SetHeights() public method

public SetHeights ( int xBase, int yBase, float heights ) : void
xBase int
yBase int
heights float
return void
	/// <summary>
	/// Creates terrain data from heights.
	/// </summary>
	/// <param name="heightPercents">Terrain height percentages ranging from 0 to 1.</param>
	/// <param name="maxHeight">The maximum height of the terrain, corresponding to a height percentage of 1.</param>
	/// <param name="heightSampleDistance">The horizontal/vertical distance between height samples.</param>
	/// <param name="splatPrototypes">The textures used by the terrain.</param>
	/// <param name="alphaMap">Texture blending information.</param>
	/// <returns>A TerrainData instance.</returns>
	public static TerrainData CreateTerrainData(float[,] heightPercents, float maxHeight, float heightSampleDistance, SplatPrototype[] splatPrototypes, float[,,] alphaMap)
	{
		Debug.Assert((heightPercents.GetLength(0) == heightPercents.GetLength(1)) && (maxHeight >= 0) && (heightSampleDistance >= 0));

		// Create the TerrainData.
		var terrainData = new TerrainData();
		terrainData.heightmapResolution = heightPercents.GetLength(0);

		var terrainWidth = (terrainData.heightmapResolution - 1) * heightSampleDistance;

		// If maxHeight is 0, leave all the heights in terrainData at 0 and make the vertical size of the terrain 1 to ensure valid AABBs.
		if(!Mathf.Approximately(maxHeight, 0))
		{
			terrainData.size = new Vector3(terrainWidth, maxHeight, terrainWidth);

			terrainData.SetHeights(0, 0, heightPercents);
		}
		else
		{
			terrainData.size = new Vector3(terrainWidth, 1, terrainWidth);
		}

		// Texture the terrain.
		if((splatPrototypes != null) && (alphaMap != null))
		{
			Debug.Assert(alphaMap.GetLength(0) == alphaMap.GetLength(1));

			terrainData.alphamapResolution = alphaMap.GetLength(0);
			terrainData.splatPrototypes = splatPrototypes;
			terrainData.SetAlphamaps(0, 0, alphaMap);
		}

		return terrainData;
	}
Esempio n. 2
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    UnityEngine.TerrainData GenerateTerrain(UnityEngine.TerrainData terrainData)
    {
        terrainData.heightmapResolution = width + 1;
        terrainData.size = new Vector3(width, depth, height);
        terrainData.SetHeights(0, 0, GenerateHeights());

        return(terrainData);
    }
 public static void Flatten(TerrainData terrain, float height)
 {
   int heightmapWidth = terrain.heightmapWidth;
   float[,] heights = new float[terrain.heightmapHeight, heightmapWidth];
   for (int index1 = 0; index1 < heights.GetLength(0); ++index1)
   {
     for (int index2 = 0; index2 < heights.GetLength(1); ++index2)
       heights[index1, index2] = height;
   }
   terrain.SetHeights(0, 0, heights);
 }
Esempio n. 4
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 public static void Flatten(TerrainData terrain, float height)
 {
     int heightmapWidth = terrain.heightmapWidth;
     float[,] heights = new float[terrain.heightmapHeight, heightmapWidth];
     for (int i = 0; i < heights.GetLength(0); i++)
     {
         for (int j = 0; j < heights.GetLength(1); j++)
         {
             heights[i, j] = height;
         }
     }
     terrain.SetHeights(0, 0, heights);
 }
		public static void Flatten(TerrainData terrain, float height)
		{
			int heightmapWidth = terrain.heightmapWidth;
			int heightmapHeight = terrain.heightmapHeight;
			float[,] array = new float[heightmapHeight, heightmapWidth];
			for (int i = 0; i < array.GetLength(0); i++)
			{
				for (int j = 0; j < array.GetLength(1); j++)
				{
					array[i, j] = height;
				}
			}
			terrain.SetHeights(0, 0, array);
		}
Esempio n. 6
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    public void CreateTerrain()
    {
        //Het maken van een nieuw terrein met daarbijbehorende resolutie.
        TerrainData terrainData = new TerrainData();
        terrainData.heightmapResolution = Settings.HeightmapResolution;
        terrainData.alphamapResolution = Settings.AlphamapResolution;

        //Het maken van het terrein hoogte / lengte.
        var heightmap = GetHeightMap();
        terrainData.SetHeights(0, 0, heightmap);
        terrainData.size = new Vector3(Settings.Length, Settings.Height, Settings.Length);

        var newTerrainGameObject = Terrain.CreateTerrainGameObject(terrainData);
        newTerrainGameObject.transform.position = new Vector3(X * Settings.Length, 0, Z * Settings.Length);
        Terrain = newTerrainGameObject.GetComponent<Terrain>();
        Terrain.Flush();
    }
Esempio n. 7
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        /// <summary>
        /// This method allows to load the terrain data (details, heightmaps).
        /// </summary>
        public void LoadTerrainData()
        {
            if (!IsInitialized)
            {
                return;
            }

            if (ActiveTerrain == null)
            {
                return;
            }

            for (int Layer = 0; Layer < Data.detailPrototypes.Length; Layer++)
            {
                Data.SetDetailLayer(0, 0, Layer, TerrainDetails[Layer]);
            }

            Data.SetHeights(0, 0, TerrainHeights);
        }
Esempio n. 8
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        public void CreateTerrain()
        {
            Data = new TerrainData();
            Data.heightmapResolution = Settings.HeightmapResolution;
            Data.alphamapResolution = Settings.AlphamapResolution;
            Data.SetHeights(0, 0, Heightmap);
            ApplyTextures(Data);

            Data.size = new Vector3(Settings.Length, Settings.Height, Settings.Length);
            var newTerrainGameObject = Terrain.CreateTerrainGameObject(Data);
            newTerrainGameObject.transform.position = new Vector3(Position.X * Settings.Length, 0, Position.Z * Settings.Length);

            Terrain = newTerrainGameObject.GetComponent<Terrain>();
            Terrain.heightmapPixelError = 8;
            Terrain.materialType = UnityEngine.Terrain.MaterialType.Custom;
            Terrain.materialTemplate = Settings.TerrainMaterial;
            Terrain.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
            Terrain.Flush();
        }
Esempio n. 9
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	/// <summary>
	/// Clone TerrainData object
	/// </summary>
	/// <param name="source">
	/// A <see cref="TerrainData"/>
	/// </param>
	/// <param name="detailResolutionPerPatch">
	/// A <see cref="System.Int32"/>
	/// </param>
	/// <returns>
	/// A <see cref="TerrainData"/>
	/// </returns>
	public static TerrainData Clone(TerrainData source, int detailResolutionPerPatch)
	{
		TerrainData dest = new TerrainData();
		dest.alphamapResolution = source.alphamapResolution;
		dest.baseMapResolution = source.baseMapResolution;
		dest.SetDetailResolution(source.detailResolution, detailResolutionPerPatch);
		DetailPrototype[] dp = new DetailPrototype[source.detailPrototypes.Length];
		for (int i=0; i<dp.Length; i++) dp[i] = new DetailPrototype();
		dest.detailPrototypes = dp;
		for (int i=0; i<dp.Length; i++)
		{
			dest.detailPrototypes[i].bendFactor =			source.detailPrototypes[i].bendFactor;
			dest.detailPrototypes[i].dryColor =			source.detailPrototypes[i].dryColor;
			dest.detailPrototypes[i].healthyColor =		source.detailPrototypes[i].healthyColor;
			dest.detailPrototypes[i].maxHeight =			source.detailPrototypes[i].maxHeight;
			dest.detailPrototypes[i].maxWidth =			source.detailPrototypes[i].maxWidth;
			dest.detailPrototypes[i].minHeight =			source.detailPrototypes[i].minHeight;
			dest.detailPrototypes[i].minWidth =			source.detailPrototypes[i].minWidth;
			dest.detailPrototypes[i].noiseSpread =			source.detailPrototypes[i].noiseSpread;
			dest.detailPrototypes[i].prototype =			source.detailPrototypes[i].prototype;
			dest.detailPrototypes[i].prototypeTexture =	source.detailPrototypes[i].prototypeTexture;
			dest.detailPrototypes[i].renderMode =			source.detailPrototypes[i].renderMode;
			dest.detailPrototypes[i].usePrototypeMesh =	source.detailPrototypes[i].usePrototypeMesh;
			dest.SetDetailLayer(0,0,i,source.GetDetailLayer(0,0,source.detailWidth,source.detailHeight,i));
		}
		dest.RefreshPrototypes();
		dest.heightmapResolution = source.heightmapResolution;
		dest.SetHeights(0,0,source.GetHeights(0,0,source.heightmapWidth,source.heightmapHeight));
		dest.hideFlags = source.hideFlags;
		dest.name = source.name+" (Clone)";
		dest.size = source.size;
		dest.splatPrototypes = source.splatPrototypes;
		dest.treeInstances = source.treeInstances;
		dest.treePrototypes = source.treePrototypes;
		dest.wavingGrassAmount = source.wavingGrassAmount;
		dest.wavingGrassSpeed = source.wavingGrassSpeed;
		dest.wavingGrassStrength = source.wavingGrassStrength;
		dest.wavingGrassTint = source.wavingGrassTint;
		return dest;
	}
Esempio n. 10
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        public void CreateTerrain()
        {
            var data = new TerrainData();
            data.alphamapResolution = Settings.AlphaMapResolution;
            data.heightmapResolution = Settings.HeightMapResolution;

            var heightmap = GetHeightmap();
            data.SetHeights(0, 0, heightmap);
            ApplyTextures(data);

            data.size = new Vector3(Settings.Length, Settings.Height, Settings.Length);

            var terrain = Terrain.CreateTerrainGameObject(data);
            terrain.transform.position = new Vector3(-0.5f * Settings.Length, 0, -0.5f * Settings.Length);

            _terrain = terrain.GetComponent<Terrain>();
            _terrain.heightmapPixelError = 8;
            _terrain.materialType = Terrain.MaterialType.Custom;
            _terrain.materialTemplate = Settings.TerrainMaterial;
            _terrain.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;

            _terrain.Flush();
        }
Esempio n. 11
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    // Method runs on program launch
    void Start()
    {
        // Fetch terrain data of current playing field
        TD = transform.GetComponent<Terrain> ().terrainData;

        printTerrainSize();

        // Creates 2-dimensional array of floats that is the size of the width and height of the heightmap and contains the current height values
        float[,] heightMap = TD.GetHeights (0, 0, TD.heightmapWidth, TD.heightmapHeight);

        for (int x = 0; x < TD.heightmapWidth; x++) {
            for (int y = 0; y < TD.heightmapHeight; y++) {

                // Standard formula to apply perlin noise to 3D terrain from http://wiki.unity3d.com/index.php/TerrainPerlinNoise
                // By using the width and height on each position we ensure that adjacent positions are adjusted smoothly
                heightMap [x, y] = Mathf.PerlinNoise (((float)x / (float)TD.heightmapWidth) * hillVariance, ((float)y / (float)TD.heightmapHeight) * hillVariance) / 10.0f;

            }

        }

        // Pushes the new height map to the terrain data
        TD.SetHeights (0, 0, heightMap);
    }
Esempio n. 12
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	void finalizeHeightmap(RenderedHeightmap rh) {
		TerrainData tData = new TerrainData();

		tData.heightmapResolution = chunkResolution;
		tData.alphamapResolution = chunkResolution;
		tData.size = new Vector3(chunkWidth, terrainHeight, chunkWidth);

		tData.splatPrototypes = splats;
    	tData.RefreshPrototypes();

		/* Create and position the terrain */
		GameObject terrain = Terrain.CreateTerrainGameObject(tData);
		terrain.transform.position = new Vector3(
				chunkWidth * rh.coord.x,
				0.0f,
				chunkWidth * rh.coord.z);

		/* Set the heightmap data from the background thread. */
		tData.SetHeights(0, 0, rh.heightmap);

		stitchTerrain(tData, rh.coord);

		chunks[rh.coord] = tData;

		// texturing
		tData.SetAlphamaps(0, 0, rh.splatmap);
	}
Esempio n. 13
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        public override void OnInspectorGUI()
        {
            DrawDefaultInspector();

            if (GUILayout.Button("Generuj"))
            {
                var terrainData = new TerrainData { heightmapResolution = 65, size = new Vector3(50f, 20f, 50f) };

                int xSize = terrainData.heightmapHeight;
                int zSize = terrainData.heightmapWidth;

                const float noiseScale = 1.5f;

                var heights = terrainData.GetHeights(0, 0, xSize, zSize);

                float[][] noise = PerlinTools.GeneratePerlinNoise(xSize, zSize, 8);

                for (var x = 0; x < terrainData.heightmapHeight; x++)
                {
                    for (var z = 0; z < terrainData.heightmapWidth; z++)
                    {
                        heights[x, z] = noise[x][z] * noiseScale;
                    }
                }
                terrainData.SetHeights(0, 0, heights);

                var tekstura = Resources.Load<Texture2D>(
                                    "prototype_textures/Textures/proto_blue");
                if (tekstura != null)
                {
                    var sp = new SplatPrototype[1];
                    sp[0] = new SplatPrototype{texture = tekstura};
                    terrainData.splatPrototypes = sp;
                    var alphamaps = new float[xSize, zSize, sp.Length];
                    for(int ax = 0; ax < xSize; ++ax)
                        for(int az = 0; az < zSize; ++az)
                            for (int tex = 0; tex < sp.Length; ++tex)
                                alphamaps[ax, az, tex] = Math.Abs(Mathf.Sin(ax*1.2f + az*1.3f));
                    terrainData.SetAlphamaps(0, 0, alphamaps);
                }

                GameObject terrain = Terrain.CreateTerrainGameObject(terrainData);
            }

            /*
            _Terrain.terr = Terrain.activeTerrain;
            hmWidth = terr.terrainData.heightmapWidth;
            hmHeight = terr.terrainData.heightmapHeight;
            Terrain.activeTerrain.heightmapMaximumLOD = 0;

            // get the heights of the terrain under this game object
            float[,] heights = terr.terrainData.GetHeights(0, 0, hmWidth, hmHeight);

            // we set each sample of the terrain in the size to the desired height
            //for (int i=0; i<hmWidth; i++)
            //for (int j=0; j<hmHeight; j++){
            //heights[i,j] = (Mathf.Sin(i/10f)/100f + Mathf.Cos((i+j)/10f) / 100f) + 0.5f;

            float[][] mapa = PerlinTools.GeneratePerlinNoise(hmWidth, hmHeight, 4);
            for (int x = 0; x < hmWidth; ++x)
                for (int z = 0; z < hmHeight; ++z)
                {
                    heights[x, z] = mapa[x][z] / 1000f;
                }
            //print(heights[i,j]);
            //}
            // set the new height
            terr.terrainData.SetHeights(0, 0, heights);

             */
        }
Esempio n. 14
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    static Terrain ImportTerrain(string planet, string map, Revise.Files.ZON.ZoneFile zon, int x, int y)
    {
        var blockName = x.ToString() + "_" + y.ToString();
        var basePath = rootPath + "3DDATA/MAPS/" + planet + "/" + map + "/" + blockName;
        float blockX = (x - 32) * 160;
        float blockY = (32 - y) * 160;

        Object.DestroyImmediate(GameObject.Find(blockName));

        var ifo = new Revise.Files.IFO.MapDataFile();
        ifo.Load(basePath + ".IFO");

        for (int i = 0; i < ifo.Objects.Count; ++i)
        {
            var obj = ifo.Objects[i];
            ImportObject("JUNON_JDT_DECO", x, y, "DECO", i, obj);
        }

        for (int i = 0; i < ifo.Buildings.Count; ++i)
        {
            var obj = ifo.Buildings[i];
            ImportObject("JUNON_JDT_CNST", x, y, "CNST", i, obj);
        }

        for (int i = 0; i < ifo.Animations.Count; ++i)
        {
            //var obj = ifo.Animations[i];
            Debug.LogWarning("Got unexpected animation object.");
        }

        for (int i = 0; i < ifo.Sounds.Count; ++i) {
            var snd = ifo.Sounds[i];
            var sndName = "SND_" + snd.ObjectID.ToString() + " (" + blockName + "_" + i.ToString() + ")";

            var a = new GameObject();

            //var s = a.AddComponent<AudioSource>();
            //TODO: Need to link to audio after copy in prestage

            a.transform.localPosition = ifotruPosition(snd.Position);
            a.transform.localRotation = rtuRotation(snd.Rotation);
            a.transform.localScale = rtuScale(snd.Scale);
            a.name = sndName;
            a.isStatic = true;
        }

        var tex = ImportPlanMap(planet, map, x, y);

        var him = new Revise.Files.HIM.HeightmapFile();
        him.Load(basePath + ".HIM");

        float[,] heights = new float[65,65];
        float heightMin = him.Heights[0, 0];
        float heightMax = him.Heights[0, 0];
        for (int ix = 0; ix < 65; ++ix)
        {
            for (int iy = 0; iy < 65; ++iy)
            {
                if (him.Heights[ix, iy] < heightMin)
                {
                    heightMin = him.Heights[ix, iy];
                }
                if (him.Heights[ix, iy] > heightMax)
                {
                    heightMax = him.Heights[ix, iy];
                }
            }
        }
        float heightBase = heightMin;
        float heightDelta = heightMax - heightMin;
        for (int ix = 0; ix < 65; ++ix)
        {
            for (int iy = 0; iy < 65; ++iy)
            {
                heights[ix, iy] = (him.Heights[64 - ix, iy] - heightBase) / heightDelta;
            }
        }

        var til = new Revise.Files.TIL.TileFile();
        til.Load(basePath + ".TIL");

        /*
        for (int ix = 0; ix < til.Width; ++ix) {
            for (int iy = 0; iy < til.Height; ++iy) {
                var t = til[ix, iy].Tile;
                Debug.Log(
                    til[ix, iy].Brush.ToString() + "," +
                    til[ix, iy].TileSet.ToString() + "," +
                    til[ix, iy].TileIndex.ToString() + "," +
                    til[ix, iy].Tile.ToString());
                Debug.Log(
                    zon.Tiles[t].Layer1.ToString() + "," +
                    zon.Tiles[t].Offset1.ToString() + "," +
                    zon.Tiles[t].Layer2.ToString() + "," +
                    zon.Tiles[t].Offset2.ToString() + "," +
                    zon.Tiles[t].TileType.ToString() + "," +
                    zon.Tiles[t].TileType.ToString() + "," +
                    zon.Tiles[t].Rotation.ToString());
                Debug.Log(zon.Textures[zon.Tiles[t].Layer1 + zon.Tiles[t].Offset1]);
                Debug.Log(zon.Textures[zon.Tiles[t].Layer2 + zon.Tiles[t].Offset2]);
            }
        }
        */

        var td = new TerrainData();
        td.size = new Vector3(80, heightDelta/100, 80);
        td.heightmapResolution = 65;
        td.SetHeights(0, 0, heights);
        var ts = new SplatPrototype[1];
        ts[0] = new SplatPrototype();
        ts[0].texture = tex;
        ts[0].tileSize = new Vector2(160, 160);
        td.splatPrototypes = ts;

        var ter = Terrain.CreateTerrainGameObject(td).GetComponent<Terrain>();
        ter.name = blockName;

        ter.transform.localPosition = new Vector3(blockX, heightBase/100, blockY);
        return ter;
    }
 // Use this for initialization
 void Start()
 {
     t = terrain.GetComponent<Terrain>();
     td = t.terrainData;
     float[,] heights = new float[(int)td.size.x, (int)td.size.z];
     System.Random rand = new System.Random();
     for(int i = 0 ; i < td.size.x; i++)
     {
         for(int j = 0 ; j < td.size.z; j++)
         {
            // heights[i, j] += ((float) SimplexNoise.noise(i, j))>0?(float) SimplexNoise.noise(i, j):0;
         }
     }
     normalizePerlin(ref heights, new Vector2(td.size.x - 1, td.size.z - 1));
     td.SetHeights(0, 0, heights);
     td.RefreshPrototypes();
     t.Flush();
 }
Esempio n. 16
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    public static void BlendData(TerrainData terrain1, TerrainData terrain2, Direction thisDirection, bool singleTerrain)
    {
        float[,] heightmapData = terrain1.GetHeights(0, 0, terrainRes, terrainRes);
        float[,] heightmapData2 = terrain2.GetHeights(0, 0, terrainRes, terrainRes);
        int pos = terrainRes - 1;

        if (thisDirection == Direction.Across)
        {
            for (int i = 0; i < terrainRes; i++)
            {
                for (int j = 1; j < stitchWidth; j++)
                {
                    float mix = Mathf.Lerp(heightmapData[i, pos - j], heightmapData2[i, j], 0.5f);
                    if (j == 1)
                    {
                        heightmapData[i, pos] = mix;
                        heightmapData2[i, 0] = mix;
                    }
                    float t = Mathf.SmoothStep(0.0f, 1.0f, Mathf.InverseLerp(1, stitchWidth - 1, j));
                    heightmapData[i, pos - j] = Mathf.Lerp(mix, heightmapData[i, pos - j], t);
                    if (!singleTerrain)
                    {
                        heightmapData2[i, j] = Mathf.Lerp(mix, heightmapData2[i, j], t);
                    }
                    else
                    {
                        heightmapData[i, j] = Mathf.Lerp(mix, heightmapData2[i, j], t);
                    }
                }
            }
            if (singleTerrain)
            {
                for (int i = 0; i < terrainRes; i++)
                {
                    heightmapData[i, 0] = heightmapData[i, pos];
                }
            }
        }
        else
        {
            for (int i = 0; i < terrainRes; i++)
            {
                for (int j = 1; j < stitchWidth; j++)
                {
                    float mix = Mathf.Lerp(heightmapData2[pos - j, i], heightmapData[j, i], 0.5f);
                    if (j == 1)
                    {
                        heightmapData2[pos, i] = mix;
                        heightmapData[0, i] = mix;
                    }
                    float t = Mathf.SmoothStep(0.0f, 1.0f, Mathf.InverseLerp(1, stitchWidth - 1, j));
                    if (!singleTerrain)
                    {
                        heightmapData2[pos - j, i] = Mathf.Lerp(mix, heightmapData2[pos - j, i], t);
                    }
                    else
                    {
                        heightmapData[pos - j, i] = Mathf.Lerp(mix, heightmapData2[pos - j, i], t);
                    }
                    heightmapData[j, i] = Mathf.Lerp(mix, heightmapData[j, i], t);
                }
            }
            if (singleTerrain)
            {
                for (int i = 0; i < terrainRes; i++)
                {
                    heightmapData[pos, i] = heightmapData[0, i];
                }
            }
        }

        terrain1.SetHeights(0, 0, heightmapData);
        if (!singleTerrain)
        {
            terrain2.SetHeights(0, 0, heightmapData2);
        }
    }
Esempio n. 17
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			public void WriteHeightmap (TerrainData data, float[,] array=null, float brushFallof=0.5f)
			{
				CoordRect intersection = CoordRect.Intersect(rect, new CoordRect(0,0,data.heightmapResolution, data.heightmapResolution));
				
				//checking ref array
				if (array == null || array.Length != intersection.size.x*intersection.size.z) array = new float[intersection.size.z,intersection.size.x]; //x and z swapped

				//write to 2d array
				Coord min = intersection.Min; Coord max = intersection.Max;
				for (int x=min.x; x<max.x; x++)
					for (int z=min.z; z<max.z; z++)
				{
					float fallofFactor = Fallof(x,z,brushFallof);
					if (Mathf.Approximately(fallofFactor,0)) continue;
					array[z-min.z, x-min.x] = this[x,z]*fallofFactor + array[z-min.z, x-min.x]*(1-fallofFactor);
					//array[z-min.z, x-min.x] += this[x,z];
				}

				data.SetHeights(intersection.offset.x, intersection.offset.z, array);
			}
Esempio n. 18
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    void finalizeHeightmap(RenderedHeightmap rh)
    {
        TerrainData tData = new TerrainData();

        tData.heightmapResolution = chunkResolution;
        tData.alphamapResolution  = chunkResolution;
        tData.SetDetailResolution(chunkResolution*2, 1);
        tData.size = new Vector3(chunkWidth, terrainHeight, chunkWidth);

        tData.splatPrototypes  = splats;
        tData.detailPrototypes = grassProto;
        tData.treePrototypes   = treeProto;
        tData.RefreshPrototypes();

        // tree placement
        tData.treeInstances = rh.treeInstances.ToArray();

        /* Create and position the terrain */
        GameObject terrain = Terrain.CreateTerrainGameObject(tData);
        terrain.transform.position = new Vector3 (
            chunkWidth * rh.coord.x,
            0.0f,
            chunkWidth * rh.coord.z);

        /* Set the heightmap data from the background thread. */
        tData.SetHeights(0, 0, rh.heightmap);

        stitchTerrain(tData, rh.coord);

        chunks[rh.coord] = tData;

        // texturing
        tData.SetAlphamaps(0, 0, rh.splatmap);

        // grass placement
        /*if (texturesToAffect.Length != 0) {
            var detailedLayer = grassPlacement (tData.detailResolution, tData.GetAlphamaps (0, 0,
                                   tData.alphamapWidth,
                                   tData.alphamapHeight));
            tData.SetDetailLayer (0, 0, grassType, detailedLayer);
        }*/
    }
Esempio n. 19
0
    //**************************************************
    void Start()
    {
        //Constructores de ruidos
        ruidosuelo = new PerlinNoise(TipoDeTerreno);
        ruidomontaña = new PerlinNoise(TipoDeMontaña);
        ruidoarbol = new PerlinNoise(TipoDeArboleda);
        ruidodetalle = new PerlinNoise(TipoDeDetallado);
        //***********************************************
        mi_terrain = new Terrain[CuadrantesEnX, CuadrantesEnZ];
        float[,] alturas = new float[TamañoDelHeightmap, TamañoDelHeightmap];
        map_offset = new Vector2(-TamañoDelTerreno * CuadrantesEnX * 0.5f, -TamañoDelTerreno * CuadrantesEnZ * 0.5f);//Centrado del terreno
        CreateProtoTypes();
        float max_altura = 0;
        for (int x = 0; x < CuadrantesEnX; x++)
        {
            for (int z = 0; z < CuadrantesEnZ; z++)
            {
                editTerrain(alturas, x, z);

                TerrainData terrainData = new TerrainData();

                terrainData.heightmapResolution = TamañoDelHeightmap;
                terrainData.SetHeights(0, 0, alturas);
                terrainData.size = new Vector3(TamañoDelTerreno, AlturaMaxima, TamañoDelTerreno);
                terrainData.splatPrototypes = splatArray;
                terrainData.treePrototypes = treeArray;
                terrainData.detailPrototypes = detailArray;
                max_altura = maxHeight(terrainData, max_altura);
                texturizeTerrain(terrainData, max_altura);

                mi_terrain[x, z] = Terrain.CreateTerrainGameObject(terrainData).GetComponent<Terrain>();
                mi_terrain[x, z].transform.position = new Vector3(TamañoDelTerreno * x + map_offset.x, 0, TamañoDelTerreno * z + map_offset.y);
                mi_terrain[x, z].basemapDistance = DibujadoLowRes;

                TreeGenerator(mi_terrain[x, z], x, z);
                DetailGenerator(mi_terrain[x, z], x, z);
            }
        }
        //Eliminar bordes extraños
        for (int x = 0; x < CuadrantesEnX; x++)
        {
            for (int z = 0; z < CuadrantesEnZ; z++)
            {
                Terrain right = null;
                Terrain left = null;
                Terrain bottom = null;
                Terrain top = null;

                if (x > 0) left = mi_terrain[(x - 1), z];
                if (x < CuadrantesEnX - 1) right = mi_terrain[(x + 1), z];

                if (z > 0) bottom = mi_terrain[x, (z - 1)];
                if (z < CuadrantesEnZ - 1) top = mi_terrain[x, (z + 1)];

                mi_terrain[x, z].SetNeighbors(left, top, right, bottom);

            }
        }//******************************************************
    }
Esempio n. 20
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 public void Perform(TerrainData data)
 {
     data.SetHeights(heightsOffsetX,heightsOffsetZ,heights);
     if (splats!=null) data.SetAlphamaps(splatsOffsetX,splatsOffsetZ,splats);
 }
	public void GenerateTerrain(TerrainData terrainData, float tileSize)
	{
		if(disableProceduralTerrain)
			return;

		_heightMap = new float[terrainData.heightmapWidth, terrainData.heightmapHeight];

		float width_2 = terrainData.heightmapWidth*0.5f;
		float height_2 = terrainData.heightmapHeight*0.5f;

		float aW = MathHelpers.RandomFromVec2(aWMinMax);
		float bW = MathHelpers.RandomFromVec2(bWMinMax);
		float cW = MathHelpers.RandomFromVec2(cWMinMax);
		float dW = MathHelpers.RandomFromVec2(dWMinMax);
		
		float bH = MathHelpers.RandomFromVec2(bHMinMax);
		float cH = MathHelpers.RandomFromVec2(cHMinMax);
	

		for (int i = 0; i < terrainData.heightmapWidth; i++)
		{
			for (int k = 0; k < terrainData.heightmapHeight; k++)
			{
				float xW = (float)(i - width_2);
				float xH = (float)(k - height_2);
				float heightAdjustW = aW*Mathf.Exp(- (Mathf.Pow((xW -bW),2)/(2*Mathf.Pow(cW,2)) + Mathf.Pow((xH-bH),2)/(2*Mathf.Pow(cH,2)))) + dW;

				_heightMap[i, k] = heightAdjustW +  MathHelpers.RandomFromVec2( perlinNoiseAmpMinMax )*Mathf.PerlinNoise(((float)i / (float)terrainData.heightmapWidth) * tileSize, ((float)k / (float)terrainData.heightmapHeight) * tileSize);
			}
		}

		terrainData.SetHeights(0, 0, _heightMap);

		SplatPrototype groundProto = new SplatPrototype();
		groundProto.texture = terrainTexture;
		groundProto.tileOffset = new Vector2(0f,0f);
		groundProto.tileSize = new Vector2(10f,10f);

		SplatPrototype snowProto = new SplatPrototype();
		snowProto.texture = snowTexture;
		snowProto.tileOffset = new Vector2(0f,0f);
		snowProto.tileSize = new Vector2(10f,10f);

		SplatPrototype[] prototypes = new SplatPrototype[2];
		prototypes[0] = groundProto;
		prototypes[1] = snowProto;
		terrainData.splatPrototypes = prototypes;

		_terrainTransform.localPosition = new Vector3( -0.5f*terrainData.size.x,0f,-0.5f*terrainData.size.z );

	}
    public Terrain GenerateTerrains(int x, int z, Terrain t)
    {
        float[,] htmap = new float[heightMapSize,heightMapSize];

        CreateBasicTerrain(htmap, x, z);
        TerrainData terrainData = new TerrainData();

        terrainData.heightmapResolution = heightMapSize;
        terrainData.SetHeights(0, 0, htmap);
        terrainData.size = new Vector3(terrainSize, terrainHeight, terrainSize);
        terrainData.splatPrototypes = splatPrototypes;
        terrainData.treePrototypes = treePrototypes;
        terrainData.detailPrototypes = detailPrototypes;

        AddAlphaMap(terrainData);

        t = Terrain.CreateTerrainGameObject(terrainData).GetComponent<Terrain>();
        t.transform.position = new Vector3(terrainSize*x -(terrainSize*0.5f), 0, terrainSize*z - (terrainSize*0.5f));
        t.heightmapPixelError = pixelMapError;
        t.basemapDistance = baseMapDist;

        AddTrees(t, x, z);
        AddDetailMap(t, x, z);
        return t;
    }
Esempio n. 23
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    void CopyTerrainDataFromTo(TerrainData tDataFrom, ref TerrainData tDataTo)
    {
        //TerrainCollider tc = terrainBlock.gameObject.GetComponent<TerrainCollider>();
        //tc.terrainData = terrainBlock.terrainData;

        tDataTo.SetDetailResolution(tDataFrom.detailResolution, 8);
        tDataTo.heightmapResolution = tDataFrom.heightmapResolution;
        tDataTo.alphamapResolution = tDataFrom.alphamapResolution;
        tDataTo.baseMapResolution = tDataFrom.baseMapResolution;
        tDataTo.size = tDataFrom.size;
        tDataTo.splatPrototypes = tDataFrom.splatPrototypes;
        tDataTo.treePrototypes = tDataFrom.treePrototypes;
        tDataTo.treeInstances = tDataFrom.treeInstances;

        float[,] heights = tDataFrom.GetHeights(0, 0, tileWidth, tileHeight);

        tDataTo.SetHeights(0,0, heights);
    }
Esempio n. 24
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	void stitchTerrain(TerrainData tData, ChunkCoord c) {
		TerrainData left   = (TerrainData)chunks[new ChunkCoord(c.x - 1, c.z)];
		TerrainData right  = (TerrainData)chunks[new ChunkCoord(c.x + 1, c.z)];
		TerrainData top    = (TerrainData)chunks[new ChunkCoord(c.x,     c.z - 1)];
		TerrainData bottom = (TerrainData)chunks[new ChunkCoord(c.x,     c.z + 1)];

		if (left != null) {
			var seam = left.GetHeights(chunkResolution - 1, 0, 1, chunkResolution);
			tData.SetHeights(0, 0, seam);
		}
		if (right != null) {
			var seam = right.GetHeights(0, 0, 1, chunkResolution);
			tData.SetHeights(chunkResolution - 1, 0, seam);
		}
		if (top != null) {
			var seam = top.GetHeights(0, chunkResolution-1, chunkResolution, 1);
			tData.SetHeights(0, 0, seam);
		}
		if (bottom != null) {
			var seam = bottom.GetHeights(0, 0, chunkResolution, 1);
			tData.SetHeights(0, chunkResolution - 1, seam);
		}
	}
Esempio n. 25
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        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.TerrainData terrainData = (UnityEngine.TerrainData)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "alphamaps":
                    terrainData.SetAlphamaps(0, 0, reader.ReadProperty <float [, , ]> ());
                    break;

                case "heights":
                    terrainData.SetHeights(0, 0, reader.ReadProperty <float [, ]> ());
                    break;

                case "heightmapResolution":
                    terrainData.heightmapResolution = reader.ReadProperty <System.Int32> ();
                    break;

                case "size":
                    terrainData.size = reader.ReadProperty <UnityEngine.Vector3> ();
                    break;

                case "thickness":
                    terrainData.thickness = reader.ReadProperty <System.Single> ();
                    break;

                case "wavingGrassStrength":
                    terrainData.wavingGrassStrength = reader.ReadProperty <System.Single> ();
                    break;

                case "wavingGrassAmount":
                    terrainData.wavingGrassAmount = reader.ReadProperty <System.Single> ();
                    break;

                case "wavingGrassSpeed":
                    terrainData.wavingGrassSpeed = reader.ReadProperty <System.Single> ();
                    break;

                case "wavingGrassTint":
                    terrainData.wavingGrassTint = reader.ReadProperty <UnityEngine.Color> ();
                    break;

                case "detailPrototypes":
                    terrainData.detailPrototypes = reader.ReadProperty <UnityEngine.DetailPrototype []> ();
                    break;

                case "treeInstances":
                    terrainData.treeInstances = reader.ReadProperty <UnityEngine.TreeInstance []> ();
                    break;

                case "treePrototypes":
                    terrainData.treePrototypes = reader.ReadProperty <UnityEngine.TreePrototype []> ();
                    break;

                case "alphamapResolution":
                    terrainData.alphamapResolution = reader.ReadProperty <System.Int32> ();
                    break;

                case "baseMapResolution":
                    terrainData.baseMapResolution = reader.ReadProperty <System.Int32> ();
                    break;

                case "splatPrototypes":
                    terrainData.splatPrototypes = reader.ReadProperty <UnityEngine.SplatPrototype []> ();
                    break;

                case "name":
                    terrainData.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    terrainData.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Esempio n. 26
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    public void GenerateTerrain()
    {
        terraindata = terrain.terrainData;
        float [] positionsx = new float[aantalHeuvels];
        float[] positionsz = new  float[aantalHeuvels];

        int heightmapwidth = terraindata.heightmapWidth-1;
        int heightmapheigth = terraindata.heightmapHeight - 1;

        float beginhoogte = 0.003f;
        float[,] heights = new float[heightmapwidth + 1, heightmapheigth + 1];

        for (int x = 0; x < heightmapwidth; x++) {
            for(int z = 0; z < heightmapheigth; z++){
                heights[x,z] = beginhoogte;
            }
        }

        terraindata.SetHeights(0,0,heights);

        // heuvels genereren
        for (int i = 0; i < aantalHeuvels; i++) {
            int beginx = (int) (Random.value*heightmapwidth);
            int beginz = (int) (Random.value*heightmapheigth);
            positionsx[i] = beginx;
            positionsz[i] = beginz;
            int heuvelradius = (int) (Random.Range(70,100));
            float top = 0.03f;
            float helling = (float)(top*(0.002f/0.03f));
            for(int r = 1; r < heuvelradius; r++){
                for(int d = 0; d < 360; d++){
                    int xx = beginx + (int)(r*Mathf.Cos(d*Mathf.PI/180));
                    int x = Mathf.Min(xx,heightmapwidth);
                    int zz = beginz + (int)(r*Mathf.Sin(d*Mathf.PI/180));
                    int z = Mathf.Min(zz,heightmapheigth);
                    float hoogte = Mathf.Max ((float)(top-(Mathf.Pow((r*helling),2))),(float)(beginhoogte*1.1));
                    if(heights[Mathf.Max(x,0),Mathf.Max(z,0)]<hoogte){
                        heights[Mathf.Max(x,0),Mathf.Max(z,0)] = hoogte;
                    }
                }
            }
        }
        // sloten genereren
        for (int i = 0; i < aantalSloten; i++) {
            float randomx = Random.value;
            float randomz = Random.value;
            int beginx = (int) (randomx*(float)heightmapwidth);
            int beginz = (int) (randomz*(float)heightmapheigth);
            float realx = ((float)beginx/(float)heightmapwidth)*terraindata.size.x;
            float realz = ((float)beginz/(float)heightmapheigth)*terraindata.size.z;
            int slootbreedte = (int)(Random.Range(50,70));
            int slootlengte = (int)(Random.Range(300,400));
            GameObject gras = Resources.Load ("FernMesh") as GameObject;
            float lengteGras = gras.GetComponent<Renderer>().bounds.size.x;
            if(Random.value>0){
                for(int x = 0; x < slootlengte; x++){
                    for(int z = 0; z < slootbreedte; z++){
                        int xx = Mathf.Min((beginx + x),heightmapwidth);
                        int zz = Mathf.Min((beginz + z),heightmapheigth);
                        if(positioncheck(xx, zz, positionsx, positionsz)){
                            heights[Mathf.Max(xx,0), Mathf.Max (zz,0)] = 0;
                        }
                    }
                }
                //STAAT UIT
                for(int k = 0; k < 10; k++){
                    if(false){
                        GameObject nieuwgras = Instantiate (gras);
                        nieuwgras.transform.position = new Vector3(realz, 2, realx + Random.value*k*lengteGras);
                        nieuwgras.transform.localScale = new Vector3(500,500,500);
                        nieuwgras.transform.eulerAngles = new Vector3(0,Random.value*Mathf.PI,0);
                    }
                }
            }
            else{
                for(int x = 0; x < slootbreedte; x++){
                    for(int z = 0; z < slootlengte; z++){
                        int xx = Mathf.Min((beginx + x),heightmapwidth);
                        int zz = Mathf.Min((beginz + z),heightmapheigth);
                        if(positioncheck(xx, zz, positionsx, positionsz)){
                            heights[Mathf.Max(xx,0), Mathf.Max (zz,0)] = 0;
                        }
                    }
                }
            }
        }
        // vijvers genereren
        for (int i = 0; i < aantalVijvers; i++) {
            int beginx = (int) (Random.value*heightmapwidth);
            int beginz = (int) (Random.value*heightmapheigth);
            int vijverradius = (int) (Random.Range(30,70));
            for(int r = 1; r < vijverradius; r++){
                for(int d = 0; d < 360; d++){
                    int xx = beginx + (int)(r*Mathf.Cos(d*Mathf.PI/180));
                    int x = Mathf.Min(xx,heightmapwidth);
                    int zz = beginz + (int)(r*Mathf.Sin(d*Mathf.PI/180));
                    int z = Mathf.Min(zz,heightmapheigth);
                    if(positioncheck(x,z,positionsx, positionsz)){
                        heights[Mathf.Max(x,0),Mathf.Max(z,0)] = 0;
                    }
                }
            }

        }

        terraindata.SetHeights (0, 0, heights);

        for (int i = 0; i < 5; i++) {
            Smooth();
        }
    }
    void CreateTerrain()
    {
        //fire up the progress bar
        ShowProgressBar(1, 100);

        TerrainData terrain = new TerrainData();
        terrain.heightmapResolution = resolution;
        GameObject terrainObject = Terrain.CreateTerrainGameObject(terrain);

        Undo.RegisterCreatedObjectUndo(terrainObject, "Object to Terrain");

        MeshCollider collider = Selection.activeGameObject.GetComponent<MeshCollider>();
        CleanUp cleanUp = null;

        //Add a collider to our source object if it does not exist.
        //Otherwise raycasting doesn't work.
        if(!collider){

            collider = Selection.activeGameObject.AddComponent<MeshCollider>();
            cleanUp = () => DestroyImmediate(collider);
        }

        Bounds bounds = collider.bounds;
        float sizeFactor = collider.bounds.size.y / (collider.bounds.size.y + addTerrain.y);
        terrain.size = collider.bounds.size + addTerrain;
        bounds.size = new Vector3(terrain.size.x, collider.bounds.size.y, terrain.size.z);

        // Do raycasting samples over the object to see what terrain heights should be
        float[,] heights = new float[terrain.heightmapWidth, terrain.heightmapHeight];
        Ray ray = new Ray(new Vector3(bounds.min.x, bounds.max.y + bounds.size.y, bounds.min.z), -Vector3.up);
        RaycastHit hit = new RaycastHit();
        float meshHeightInverse = 1 / bounds.size.y;
        Vector3 rayOrigin = ray.origin;

        int maxHeight = heights.GetLength(0);
        int maxLength = heights.GetLength(1);

        Vector2 stepXZ = new Vector2(bounds.size.x / maxLength, bounds.size.z / maxHeight);

        for(int zCount = 0; zCount < maxHeight; zCount++){

            ShowProgressBar(zCount, maxHeight);

            for(int xCount = 0; xCount < maxLength; xCount++){

                float height = 0.0f;

                if(collider.Raycast(ray, out hit, bounds.size.y * 3)){

                    height = (hit.point.y - bounds.min.y) * meshHeightInverse;
                    height += shiftHeight;

                    //bottom up
                    if(bottomTopRadioSelected == 0){

                        height *= sizeFactor;
                    }

                    //clamp
                    if(height < 0){

                        height = 0;
                    }
                }

                heights[zCount, xCount] = height;
                rayOrigin.x += stepXZ[0];
                ray.origin = rayOrigin;
            }

            rayOrigin.z += stepXZ[1];
            rayOrigin.x = bounds.min.x;
            ray.origin = rayOrigin;
        }

        terrain.SetHeights(0, 0, heights);

        EditorUtility.ClearProgressBar();

        if(cleanUp != null){

            cleanUp();
        }
    }
        void DrawSelectedNodeDetails(NodeBase node)
        {
            if (previewNeedsUpdate || lastSelected != node)
            {
                preview = new Texture2D(230, 230);
                if (node.Module != null && previewCalculation == null)
                    previewCalculation = new NoiseCalculation(node.Module, 230, 230);
                previewNeedsUpdate = false;
                lastSelected = node;
            }

            if (previewCalculation != null && previewCalculation.Done)
            {
                preview = previewCalculation.Noise.GetTexture();
                previewCalculation = null;
            }

            var state = mainEditorState as NoiseDesignerState;

            EditorGUILayout.Space();
            EditorGUILayout.LabelField("Selected Node:");
            GUILayout.Box(preview);
            EditorGUILayout.Space();
            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Apply to terrain:");
            terrain = EditorGUILayout.ObjectField("TerrainData", terrain, typeof(TerrainData), false) as TerrainData;
            if (GUILayout.Button("Apply"))
            {
                Noise2D noise = new Noise2D(terrain.heightmapWidth, terrain.heightmapHeight, node.Module);
                noise.GeneratePlanar(4.0f, 10.0f, 1.0f, 5.0f);
                terrain.SetHeights(0, 0, noise.GetNormalizedData());
            }
            EditorGUILayout.Space();
            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Export as texture:");
            state.textureSize = EditorGUILayout.Vector2Field("Texture Size", state.textureSize);
            if (GUILayout.Button("Save as PNG"))
            {
                var path = EditorUtility.SaveFilePanelInProject("Save as PNG", "noise", "png", "");
                if (!string.IsNullOrEmpty(path))
                {
                    Noise2D noise = new Noise2D((int)state.textureSize.x, (int)state.textureSize.y, node.Module);
                    noise.GeneratePlanar(4.0f, 10.0f, 1.0f, 5.0f);
                    var texture = noise.GetTexture();
                    File.WriteAllBytes(path, texture.EncodeToPNG());
                    AssetDatabase.Refresh();
                }
            }
        }
Esempio n. 29
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 IEnumerator LoadTerrain(Options options)
 {
     Progress ("Chargement du terrain", (1.0f / 5.0f) * 4.0f);
     // Load height map.
     WWW www = new WWW("file://" + heightMapPath);
     yield return www;
     Texture2D texture = www.texture;
     // Create height map.
     int resolution = options.preset.population;
     float distance = options.preset.distance;
     float[,] heightMap = new float[resolution, resolution];
     for (int y = 0; y < resolution; ++y) {
         for(int x = 0; x < resolution; ++x) {
             heightMap[x, y] = texture.GetPixel(x, y).r;
         }
     }
     yield return null;
     // Set height map.
     terrain = (GameObject) Instantiate (terrainPrefab);
     TerrainData data = new TerrainData ();
     data.heightmapResolution = resolution;
     terrain.GetComponent<Terrain>().terrainData = data;
     data.size = new Vector3(
         resolution * distance,
         256,
         resolution * distance
     );
     data.SetHeights(0, 0, heightMap);
     terrainMat.SetTexture ("type_texture", vegetationMap.mainTexture);
     terrain.GetComponent<Terrain> ().materialTemplate = terrainMat;
     terrain.GetComponent<Terrain> ().basemapDistance = 2000;
     yield return null;
     // Center terrain.
     Vector3 size = data.size;
     Debug.Log (size.x + " " + size.y + " " + size.z);
     Vector3 sizeN = size.normalized;
     terrain.transform.localScale = sizeN;
     terrain.transform.position = new Vector3(-size.x / 2.0f, 0, -size.z / 2.0f);
     // Water.
     water.transform.position = new Vector3(water.transform.position.x, options.seaLevel, water.transform.position.z);
     // Camera.
     mainCamera.transform.position = new Vector3(1, 1, 1);
     mainCamera.transform.LookAt (Vector3.zero);
     mainCamera.transform.position = mainCamera.transform.position * size.z;
     mainCamera.farClipPlane = size.x * 4;
     light.transform.position = mainCamera.transform.position;
     light.transform.rotation = mainCamera.transform.rotation;
     // Vegetation.
     Vegetation vegetation = terrain.GetComponent<Vegetation> ();
     vegetation.terrain = terrain.GetComponent<Terrain>();
     vegetation.tex_vegetation = (Texture2D) vegetationMap.mainTexture;
     yield return StartCoroutine(vegetation.Init ());
     yield return null;
 }
Esempio n. 30
0
	void Start() 
	{
		m_groundNoise = new PerlinNoise(m_groundSeed);
		m_mountainNoise = new PerlinNoise(m_mountainSeed);
		m_treeNoise = new PerlinNoise(m_treeSeed);
		m_detailNoise = new PerlinNoise(m_detailSeed);
		
		if(!Mathf.IsPowerOfTwo(m_heightMapSize-1))
		{
			Debug.Log("TerrianGenerator::Start - height map size must be pow2+1 number");
			m_heightMapSize = Mathf.ClosestPowerOfTwo(m_heightMapSize)+1;
		}
		
		if(!Mathf.IsPowerOfTwo(m_alphaMapSize))
		{
			Debug.Log("TerrianGenerator::Start - Alpha map size must be pow2 number");
			m_alphaMapSize = Mathf.ClosestPowerOfTwo(m_alphaMapSize);
		}
		
		if(!Mathf.IsPowerOfTwo(m_detailMapSize))
		{
			Debug.Log("TerrianGenerator::Start - Detail map size must be pow2 number");
			m_detailMapSize = Mathf.ClosestPowerOfTwo(m_detailMapSize);
		}
		
		if(m_detailResolutionPerPatch < 8)
		{
			Debug.Log("TerrianGenerator::Start - Detail resolution per patch must be >= 8, changing to 8");
			m_detailResolutionPerPatch = 8;
		}
		
		float[,] htmap = new float[m_heightMapSize,m_heightMapSize];
		
		m_terrain = new Terrain[m_tilesX,m_tilesZ];
		
		//this will center terrain at origin
		m_offset = new Vector2(-m_terrainSize*m_tilesX*0.5f, -m_terrainSize*m_tilesZ*0.5f);
		
		CreateProtoTypes();
		
		for(int x = 0; x < m_tilesX; x++)
		{
			for(int z = 0; z < m_tilesZ; z++)
			{
				FillHeights(htmap, x, z);
				
				TerrainData terrainData = new TerrainData();

				terrainData.heightmapResolution = m_heightMapSize;
				terrainData.SetHeights(0, 0, htmap);
				terrainData.size = new Vector3(m_terrainSize, m_terrainHeight, m_terrainSize);
				terrainData.splatPrototypes = m_splatPrototypes;
				terrainData.treePrototypes = m_treeProtoTypes;  
				terrainData.detailPrototypes = m_detailProtoTypes;
				
				FillAlphaMap(terrainData);
	
				m_terrain[x,z] = Terrain.CreateTerrainGameObject(terrainData).GetComponent<Terrain>();
				m_terrain[x,z].transform.position = new Vector3(m_terrainSize*x + m_offset.x, 0, m_terrainSize*z + m_offset.y);
				m_terrain[x,z].heightmapPixelError = m_pixelMapError;
				m_terrain[x,z].basemapDistance = m_baseMapDist;
				
				//disable this for better frame rate
				m_terrain[x,z].castShadows = false;
				
				FillTreeInstances(m_terrain[x,z], x, z);
				FillDetailMap(m_terrain[x,z], x, z);
			}
		}
		
		//Set the neighbours of terrain to remove seams.
		for(int x = 0; x < m_tilesX; x++)
		{
			for(int z = 0; z < m_tilesZ; z++)
			{
				Terrain right = null;
				Terrain left = null;
				Terrain bottom = null;
				Terrain top = null;
				
				if(x > 0) left = m_terrain[(x-1),z];
				if(x < m_tilesX-1) right = m_terrain[(x+1),z];
				
				if(z > 0) bottom = m_terrain[x,(z-1)];
				if(z < m_tilesZ-1) top = m_terrain[x,(z+1)];
				
				m_terrain[x,z].SetNeighbors(left, top, right, bottom);
	
			}
		}
		
	}
 TerrainData InitializeTerrain(float[,] noise)
 {
     TerrainData t = new TerrainData();
     t.heightmapResolution = terrainSizePOT;
     t.alphamapResolution = textureRes;
     t.SetDetailResolution(textureRes, 16);
     t.baseMapResolution = textureRes;
     t.size = new Vector3(terrainSizePOT, terrainHeight, terrainSizePOT);
     t.SetHeights(0,0,noise);
     t.splatPrototypes = splatProto;
     return t;
 }
Esempio n. 32
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 public static void Smooth(TerrainData terrain)
 {
     int heightmapWidth = terrain.heightmapWidth;
     int heightmapHeight = terrain.heightmapHeight;
     float[,] heights = terrain.GetHeights(0, 0, heightmapWidth, heightmapHeight);
     Smooth(heights, terrain);
     terrain.SetHeights(0, 0, heights);
 }
 public void Perform(TerrainData data)
 {
     data.SetHeights(x,z,heights);
     if (splats!=null) data.SetAlphamaps(x,z,splats);
 }