = pqsVersion;
                lightDirection.valueName    = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled   = true;
                lightDirection.order        = 100;

                // Create the UV planet relative position
                mod = new GameObject("_Material_SurfaceQuads");
                mod.transform.parent = controllerRoot.transform;
                uvs              = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                uvs.sphere       = pqsVersion;
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled   = true;
                uvs.order        = 999999;

                // Crete the quad mesh colliders
                mod = new GameObject("QuadMeshColliders");
                mod.transform.parent                        = controllerRoot.gameObject.transform;
                collider                                    = mod.AddComponent <PQSMod_QuadMeshColliders>();
                collider.sphere                             = pqsVersion;
                collider.maxLevelOffset                     = 0;
                collider.physicsMaterial                    = new PhysicMaterial();
                collider.physicsMaterial.name               = "Ground";
                collider.physicsMaterial.dynamicFriction    = 0.6f;
                collider.physicsMaterial.staticFriction     = 0.8f;
                collider.physicsMaterial.bounciness         = 0.0f;
                collider.physicsMaterial.frictionDirection2 = Vector3.zero;
                collider.physicsMaterial.dynamicFriction2   = 0.0f;
                collider.physicsMaterial.staticFriction2    = 0.0f;
                collider.physicsMaterial.frictionCombine    = PhysicMaterialCombine.Maximum;
                collider.physicsMaterial.bounceCombine      = PhysicMaterialCombine.Average;
                collider.requirements                       = PQS.ModiferRequirements.Default;
                collider.modEnabled                         = true;
                collider.order                              = 100;

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);
            }
Exemple #14
0
            /**
             * Constructor for new PQS
             **/
            public PQSLoader()
            {
                if (generatedBody.pqsVersion != null)
                {
                    // Save the PQSVersion
                    pqsVersion = generatedBody.pqsVersion;

                    // Get the required PQS information
                    transform      = pqsVersion.GetComponentsInChildren <PQSMod_CelestialBodyTransform>(true).Where(Mod => Mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                    lightDirection = pqsVersion.GetComponentsInChildren <PQSMod_MaterialSetDirection>(true).Where(Mod => Mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                    uvs            = pqsVersion.GetComponentsInChildren <PQSMod_UVPlanetRelativePosition>(true).Where(Mod => Mod.transform.parent == pqsVersion.transform).FirstOrDefault();
                    collider       = pqsVersion.GetComponentsInChildren <PQSMod_QuadMeshColliders>(true).Where(Mod => Mod.transform.parent == pqsVersion.transform).FirstOrDefault();

                    // Create physics material editor
                    physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);

                    // Clone the surface material of the PQS
                    if (PQSMainOptimised.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSMainOptimisedLoader(pqsVersion.surfaceMaterial);
                        if (((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        {
                            ((PQSMainOptimisedLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                        }
                    }
                    else if (PQSMainShader.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSMainShaderLoader(pqsVersion.surfaceMaterial);
                        if (((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        {
                            ((PQSMainShaderLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                        }
                    }
                    else if (PQSProjectionAerialQuadRelative.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSProjectionAerialQuadRelativeLoader(pqsVersion.surfaceMaterial);
                        if (((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity < 2)
                        {
                            ((PQSProjectionAerialQuadRelativeLoader)pqsVersion.surfaceMaterial).globalDensity = (float)-8E-06;
                        }
                    }
                    else if (PQSProjectionSurfaceQuad.UsesSameShader(pqsVersion.surfaceMaterial))
                    {
                        pqsVersion.surfaceMaterial = new PQSProjectionSurfaceQuadLoader(pqsVersion.surfaceMaterial);
                    }
                    surfaceMaterial      = pqsVersion.surfaceMaterial;
                    surfaceMaterial.name = Guid.NewGuid().ToString();

                    // Clone the fallback material of the PQS
                    fallbackMaterial            = new PQSProjectionFallbackLoader(pqsVersion.fallbackMaterial);
                    pqsVersion.fallbackMaterial = fallbackMaterial;
                    fallbackMaterial.name       = Guid.NewGuid().ToString();
                    return;
                }

                // Create a new PQS
                GameObject controllerRoot = new GameObject();

                controllerRoot.transform.parent = Utility.Deactivator;
                pqsVersion = controllerRoot.AddComponent <PQS> ();

                // I am at this time unable to determine some of the magic parameters which cause the PQS to work...
                PSystemBody Laythe = Utility.FindBody(PSystemManager.Instance.systemPrefab.rootBody, "Laythe");

                Utility.CopyObjectFields(Laythe.pqsVersion, pqsVersion);
                pqsVersion.surfaceMaterial = Laythe.pqsVersion.surfaceMaterial;

                // Create the fallback material (always the same shader)
                fallbackMaterial            = new PQSProjectionFallbackLoader();
                pqsVersion.fallbackMaterial = fallbackMaterial;
                fallbackMaterial.name       = Guid.NewGuid().ToString();

                // Create the celestial body transform
                GameObject mod = new GameObject("_CelestialBody");

                mod.transform.parent                    = controllerRoot.transform;
                transform                               = mod.AddComponent <PQSMod_CelestialBodyTransform>();
                transform.sphere                        = pqsVersion;
                transform.forceActivate                 = false;
                transform.deactivateAltitude            = 115000;
                transform.forceRebuildOnTargetChange    = false;
                transform.planetFade                    = new PQSMod_CelestialBodyTransform.AltitudeFade();
                transform.planetFade.fadeFloatName      = "_PlanetOpacity";
                transform.planetFade.fadeStart          = 100000.0f;
                transform.planetFade.fadeEnd            = 110000.0f;
                transform.planetFade.valueStart         = 0.0f;
                transform.planetFade.valueEnd           = 1.0f;
                transform.planetFade.secondaryRenderers = new List <GameObject>();
                transform.secondaryFades                = new PQSMod_CelestialBodyTransform.AltitudeFade[0];
                transform.requirements                  = PQS.ModiferRequirements.Default;
                transform.modEnabled                    = true;
                transform.order                         = 10;

                // Create the material direction
                mod = new GameObject("_Material_SunLight");
                mod.transform.parent        = controllerRoot.gameObject.transform;
                lightDirection              = mod.AddComponent <PQSMod_MaterialSetDirection>();
                lightDirection.sphere       = pqsVersion;
                lightDirection.valueName    = "_sunLightDirection";
                lightDirection.requirements = PQS.ModiferRequirements.Default;
                lightDirection.modEnabled   = true;
                lightDirection.order        = 100;

                // Create the UV planet relative position
                mod = new GameObject("_Material_SurfaceQuads");
                mod.transform.parent = controllerRoot.transform;
                uvs              = mod.AddComponent <PQSMod_UVPlanetRelativePosition>();
                uvs.sphere       = pqsVersion;
                uvs.requirements = PQS.ModiferRequirements.Default;
                uvs.modEnabled   = true;
                uvs.order        = 999999;

                // Crete the quad mesh colliders
                mod = new GameObject("QuadMeshColliders");
                mod.transform.parent                     = controllerRoot.gameObject.transform;
                collider                                 = mod.AddComponent <PQSMod_QuadMeshColliders>();
                collider.sphere                          = pqsVersion;
                collider.maxLevelOffset                  = 0;
                collider.physicsMaterial                 = new PhysicMaterial();
                collider.physicsMaterial.name            = "Ground";
                collider.physicsMaterial.dynamicFriction = 0.6f;
                collider.physicsMaterial.staticFriction  = 0.8f;
                collider.physicsMaterial.bounciness      = 0.0f;
                collider.physicsMaterial.frictionCombine = PhysicMaterialCombine.Maximum;
                collider.physicsMaterial.bounceCombine   = PhysicMaterialCombine.Average;
                collider.requirements                    = PQS.ModiferRequirements.Default;
                collider.modEnabled                      = true;
                collider.order                           = 100;

                // Create physics material editor
                physicsMaterial = new PhysicsMaterialParser(collider.physicsMaterial);

                // Assing the new PQS
                generatedBody.pqsVersion = pqsVersion;
            }