Esempio n. 1
0
    public override void Process(uint seed)
    {
        byte[]  dst            = TerrainMeta.SplatMap.dst;
        int     res1           = TerrainMeta.SplatMap.res;
        Vector3 position       = TerrainMeta.Position;
        Vector3 size1          = TerrainMeta.Size;
        float   lootAxisAngle  = TerrainMeta.LootAxisAngle;
        float   biomeAxisAngle = TerrainMeta.BiomeAxisAngle;

        short[] src1 = TerrainMeta.HeightMap.src;
        int     res2 = TerrainMeta.HeightMap.res;

        byte[] src2 = TerrainMeta.BiomeMap.src;
        int    res3 = TerrainMeta.BiomeMap.res;

        int[]   src3  = TerrainMeta.TopologyMap.src;
        int     res4  = TerrainMeta.TopologyMap.res;
        int     res5  = res1;
        Vector3 pos   = position;
        Vector3 size2 = size1;
        int     num1  = (int)seed;
        double  num2  = (double)lootAxisAngle;
        double  num3  = (double)biomeAxisAngle;

        short[] heightmap = src1;
        int     heightres = res2;

        byte[] biomemap = src2;
        int    biomeres = res3;

        int[] topologymap = src3;
        int   topologyres = res4;

        GenerateSplat.Native_GenerateSplat(dst, res5, pos, size2, (uint)num1, (float)num2, (float)num3, heightmap, heightres, biomemap, biomeres, topologymap, topologyres);
    }
Esempio n. 2
0
    public override void Process(uint seed)
    {
        T[]     splatMap       = TerrainMeta.SplatMap.dst;
        int     num            = TerrainMeta.SplatMap.res;
        Vector3 position       = TerrainMeta.Position;
        Vector3 size           = TerrainMeta.Size;
        float   lootAxisAngle  = TerrainMeta.LootAxisAngle;
        float   biomeAxisAngle = TerrainMeta.BiomeAxisAngle;

        short[] heightMap  = TerrainMeta.HeightMap.src;
        int     heightMap1 = TerrainMeta.HeightMap.res;

        byte[] biomeMap  = TerrainMeta.BiomeMap.src;
        int    biomeMap1 = TerrainMeta.BiomeMap.res;

        int[] topologyMap  = TerrainMeta.TopologyMap.src;
        int   topologyMap1 = TerrainMeta.TopologyMap.res;

        GenerateSplat.Native_GenerateSplat(splatMap, num, position, size, seed, lootAxisAngle, biomeAxisAngle, heightMap, heightMap1, biomeMap, biomeMap1, topologyMap, topologyMap1);
    }