next() public méthode

public next ( ) : int
Résultat int
    private int SIZE = 1; // number of blocks accross (min = 1, max = 128)

    #endregion Fields

    #region Constructors

    public Chunk(int _world_x, int _world_z)
    {
        name = string.Format("Chunk [{0},{1}]",_world_x, _world_z);
        go = new GameObject(name);

        mesh_filter = go.AddComponent<MeshFilter>();
        mesh_renderer = go.AddComponent<MeshRenderer>();
        mesh_collider = go.AddComponent<MeshCollider>();

        // initialize properties
        world_x = _world_x;
        world_z = _world_z;
        heights = new int[SIZE+1, SIZE+1];

        // need a RNG for each corner
        Rand rand_00 = new Rand((GLOBAL_SEED << 12) ^ ((world_x-1) << 8) ^ ((world_z-1) << 4));
        Rand rand_10 = new Rand((GLOBAL_SEED << 12) ^ (world_x << 8) ^ ((world_z-1) << 4));
        Rand rand_01 = new Rand((GLOBAL_SEED << 12) ^ ((world_x-1) << 8) ^ (world_z << 4));
        Rand rand_11 = new Rand((GLOBAL_SEED << 12) ^ (world_x << 8) ^ (world_z << 4));
        if(rand_00.nextf() < noisiness * corner_proclivity){
            heights[0,0] += (rand_00.next() & 1)*2 - 1;
        }
        if(rand_10.nextf() < noisiness * corner_proclivity){
            heights[SIZE,0] += (rand_10.next() & 1)*2 - 1;
        }
        if(rand_01.nextf() < noisiness * corner_proclivity){
            heights[0,SIZE] += (rand_01.next() & 1)*2 - 1;
        }
        if(rand_11.nextf() < noisiness * corner_proclivity){
            heights[SIZE,SIZE] += (rand_11.next() & 1)*2 - 1;
        }
        Initialize(true);
        // put in correct position
        go.transform.Translate(SIZE_RX * (world_x-0.5f), 0, SIZE_RZ * (world_z-0.5f) + (world_x-0.5f)*0.577350269189626f*SIZE_RX);
        // add collider
    }
Exemple #2
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        /*
         * @param _funcType Style of the top line that generated
         * @param _res Size of mapunits for one linear segment
         * */
        public PolygonActor(World _world, Vector2 _position, uint _seed, FunctionType _funcType, int _res = 5)
            : base(_world, _position)
        {
            int lineCount = (int)Constants.worldSizeX / _res;

            //make sure to have an even number
            if (lineCount % 2 != 0) lineCount++;
            Vec2[] verts = new Vec2[(int)lineCount + 1 + 4];
            vertexBuffer = new VertexArray(PrimitiveType.LinesStrip);

            Vector2 posScreen = _position.toScreenCoord();

            //repeatable random sequenze
            Rand rnd = new Rand(_seed);

            //start and end have even ground
            verts[0] = new Vec2(0, 6);
            verts[1] = new Vec2(_res, 6);
            verts[2] = new Vec2(_res + _res, 6);

            verts[lineCount - 2] = new Vec2(_res * (lineCount - 2), 6);
            verts[lineCount-1] = new Vec2(_res * (lineCount-1), 6);
            verts[lineCount] = new Vec2(_res * lineCount, 6);

            vertexBuffer.Append(new Vertex(((Vector2)verts[0] + _position).toScreenCoord()));
            //create the function
            if (_funcType == FunctionType.Simple)
            {
                for (int i = 2; i <= lineCount; ++i)
                {
                    //Vector2 pos = new Vec2(i * 5, 10 + Rand.IntValue(10));
                    Vector2 pos = new Vec2(i * _res, System.Math.Max((verts[i - 1].Y + (int)rnd.next(6) - 3), 0));
                    verts[i] = pos;
                }
            }
            else if(_funcType == FunctionType.GradientNoise)
            {
                for (int i = 2; i < lineCount-3;)
                {
                    int nextGrad = i + 4;

                    if (nextGrad < lineCount - 2)
                    {
                        verts[nextGrad] = new Vec2(nextGrad * _res, rnd.next((int)maxHeight));
                    }
                    else nextGrad = lineCount - 2;

                    //interpolate between
                    float relativeA = verts[i].Y / maxHeight;
                    float relativeB = verts[nextGrad].Y / maxHeight;
                    for (int c = i + 1; c < nextGrad; ++c)
                    {
                        verts[c] = new Vec2(c * _res, maxHeight * interpolateCos(relativeA, relativeB, (float)(c - i) / 4));
                    }

                    i = nextGrad;
                }

            }

            Array.Resize<Body>(ref triangleBodys, lineCount);

            PolygonDef triangleDef = new PolygonDef();
            triangleDef.Density = 0.0f;
            triangleDef.Friction = 1.0f;
            triangleDef.VertexCount = 3;

            BodyDef bodydef = new BodyDef();
            bodydef.Position = _position;
            bodydef.Angle = 0.0f;

            //convert to triangles
            for (int i = 0; i < lineCount; ++i)
            {
                //always 3 points of the function form a triangle
                triangleDef.Vertices[0] = verts[i];
                triangleDef.Vertices[1] = verts[i] - new Vec2(0.0f, 50.0f);
                triangleDef.Vertices[2] = verts[i + 1];//.Y < verts[i+1].Y ? verts[i] : verts[i + 1]

                triangleBodys[i] = _world.CreateBody(bodydef);
                triangleBodys[i].CreateShape(triangleDef);

                vertexBuffer.Append(new Vertex(((Vector2)verts[i+1] + _position).toScreenCoord()));
            }
        }
    private void Randomize()
    {
        /*
         * Check the range of the neighbours heights;
         * If the neighbours are all the same height or +1,
         * then maybe increase height;
         * Do opposite for decreasing height;
         */
        // RNG for non-edge points
        Rand inside_rand = new Rand((GLOBAL_SEED << 12) ^ (world_x << 8) ^ (world_z << 4) ^ SIZE);

        /* First lets randomize the edges
         * we need to a special RNG for this so that other chunks
         * can generate the same edges
         */
        Rand left_edge = new Rand((GLOBAL_SEED << 12) ^ ((world_z-1) << 8) ^ (heights[0,0] << 4) ^ (heights[SIZE,0]));
        Rand right_edge = new Rand((GLOBAL_SEED << 12) ^ (world_z << 8) ^ (heights[0,SIZE] << 4) ^ (heights[SIZE,SIZE]));
        Rand top_edge = new Rand((GLOBAL_SEED << 12) ^ (world_x << 8) ^ (heights[SIZE,0] << 4) ^ (heights[SIZE,SIZE]));
        Rand bottom_edge = new Rand((GLOBAL_SEED << 12) ^ (world_x-1 << 8) ^ (heights[0,0] << 4) ^ (heights[0,SIZE]));
        /*
         * Note that we can only change odd-numbered edge cells
         * This is because we assume that even-number cells need to line up with
         * another chunk at half resolution next to this chunk
         */

        // do bottom and top edges
        for(int z = 1; z < SIZE; z+=2){
            // first bottom edge
            int positives = 0;
            int negatives = 0;
            positives += heights[0,z-1]-heights[0,z] >= 1 ? 1 : 0;
            positives += heights[0,z+1]-heights[0,z] >= 1 ? 1 : 0;
            negatives += heights[0,z-1]-heights[0,z] <= 1 ? 1 : 0;
            negatives += heights[0,z+1]-heights[0,z] <= 1 ? 1 : 0;
            // try increasing height
            if(negatives == 0  && positives > 0 && bottom_edge.nextf() < noisiness * up_proclivity){
                heights[0,z] += 1;
            }
            // try decreasing height
            else if(positives == 0 && negatives > 0 && bottom_edge.nextf() < noisiness * down_proclivity){
                heights[0,z] -= 1;
            }
            // randomly increase or decrease height on flat terrain
            else if (positives == 0 && negatives == 0 && bottom_edge.nextf() < noisiness * not_flat_proclivity){
                heights[0,z] += (bottom_edge.next() & 1)*2 - 1;
            }
            // now top edge
            positives = 0;
            negatives = 0;
            positives += heights[SIZE,z-1]-heights[SIZE,z] >= 1 ? 1 : 0;
            positives += heights[SIZE,z+1]-heights[SIZE,z] >= 1 ? 1 : 0;
            negatives += heights[SIZE,z-1]-heights[SIZE,z] <= 1 ? 1 : 0;
            negatives += heights[SIZE,z+1]-heights[SIZE,z] <= 1 ? 1 : 0;
            // try increasing height
            if(negatives == 0  && positives > 0 && top_edge.nextf() < noisiness * up_proclivity){
                heights[SIZE,z] += 1;
            }
            // try decreasing height
            else if(positives == 0 && negatives > 0 && top_edge.nextf() < noisiness * down_proclivity){
                heights[SIZE,z] -= 1;
            }
            // randomly increase or decrease height on flat terrain
            else if (positives == 0 && negatives == 0 && top_edge.nextf() < noisiness * not_flat_proclivity){
                heights[SIZE,z] += (top_edge.next() & 1)*2 - 1;
            }
        }
        // do left and right edges
        for(int x = 1; x < SIZE; x+=2){
            // first left edge
            int positives = 0;
            int negatives = 0;
            positives += heights[x-1,0]-heights[x,0] >= 1 ? 1 : 0;
            positives += heights[x+1,0]-heights[x,0] >= 1 ? 1 : 0;
            negatives += heights[x-1,0]-heights[x,0] <= 1 ? 1 : 0;
            negatives += heights[x+1,0]-heights[x,0] <= 1 ? 1 : 0;
            // try increasing height
            if(negatives == 0  && positives > 0 && left_edge.nextf() < noisiness * up_proclivity){
                heights[x,0] += 1;
            }
            // try decreasing height
            else if(positives == 0 && negatives > 0 && left_edge.nextf() < noisiness * down_proclivity){
                heights[x,0] -= 1;
            }
            // randomly increase or decrease height on flat terrain
            else if (positives == 0 && negatives == 0 && left_edge.nextf() < noisiness * not_flat_proclivity){
                heights[x,0] += (left_edge.next() & 1)*2 - 1;
            }
            // now right edge
            positives = 0;
            negatives = 0;
            positives += heights[x-1,SIZE]-heights[x,SIZE] >= 1 ? 1 : 0;
            positives += heights[x+1,SIZE]-heights[x,SIZE] >= 1 ? 1 : 0;
            negatives += heights[x-1,SIZE]-heights[x,SIZE] <= 1 ? 1 : 0;
            negatives += heights[x+1,SIZE]-heights[x,SIZE] <= 1 ? 1 : 0;
            // try increasing height
            if(negatives == 0  && positives > 0 && right_edge.nextf() < noisiness * up_proclivity){
                heights[x,SIZE] += 1;
            }
            // try decreasing height
            else if(positives == 0 && negatives > 0 && right_edge.nextf() < noisiness * down_proclivity){
                heights[x,SIZE] -= 1;
            }
            // randomly increase or decrease height on flat terrain
            else if (positives == 0 && negatives == 0 && right_edge.nextf() < noisiness * not_flat_proclivity){
                heights[x,SIZE] += (right_edge.next() & 1)*2 - 1;
            }
        }

        // now do the insides with the inside RNG
        for(int x = 1; x < SIZE; x+=1){
            for(int z = 1; z < SIZE; z+=1){
                // go clockwise starting at bottom left corner of hexagon
                int positives = 0;
                int negatives = 0;
                //
                positives += heights[x-1,z]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x-1,z]-heights[x,z] <= -1 ? 1 : 0;
                //
                positives += heights[x,z-1]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x,z-1]-heights[x,z] <= -1 ? 1 : 0;
                //
                positives += heights[x+1,z-1]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x+1,z-1]-heights[x,z] <= -1 ? 1 : 0;
                //
                positives += heights[x+1,z]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x+1,z]-heights[x,z] <= -1 ? 1 : 0;
                //
                positives += heights[x,z+1]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x,z+1]-heights[x,z] <= -1 ? 1 : 0;
                //
                positives += heights[x-1,z+1]-heights[x,z] >= 1 ? 1 : 0;
                negatives += heights[x-1,z+1]-heights[x,z] <= -1 ? 1 : 0;

                // try increasing height
                if(negatives == 0  && positives > 0 && inside_rand.nextf() < noisiness * up_proclivity){
                    heights[x,z] += 1;
                }
                // try decreasing height
                else if(positives == 0 && negatives > 0 && inside_rand.nextf() < noisiness * down_proclivity){
                    heights[x,z] -= 1;
                }
                // randomly increase or decrease height on flat terrain
                else if (positives == 0 && negatives == 0 && inside_rand.nextf() < noisiness * not_flat_proclivity){
                    heights[x,z] += (inside_rand.next() & 1)*2 - 1;
                }
            }
        }
    }