public MountainSeed(Terrain_holistic _T, Vector3 _position, float _radius) { T = _T; position = _position; radius = 2 * _radius; active = true; currentHeight = 0; targetHeight = 100000 * radius; newPerlin(); updateNormHeight(); }
public List <BasinVertex> basinVertices; // the basin points public WaterSeed(Terrain_holistic _T, Vector3 _position, float _flow) { T = _T; flow = _flow; Vector2 uv = T.worldToTerrainUV(_position); Vector3 n = T.thisTerrain.terrainData.GetInterpolatedNormal(uv.x, uv.y); source = new BasinVertex(_position, uv, n); updateBasin(); }
public WaterSeed(Terrain_holistic _T, Vector3 _position, float _flow) { T = _T; flow = _flow; Vector2 uv = T.worldToTerrainUV(_position); Vector3 n = T.thisTerrain.terrainData.GetInterpolatedNormal(uv.x, uv.y); source = new BasinVertex(_position, uv, n); updateBasin(); }