public void FastThermalErosion(int iterations, float minSlope, float blendAmount) { this.erosionTypeInt = 0; this.erosionType = TerrainToolkit.ErosionType.Thermal; this.thermalIterations = iterations; this.thermalMinSlope = minSlope; this.thermalFalloff = blendAmount; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }
public void FullHydraulicErosion(int iterations, float rainfall, float evaporation, float solubility, float saturation) { this.erosionTypeInt = 1; this.erosionType = TerrainToolkit.ErosionType.Hydraulic; this.hydraulicTypeInt = 1; this.hydraulicType = TerrainToolkit.HydraulicType.Full; this.hydraulicIterations = iterations; this.hydraulicRainfall = rainfall; this.hydraulicEvaporation = evaporation; this.hydraulicSedimentSolubility = solubility; this.hydraulicSedimentSaturation = saturation; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }
public void FastHydraulicErosion(int iterations, float maxSlope, float blendAmount) { this.erosionTypeInt = 1; this.erosionType = TerrainToolkit.ErosionType.Hydraulic; this.hydraulicTypeInt = 0; this.hydraulicType = TerrainToolkit.HydraulicType.Fast; this.hydraulicIterations = iterations; this.hydraulicMaxSlope = maxSlope; this.hydraulicFalloff = blendAmount; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }
private void convertIntVarsToEnums() { int num = this.erosionTypeInt; switch (num) { case 0: { this.erosionType = TerrainToolkit.ErosionType.Thermal; break; } case 1: { this.erosionType = TerrainToolkit.ErosionType.Hydraulic; break; } case 2: { this.erosionType = TerrainToolkit.ErosionType.Tidal; break; } case 3: { this.erosionType = TerrainToolkit.ErosionType.Wind; break; } case 4: { this.erosionType = TerrainToolkit.ErosionType.Glacial; break; } } num = this.hydraulicTypeInt; switch (num) { case 0: { this.hydraulicType = TerrainToolkit.HydraulicType.Fast; break; } case 1: { this.hydraulicType = TerrainToolkit.HydraulicType.Full; break; } case 2: { this.hydraulicType = TerrainToolkit.HydraulicType.Velocity; break; } } num = this.generatorTypeInt; switch (num) { case 0: { this.generatorType = TerrainToolkit.GeneratorType.Voronoi; break; } case 1: { this.generatorType = TerrainToolkit.GeneratorType.DiamondSquare; break; } case 2: { this.generatorType = TerrainToolkit.GeneratorType.Perlin; break; } case 3: { this.generatorType = TerrainToolkit.GeneratorType.Smooth; break; } case 4: { this.generatorType = TerrainToolkit.GeneratorType.Normalise; break; } } num = this.voronoiTypeInt; switch (num) { case 0: { this.voronoiType = TerrainToolkit.VoronoiType.Linear; break; } case 1: { this.voronoiType = TerrainToolkit.VoronoiType.Sine; break; } case 2: { this.voronoiType = TerrainToolkit.VoronoiType.Tangent; break; } } num = this.neighbourhoodInt; if (num == 0) { this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; } else if (num == 1) { this.neighbourhood = TerrainToolkit.Neighbourhood.VonNeumann; } }
public void WindErosion(int iterations, float direction, float force, float lift, float gravity, float capacity, float entropy, float smoothing) { this.erosionTypeInt = 3; this.erosionType = TerrainToolkit.ErosionType.Wind; this.windIterations = iterations; this.windDirection = direction; this.windForce = force; this.windLift = lift; this.windGravity = gravity; this.windCapacity = capacity; this.windEntropy = entropy; this.windSmoothing = smoothing; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }
public void VelocityHydraulicErosion(int iterations, float rainfall, float evaporation, float solubility, float saturation, float velocity, float momentum, float entropy, float downcutting) { this.erosionTypeInt = 1; this.erosionType = TerrainToolkit.ErosionType.Hydraulic; this.hydraulicTypeInt = 2; this.hydraulicType = TerrainToolkit.HydraulicType.Velocity; this.hydraulicIterations = iterations; this.hydraulicVelocityRainfall = rainfall; this.hydraulicVelocityEvaporation = evaporation; this.hydraulicVelocitySedimentSolubility = solubility; this.hydraulicVelocitySedimentSaturation = saturation; this.hydraulicVelocity = velocity; this.hydraulicMomentum = momentum; this.hydraulicEntropy = entropy; this.hydraulicDowncutting = downcutting; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }
public void TidalErosion(int iterations, float seaLevel, float tidalRange, float cliffLimit) { this.erosionTypeInt = 2; this.erosionType = TerrainToolkit.ErosionType.Tidal; this.tidalIterations = iterations; this.tidalSeaLevel = seaLevel; this.tidalRangeAmount = tidalRange; this.tidalCliffLimit = cliffLimit; this.neighbourhood = TerrainToolkit.Neighbourhood.Moore; this.erodeAllTerrain(new TerrainToolkit.ErosionProgressDelegate(this.dummyErosionProgress)); }