public void UpdateWaterMap() { outputBiome.UpdateSamplerValue(BiomeSamplerName.terrainHeight, terrainNoise); outputBiome.waterLevel = waterLevel; if (terrainNoise.type == SamplerType.Sampler2D) { //terrain mapping var mappedTerrain = PWNoiseFunctions.Map(terrainNoise as Sampler2D, mapMin, mapMax, true); outputBiome.UpdateSamplerValue(BiomeSamplerName.terrainHeight, mappedTerrain); //waterHeight evaluation Sampler2D waterHeight = new Sampler2D(terrainNoise.size, terrainNoise.step); waterHeight.min = waterLevel - mappedTerrain.max; waterHeight.max = waterLevel; mappedTerrain.Foreach((x, y, val) => { waterHeight[x, y] = waterLevel - val; }); outputBiome.UpdateSamplerValue(BiomeSamplerName.waterHeight, waterHeight); } else { ; //TODO } }
public override void OnNodeProcess() { if (outputBiome == null || forceReload) { CreateNewBiome(); } if (needUpdate || reloadRequested || biomeReloadRequested) { outputBiome.terrain = terrainNoise as Sampler2D; outputBiome.terrain3D = terrainNoise as Sampler3D; outputBiome.waterLevel = waterLevel; if (terrainNoise != null && terrainNoise.type == SamplerType.Sampler2D) { //terrain mapping outputBiome.terrain = PWNoiseFunctions.Map(terrainNoise as Sampler2D, mapMin, mapMax, true); //waterHeight evaluation outputBiome.waterHeight = new Sampler2D(terrainNoise.size, terrainNoise.step); outputBiome.waterHeight.min = mapMin; outputBiome.waterHeight.max = mapMax; outputBiome.terrain.Foreach((x, y, val) => { outputBiome.waterHeight[x, y] = waterLevel - val; }); } else { ; //TODO } } }
public override void OnNodeProcess() { outputBiome.Reset(); if (terrain != null && terrain.type == SamplerType.Sampler2D) { //terrain mapping outputBiome.UpdateSamplerValue(BiomeSamplerName.terrainHeight, PWNoiseFunctions.Map(terrain as Sampler2D, mapMin, mapMax, true)); } }
public override void OnNodeProcess() { if (outputBiome == null || forceReload) { CreateNewBiome(); } if (needUpdate || reloadRequested) { if (terrain != null && terrain.type == SamplerType.Sampler2D) { //terrain mapping outputBiome.terrain = PWNoiseFunctions.Map(terrain as Sampler2D, mapMin, mapMax, true); } } }