Esempio n. 1
0
    public void DrawMapInEditor()
    {
        textureData.ApplyToMaterial(terrainMaterial);

        textureData.UpdateMeshHeights(terrainMaterial, heightMapSettings.minHeight, heightMapSettings.maxHeight);

        HeightMap heightMap = HeightMapGenerator.GenerateHeightMap(meshSettings.numVerticesPerLine, meshSettings.numVerticesPerLine, heightMapSettings, heightMapSettings.edgesData, Vector2.zero);

        if (drawMode == DrawMode.NoiseMap)
        {
            DrawTexture(TextureGenerator.TextureFromHeightMap(heightMap));
        }
        else if (drawMode == DrawMode.Mesh)
        {
            DrawMesh(MeshGenerator.GenerateTerrainMesh(heightMap.values, meshSettings, editorPreviewLOD));
        }
        else if (drawMode == DrawMode.FalloffMap)
        {
            DrawTexture(TextureGenerator.TextureFromHeightMap(new HeightMap(FalloffGenerator.GenerateFalloffMap(meshSettings.numVerticesPerLine), 0, 1)));
        }
        else if (drawMode == DrawMode.EdgeMap)
        {
            DrawTexture(TextureGenerator.TextureFromHeightMap(new HeightMap(EdgeMapGenerator.GenerateEdgeMap(heightMapSettings.edgesData, meshSettings.numVerticesPerLine), 0, 1)));
        }
    }
Esempio n. 2
0
    public static HeightMap GenerateHeightMap(int width, int height, HeightMapSettings settings, EdgesData edgesData, Vector2 sampleCenter)
    {
        float[,] values  = Noise.GenerateNoiseMap(width, height, settings.noiseSettings, sampleCenter);
        float[,] edgeMap = EdgeMapGenerator.GenerateEdgeMap(edgesData, width);

        AnimationCurve heightCurve_threadsafe = new AnimationCurve(settings.heightCurve.keys);

        float minValue = float.MaxValue;
        float maxValue = float.MinValue;

        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++)
            {
                float value = Mathf.Clamp01(values[i, j] - edgeMap[i, j]);
                values[i, j] *= heightCurve_threadsafe.Evaluate(value) * settings.heightMultiplier;

                if (values[i, j] > maxValue)
                {
                    maxValue = values[i, j];
                }

                if (values[i, j] < minValue)
                {
                    minValue = values[i, j];
                }
            }
        }

        return(new HeightMap(values, minValue, maxValue));
    }