public float GetSplat(Vector3 worldPos, int mask) { return(this.GetSplat(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), mask)); }
public override void Process(uint seed) { if (World.Networked || World.Size < MinWorldSize) { return; } int[,] array = TerrainPath.CreateRoadCostmap(ref seed); PathFinder pathFinder = new PathFinder(array); int length = array.GetLength(0); int num = length / 4; int num2 = 4; int stepcount = num / num2; int num3 = length / 2; int pos_x = num; int pos_x2 = length - num; int pos_y = num; int pos_y2 = length - num; int num4 = 0; int dir_x = -num2; int dir_x2 = num2; int dir_y = -num2; int dir_y2 = num2; List <RingNode> list = ((World.Size >= 5000) ? new List <RingNode> { new RingNode(num3, pos_y2, num4, dir_y, stepcount), new RingNode(pos_x2, pos_y2, dir_x, dir_y, stepcount), new RingNode(pos_x2, num3, dir_x, num4, stepcount), new RingNode(pos_x2, pos_y, dir_x, dir_y2, stepcount), new RingNode(num3, pos_y, num4, dir_y2, stepcount), new RingNode(pos_x, pos_y, dir_x2, dir_y2, stepcount), new RingNode(pos_x, num3, dir_x2, num4, stepcount), new RingNode(pos_x, pos_y2, dir_x2, dir_y, stepcount) } : new List <RingNode> { new RingNode(pos_x2, pos_y2, dir_x, dir_y, stepcount), new RingNode(pos_x2, pos_y, dir_x, dir_y2, stepcount), new RingNode(pos_x, pos_y, dir_x2, dir_y2, stepcount), new RingNode(pos_x, pos_y2, dir_x2, dir_y, stepcount) }); for (int i = 0; i < list.Count; i++) { RingNode ringNode = list[i]; RingNode next = list[(i + 1) % list.Count]; RingNode prev = list[(i - 1 + list.Count) % list.Count]; ringNode.next = next; ringNode.prev = prev; while (!pathFinder.IsWalkable(ringNode.position)) { if (ringNode.attempts <= 0) { return; } ringNode.position += ringNode.direction; ringNode.attempts--; } } foreach (RingNode item in list) { item.path = pathFinder.FindPath(item.position, item.next.position, 250000); } bool flag = false; while (!flag) { flag = true; PathFinder.Point point = new PathFinder.Point(0, 0); foreach (RingNode item2 in list) { point += item2.position; } point /= list.Count; float num5 = float.MinValue; RingNode ringNode2 = null; foreach (RingNode item3 in list) { if (item3.path == null) { float num6 = new Vector2(item3.position.x - point.x, item3.position.y - point.y).magnitude; if (item3.prev.path == null) { num6 *= 1.5f; } if (num6 > num5) { num5 = num6; ringNode2 = item3; } } } if (ringNode2 == null) { continue; } do { if (ringNode2.attempts <= 0) { return; } ringNode2.position += ringNode2.direction; ringNode2.attempts--; }while (!pathFinder.IsWalkable(ringNode2.position)); ringNode2.path = pathFinder.FindPath(ringNode2.position, ringNode2.next.position, 250000); ringNode2.prev.path = pathFinder.FindPath(ringNode2.prev.position, ringNode2.position, 250000); flag = false; } if (!flag) { return; } for (int j = 0; j < list.Count; j++) { RingNode ringNode3 = list[j]; RingNode ringNode4 = list[(j + 1) % list.Count]; for (PathFinder.Node node = ringNode3.path; node != null; node = node.next) { for (PathFinder.Node node2 = ringNode4.path; node2 != null; node2 = node2.next) { if (Mathf.Abs(node.point.x - node2.point.x) <= 1 && Mathf.Abs(node.point.y - node2.point.y) <= 1) { node.next = null; ringNode4.path = node2; break; } } } } PathFinder.Node node3 = null; PathFinder.Node node4 = null; foreach (RingNode item4 in list) { if (node3 == null) { node3 = item4.path; node4 = item4.path; } else { node4.next = item4.path; } while (node4.next != null) { node4 = node4.next; } } node4.next = new PathFinder.Node(node3.point, node3.cost, node3.heuristic); List <Vector3> list2 = new List <Vector3>(); for (PathFinder.Node node5 = node3; node5 != null; node5 = node5.next) { float normX = ((float)node5.point.x + 0.5f) / (float)length; float normZ = ((float)node5.point.y + 0.5f) / (float)length; float x = TerrainMeta.DenormalizeX(normX); float z = TerrainMeta.DenormalizeZ(normZ); float y = Mathf.Max(TerrainMeta.HeightMap.GetHeight(normX, normZ), 1f); list2.Add(new Vector3(x, y, z)); } if (list2.Count >= 2) { int count = TerrainMeta.Path.Roads.Count; PathList pathList = new PathList("Road " + count, list2.ToArray()); pathList.Width = 12f; pathList.InnerPadding = 1f; pathList.OuterPadding = 1f; pathList.InnerFade = 1f; pathList.OuterFade = 8f; pathList.RandomScale = 0.75f; pathList.MeshOffset = 0f; pathList.TerrainOffset = -0.125f; pathList.Topology = 2048; pathList.Splat = 128; pathList.Start = false; pathList.End = false; pathList.ProcgenStartNode = node3; pathList.ProcgenEndNode = node4; pathList.Path.Smoothen(4); pathList.Path.RecalculateTangents(); pathList.AdjustPlacementMap(24f); TerrainMeta.Path.Roads.Add(pathList); } }
protected override void ApplyTopology(Matrix4x4 localToWorld, Matrix4x4 worldToLocal) { TextureData topologydata = new TextureData(this.topologymap); TerrainMeta.TopologyMap.ForEachParallel(((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)this.extents.z))), (Action <int, int>)((x, z) => { GenerateCliffTopology.Process(x, z); float normZ = TerrainMeta.TopologyMap.Coordinate(z); float normX = TerrainMeta.TopologyMap.Coordinate(x); Vector3 vector3_1; ((Vector3) ref vector3_1).\u002Ector(TerrainMeta.DenormalizeX(normX), 0.0f, TerrainMeta.DenormalizeZ(normZ)); Vector3 vector3_2 = Vector3.op_Subtraction(((Matrix4x4) ref worldToLocal).MultiplyPoint3x4(vector3_1), this.offset); int interpolatedInt = topologydata.GetInterpolatedInt((float)((vector3_2.x + this.extents.x) / this.size.x), (float)((vector3_2.z + this.extents.z) / this.size.z)); if (!this.ShouldTopology(interpolatedInt)) { return; } TerrainMeta.TopologyMap.AddTopology(x, z, interpolatedInt & this.TopologyMask); })); }
internal bool IsInside(Vector3 vPos) { return(!Vector3Ex.IsNaNOrInfinity(vPos) && ((Bounds) ref this.worldBounds).Contains(vPos) && (!Object.op_Inequality((Object)TerrainMeta.Terrain, (Object)null) || vPos.y >= TerrainMeta.Position.y && !TerrainMeta.OutOfMargin(vPos))); }
public override void Process() { RaycastHit raycastHit; Collider component = base.GetComponent <Collider>(); Bounds bound = component.bounds; int num = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeX(bound.min.x)); int num1 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeZ(bound.max.x)); int num2 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeX(bound.min.z)); int num3 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeZ(bound.max.z)); if (!(component is BoxCollider) || !(base.transform.rotation == Quaternion.identity)) { for (int i = num2; i <= num3; i++) { float single = TerrainMeta.WaterMap.Coordinate(i); for (int j = num; j <= num1; j++) { float single1 = TerrainMeta.WaterMap.Coordinate(j); Vector3 vector3 = new Vector3(TerrainMeta.DenormalizeX(single1), bound.max.y + 1f, TerrainMeta.DenormalizeZ(single)); Ray ray = new Ray(vector3, Vector3.down); if (component.Raycast(ray, out raycastHit, bound.size.y + 1f + 1f)) { float single2 = TerrainMeta.NormalizeY(raycastHit.point.y); if (single2 > TerrainMeta.WaterMap.GetHeight01(j, i)) { TerrainMeta.WaterMap.SetHeight(j, i, single2); } } } } } else { float single3 = TerrainMeta.NormalizeY(bound.max.y); for (int k = num2; k <= num3; k++) { for (int l = num; l <= num1; l++) { if (single3 > TerrainMeta.WaterMap.GetHeight01(l, k)) { TerrainMeta.WaterMap.SetHeight(l, k, single3); } } } } GameManager.Destroy(this, 0f); }
public Vector3 GetNormal(Vector3 worldPos) { float single = TerrainMeta.NormalizeX(worldPos.x); return(this.GetNormal(single, TerrainMeta.NormalizeZ(worldPos.z))); }
public float GetHeight01(Vector3 worldPos) { float single = TerrainMeta.NormalizeX(worldPos.x); return(this.GetHeight01(single, TerrainMeta.NormalizeZ(worldPos.z))); }
public override void Process(uint seed) { List <PathList> pathListList = new List <PathList>(); TerrainHeightMap heightMap = TerrainMeta.HeightMap; TerrainTopologyMap topologyMap = TerrainMeta.TopologyMap; List <MonumentInfo> monuments = TerrainMeta.Path.Monuments; if (monuments.Count == 0) { return; } int res = Mathf.NextPowerOfTwo((int)((double)World.Size / 10.0)); int[,] costmap = new int[res, res]; float radius = 5f; for (int index1 = 0; index1 < res; ++index1) { float normZ = ((float)index1 + 0.5f) / (float)res; for (int index2 = 0; index2 < res; ++index2) { float normX = ((float)index2 + 0.5f) / (float)res; int num1 = SeedRandom.Range(ref seed, 100, 500); float slope = heightMap.GetSlope(normX, normZ); int topology = topologyMap.GetTopology(normX, normZ, radius); int num2 = 2295686; int num3 = 49152; costmap[index1, index2] = (double)slope > 20.0 || (topology & num2) != 0 ? int.MaxValue : ((topology & num3) == 0 ? 1 + (int)((double)slope * (double)slope * 10.0) + num1 : 2500); } } PathFinder pathFinder = new PathFinder(costmap, true); List <GenerateRoadLayout.PathSegment> pathSegmentList = new List <GenerateRoadLayout.PathSegment>(); List <GenerateRoadLayout.PathNode> source1 = new List <GenerateRoadLayout.PathNode>(); List <GenerateRoadLayout.PathNode> source2 = new List <GenerateRoadLayout.PathNode>(); List <PathFinder.Point> pointList = new List <PathFinder.Point>(); List <PathFinder.Point> startList = new List <PathFinder.Point>(); List <PathFinder.Point> endList = new List <PathFinder.Point>(); foreach (MonumentInfo monumentInfo in monuments) { bool flag = source1.Count == 0; foreach (TerrainPathConnect target in monumentInfo.GetTargets(InfrastructureType.Road)) { PathFinder.Point point = target.GetPoint(res); PathFinder.Node closestWalkable = pathFinder.FindClosestWalkable(point, 100000); if (closestWalkable != null) { GenerateRoadLayout.PathNode pathNode = new GenerateRoadLayout.PathNode(); pathNode.monument = monumentInfo; pathNode.target = target; pathNode.node = closestWalkable; if (flag) { source1.Add(pathNode); } else { source2.Add(pathNode); } } } } while (source2.Count != 0) { startList.Clear(); endList.Clear(); startList.AddRange(source1.Select <GenerateRoadLayout.PathNode, PathFinder.Point>((Func <GenerateRoadLayout.PathNode, PathFinder.Point>)(x => x.node.point))); startList.AddRange((IEnumerable <PathFinder.Point>)pointList); endList.AddRange(source2.Select <GenerateRoadLayout.PathNode, PathFinder.Point>((Func <GenerateRoadLayout.PathNode, PathFinder.Point>)(x => x.node.point))); PathFinder.Node pathUndirected = pathFinder.FindPathUndirected(startList, endList, 100000); if (pathUndirected == null) { GenerateRoadLayout.PathNode copy = source2[0]; source1.AddRange(source2.Where <GenerateRoadLayout.PathNode>((Func <GenerateRoadLayout.PathNode, bool>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument)))); source2.RemoveAll((Predicate <GenerateRoadLayout.PathNode>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument))); } else { GenerateRoadLayout.PathSegment segment = new GenerateRoadLayout.PathSegment(); for (PathFinder.Node node = pathUndirected; node != null; node = node.next) { if (node == pathUndirected) { segment.start = node; } if (node.next == null) { segment.end = node; } } pathSegmentList.Add(segment); GenerateRoadLayout.PathNode copy = source2.Find((Predicate <GenerateRoadLayout.PathNode>)(x => { if (!(x.node.point == segment.start.point)) { return(x.node.point == segment.end.point); } return(true); })); source1.AddRange(source2.Where <GenerateRoadLayout.PathNode>((Func <GenerateRoadLayout.PathNode, bool>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument)))); source2.RemoveAll((Predicate <GenerateRoadLayout.PathNode>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument))); int num = 1; for (PathFinder.Node node = pathUndirected; node != null; node = node.next) { if (num % 8 == 0) { pointList.Add(node.point); } ++num; } } } foreach (GenerateRoadLayout.PathNode pathNode in source1) { GenerateRoadLayout.PathNode target = pathNode; GenerateRoadLayout.PathSegment pathSegment = pathSegmentList.Find((Predicate <GenerateRoadLayout.PathSegment>)(x => { if (!(x.start.point == target.node.point)) { return(x.end.point == target.node.point); } return(true); })); if (pathSegment != null) { if (pathSegment.start.point == target.node.point) { PathFinder.Node node1 = target.node; PathFinder.Node node2 = pathFinder.Reverse(target.node); PathFinder.Node start = pathSegment.start; node1.next = start; pathSegment.start = node2; pathSegment.origin = target.target; } else if (pathSegment.end.point == target.node.point) { pathSegment.end.next = target.node; pathSegment.end = pathFinder.FindEnd(target.node); pathSegment.target = target.target; } } } List <Vector3> vector3List = new List <Vector3>(); foreach (GenerateRoadLayout.PathSegment pathSegment in pathSegmentList) { bool flag1 = false; bool flag2 = false; for (PathFinder.Node node = pathSegment.start; node != null; node = node.next) { float normX = ((float)node.point.x + 0.5f) / (float)res; float normZ = ((float)node.point.y + 0.5f) / (float)res; if (pathSegment.start == node && Object.op_Inequality((Object)pathSegment.origin, (Object)null)) { flag1 = true; normX = TerrainMeta.NormalizeX((float)((Component)pathSegment.origin).get_transform().get_position().x); normZ = TerrainMeta.NormalizeZ((float)((Component)pathSegment.origin).get_transform().get_position().z); } else if (pathSegment.end == node && Object.op_Inequality((Object)pathSegment.target, (Object)null)) { flag2 = true; normX = TerrainMeta.NormalizeX((float)((Component)pathSegment.target).get_transform().get_position().x); normZ = TerrainMeta.NormalizeZ((float)((Component)pathSegment.target).get_transform().get_position().z); } float num1 = TerrainMeta.DenormalizeX(normX); float num2 = TerrainMeta.DenormalizeZ(normZ); float num3 = Mathf.Max(heightMap.GetHeight(normX, normZ), 1f); vector3List.Add(new Vector3(num1, num3, num2)); } if (vector3List.Count != 0) { if (vector3List.Count >= 2) { pathListList.Add(new PathList("Road " + (object)pathListList.Count, vector3List.ToArray()) { Width = 10f, InnerPadding = 1f, OuterPadding = 1f, InnerFade = 1f, OuterFade = 8f, RandomScale = 0.75f, MeshOffset = -0.0f, TerrainOffset = -0.5f, Topology = 2048, Splat = 128, Start = flag1, End = flag2 }); } vector3List.Clear(); } } foreach (PathList pathList in pathListList) { pathList.Path.Smoothen(2); } TerrainMeta.Path.Roads.AddRange((IEnumerable <PathList>)pathListList); }
public void AddTopology(Vector3 worldPos, int mask) { float single = TerrainMeta.NormalizeX(worldPos.x); this.AddTopology(single, TerrainMeta.NormalizeZ(worldPos.z), mask); }
public void SpawnAlong(ref uint seed, PathList.PathObject obj) { if (string.IsNullOrEmpty(obj.Folder)) { return; } Prefab[] prefabArray = Prefab.Load(string.Concat("assets/bundled/prefabs/autospawn/", obj.Folder), null, null, true); if (prefabArray == null || prefabArray.Length == 0) { Debug.LogError(string.Concat("Empty decor folder: ", obj.Folder)); return; } SpawnFilter filter = obj.Filter; float density = obj.Density; float distance = obj.Distance; float dithering = obj.Dithering; TerrainHeightMap heightMap = TerrainMeta.HeightMap; Vector3 startPoint = this.Path.GetStartPoint(); List <Vector3> vector3s = new List <Vector3>(); float single = distance * 0.25f; float single1 = distance * 0.5f; float length = this.Path.Length - this.Path.EndOffset - single1; for (float i = this.Path.StartOffset + single1; i <= length; i += single) { Vector3 vector3 = (this.Spline ? this.Path.GetPointCubicHermite(i) : this.Path.GetPoint(i)); if ((vector3 - startPoint).magnitude >= distance) { Vector3 tangent = this.Path.GetTangent(i); Vector3 vector31 = PathList.rot90 * tangent; Vector3 height = vector3; height.x += SeedRandom.Range(ref seed, -dithering, dithering); height.z += SeedRandom.Range(ref seed, -dithering, dithering); float single2 = TerrainMeta.NormalizeX(height.x); float single3 = TerrainMeta.NormalizeZ(height.z); if (filter.GetFactor(single2, single3) >= SeedRandom.Value(ref seed)) { if (density >= SeedRandom.Value(ref seed)) { height.y = heightMap.GetHeight(single2, single3); if (obj.Alignment == PathList.Alignment.None) { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.identity, filter)) { goto Label1; } goto Label0; } else if (obj.Alignment == PathList.Alignment.Forward) { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.LookRotation(tangent), filter)) { goto Label1; } goto Label0; } else if (obj.Alignment != PathList.Alignment.Inward) { vector3s.Add(height); } else { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.LookRotation(vector31), filter)) { goto Label1; } goto Label0; } } Label1: startPoint = vector3; } } Label0: } if (vector3s.Count > 0) { this.SpawnObjectsNeighborAligned(ref seed, prefabArray, vector3s, filter); } }
public void SpawnSide(ref uint seed, PathList.SideObject obj) { if (string.IsNullOrEmpty(obj.Folder)) { return; } Prefab[] prefabArray = Prefab.Load(string.Concat("assets/bundled/prefabs/autospawn/", obj.Folder), null, null, true); if (prefabArray == null || prefabArray.Length == 0) { Debug.LogError(string.Concat("Empty decor folder: ", obj.Folder)); return; } PathList.Side side = obj.Side; SpawnFilter filter = obj.Filter; float density = obj.Density; float distance = obj.Distance; float width = this.Width * 0.5f + obj.Offset; TerrainHeightMap heightMap = TerrainMeta.HeightMap; float[] singleArray = new float[] { -width, width }; int num = 0; Vector3 startPoint = this.Path.GetStartPoint(); List <Vector3> vector3s = new List <Vector3>(); float single = distance * 0.25f; float single1 = distance * 0.5f; float length = this.Path.Length - this.Path.EndOffset - single1; for (float i = this.Path.StartOffset + single1; i <= length; i += single) { Vector3 vector3 = (this.Spline ? this.Path.GetPointCubicHermite(i) : this.Path.GetPoint(i)); if ((vector3 - startPoint).magnitude >= distance) { Vector3 tangent = this.Path.GetTangent(i); Vector3 vector31 = PathList.rot90 * tangent; for (int j = 0; j < (int)singleArray.Length; j++) { int length1 = (num + j) % (int)singleArray.Length; if ((side != PathList.Side.Left || length1 == 0) && (side != PathList.Side.Right || length1 == 1)) { float single2 = singleArray[length1]; Vector3 height = vector3; ref float singlePointer = ref height.x; singlePointer = singlePointer + vector31.x * single2; ref float singlePointer1 = ref height.z; singlePointer1 = singlePointer1 + vector31.z * single2; float single3 = TerrainMeta.NormalizeX(height.x); float single4 = TerrainMeta.NormalizeZ(height.z); if (filter.GetFactor(single3, single4) >= SeedRandom.Value(ref seed)) { if (density >= SeedRandom.Value(ref seed)) { height.y = heightMap.GetHeight(single3, single4); if (obj.Alignment == PathList.Alignment.None) { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.identity, filter)) { goto Label1; } goto Label0; } else if (obj.Alignment == PathList.Alignment.Forward) { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.LookRotation(tangent * single2), filter)) { goto Label1; } goto Label0; } else if (obj.Alignment != PathList.Alignment.Inward) { vector3s.Add(height); } else { if (this.SpawnObject(ref seed, prefabArray, height, Quaternion.LookRotation(-vector31 * single2), filter)) { goto Label1; } goto Label0; } } Label1: num = length1; startPoint = vector3; if (side == PathList.Side.Any) { break; } } } Label0: } }
public void AddSplat(Vector3 worldPos, int id, float delta, float radius, float fade = 0.0f) { this.AddSplat(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), id, delta, radius, fade); }
public void SetSplat(Vector3 worldPos, int id, float opacity, float radius, float fade = 0.0f) { this.SetSplat(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), id, opacity, radius, fade); }
public void SetSplat(Vector3 worldPos, int id) { this.SetSplat(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), id); }
public override void Process() { Collider component = (Collider)((Component)this).GetComponent <Collider>(); Bounds bounds = component.get_bounds(); int num1 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeX((float)((Bounds) ref bounds).get_min().x)); int num2 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeZ((float)((Bounds) ref bounds).get_max().x)); int num3 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeX((float)((Bounds) ref bounds).get_min().z)); int num4 = TerrainMeta.WaterMap.Index(TerrainMeta.NormalizeZ((float)((Bounds) ref bounds).get_max().z)); if (component is BoxCollider && Quaternion.op_Equality(((Component)this).get_transform().get_rotation(), Quaternion.get_identity())) { float height = TerrainMeta.NormalizeY((float)((Bounds) ref bounds).get_max().y); for (int z = num3; z <= num4; ++z) { for (int x = num1; x <= num2; ++x) { float height01 = TerrainMeta.WaterMap.GetHeight01(x, z); if ((double)height > (double)height01) { TerrainMeta.WaterMap.SetHeight(x, z, height); } } } } else { for (int index1 = num3; index1 <= num4; ++index1) { float normZ = TerrainMeta.WaterMap.Coordinate(index1); for (int index2 = num1; index2 <= num2; ++index2) { float normX = TerrainMeta.WaterMap.Coordinate(index2); Vector3 vector3; ((Vector3) ref vector3).\u002Ector(TerrainMeta.DenormalizeX(normX), (float)(((Bounds) ref bounds).get_max().y + 1.0), TerrainMeta.DenormalizeZ(normZ)); Ray ray; ((Ray) ref ray).\u002Ector(vector3, Vector3.get_down()); RaycastHit raycastHit; if (component.Raycast(ray, ref raycastHit, (float)(((Bounds) ref bounds).get_size().y + 1.0 + 1.0))) { float height = TerrainMeta.NormalizeY((float)((RaycastHit) ref raycastHit).get_point().y); float height01 = TerrainMeta.WaterMap.GetHeight01(index2, index1); if ((double)height > (double)height01) { TerrainMeta.WaterMap.SetHeight(index2, index1, height); } } } } } GameManager.Destroy((Component)this, 0.0f); }
public override void Process(uint seed) { if (World.Networked) { TerrainMeta.Path.Powerlines.Clear(); TerrainMeta.Path.Powerlines.AddRange(World.GetPaths("Powerline")); return; } List <PathList> list = new List <PathList>(); List <MonumentInfo> monuments = TerrainMeta.Path.Monuments; int[,] array = TerrainPath.CreatePowerlineCostmap(ref seed); PathFinder pathFinder = new PathFinder(array); int length = array.GetLength(0); List <PathSegment> list2 = new List <PathSegment>(); List <PathNode> list3 = new List <PathNode>(); List <PathNode> list4 = new List <PathNode>(); List <PathFinder.Point> list5 = new List <PathFinder.Point>(); List <PathFinder.Point> list6 = new List <PathFinder.Point>(); List <PathFinder.Point> list7 = new List <PathFinder.Point>(); foreach (PathList road in TerrainMeta.Path.Roads) { if (road.ProcgenStartNode == null || road.ProcgenEndNode == null || !road.IsExtraWide) { continue; } int num = 1; for (PathFinder.Node node = road.ProcgenStartNode; node != null; node = node.next) { if (num % 8 == 0) { list5.Add(node.point); } num++; } } foreach (MonumentInfo item in monuments) { TerrainPathConnect[] componentsInChildren = item.GetComponentsInChildren <TerrainPathConnect>(true); foreach (TerrainPathConnect terrainPathConnect in componentsInChildren) { if (terrainPathConnect.Type == InfrastructureType.Power) { PathFinder.Point pathFinderPoint = terrainPathConnect.GetPathFinderPoint(length); PathFinder.Node node2 = pathFinder.FindClosestWalkable(pathFinderPoint, 100000); if (node2 != null) { PathNode pathNode = new PathNode(); pathNode.monument = item; pathNode.node = node2; list4.Add(pathNode); } } } } while (list4.Count != 0) { list7.Clear(); list7.AddRange(list4.Select((PathNode x) => x.node.point)); list6.Clear(); list6.AddRange(list3.Select((PathNode x) => x.node.point)); list6.AddRange(list5); PathFinder.Node node3 = pathFinder.FindPathUndirected(list6, list7, 100000); if (node3 == null) { PathNode copy2 = list4[0]; list3.AddRange(list4.Where((PathNode x) => x.monument == copy2.monument)); list4.RemoveAll((PathNode x) => x.monument == copy2.monument); continue; } PathSegment segment = new PathSegment(); for (PathFinder.Node node4 = node3; node4 != null; node4 = node4.next) { if (node4 == node3) { segment.start = node4; } if (node4.next == null) { segment.end = node4; } } list2.Add(segment); PathNode copy = list4.Find((PathNode x) => x.node.point == segment.start.point || x.node.point == segment.end.point); list3.AddRange(list4.Where((PathNode x) => x.monument == copy.monument)); list4.RemoveAll((PathNode x) => x.monument == copy.monument); int num2 = 1; for (PathFinder.Node node5 = node3; node5 != null; node5 = node5.next) { if (num2 % 8 == 0) { list5.Add(node5.point); } num2++; } } List <Vector3> list8 = new List <Vector3>(); foreach (PathSegment item2 in list2) { for (PathFinder.Node node6 = item2.start; node6 != null; node6 = node6.next) { float num3 = ((float)node6.point.x + 0.5f) / (float)length; float num4 = ((float)node6.point.y + 0.5f) / (float)length; float height = TerrainMeta.HeightMap.GetHeight01(num3, num4); list8.Add(TerrainMeta.Denormalize(new Vector3(num3, height, num4))); } if (list8.Count != 0) { if (list8.Count >= 8) { int num5 = TerrainMeta.Path.Powerlines.Count + list.Count; PathList pathList = new PathList("Powerline " + num5, list8.ToArray()); pathList.Start = true; pathList.End = true; pathList.ProcgenStartNode = item2.start; pathList.ProcgenEndNode = item2.end; list.Add(pathList); } list8.Clear(); } } foreach (PathList item3 in list) { item3.Path.RecalculateTangents(); } TerrainMeta.Path.Powerlines.AddRange(list); }
public override void Process(uint seed) { List <PathList> pathListList = new List <PathList>(); TerrainHeightMap heightMap = TerrainMeta.HeightMap; TerrainTopologyMap topologyMap = TerrainMeta.TopologyMap; List <MonumentInfo> monuments = TerrainMeta.Path.Monuments; if (monuments.Count == 0) { return; } int res = Mathf.NextPowerOfTwo((int)((double)World.Size / 10.0)); int[,] costmap = new int[res, res]; float radius = 5f; for (int index1 = 0; index1 < res; ++index1) { float normZ = ((float)index1 + 0.5f) / (float)res; for (int index2 = 0; index2 < res; ++index2) { float normX = ((float)index2 + 0.5f) / (float)res; float slope = heightMap.GetSlope(normX, normZ); int topology = topologyMap.GetTopology(normX, normZ, radius); int num1 = 2295174; int num2 = 55296; int num3 = 512; costmap[index1, index2] = (topology & num1) == 0 ? ((topology & num2) == 0 ? ((topology & num3) == 0 ? 1 + (int)((double)slope * (double)slope * 10.0) : 1000) : 2500) : int.MaxValue; } } PathFinder pathFinder = new PathFinder(costmap, true); List <GeneratePowerlineLayout.PathSegment> pathSegmentList = new List <GeneratePowerlineLayout.PathSegment>(); List <GeneratePowerlineLayout.PathNode> source1 = new List <GeneratePowerlineLayout.PathNode>(); List <GeneratePowerlineLayout.PathNode> source2 = new List <GeneratePowerlineLayout.PathNode>(); List <PathFinder.Point> pointList = new List <PathFinder.Point>(); List <PathFinder.Point> startList = new List <PathFinder.Point>(); List <PathFinder.Point> endList = new List <PathFinder.Point>(); foreach (MonumentInfo monumentInfo in monuments) { bool flag = source1.Count == 0; foreach (TerrainPathConnect target in monumentInfo.GetTargets(InfrastructureType.Power)) { PathFinder.Point point = target.GetPoint(res); PathFinder.Node closestWalkable = pathFinder.FindClosestWalkable(point, 100000); if (closestWalkable != null) { GeneratePowerlineLayout.PathNode pathNode = new GeneratePowerlineLayout.PathNode(); pathNode.monument = monumentInfo; pathNode.node = closestWalkable; if (flag) { source1.Add(pathNode); } else { source2.Add(pathNode); } } } } while (source2.Count != 0) { startList.Clear(); endList.Clear(); startList.AddRange(source1.Select <GeneratePowerlineLayout.PathNode, PathFinder.Point>((Func <GeneratePowerlineLayout.PathNode, PathFinder.Point>)(x => x.node.point))); startList.AddRange((IEnumerable <PathFinder.Point>)pointList); endList.AddRange(source2.Select <GeneratePowerlineLayout.PathNode, PathFinder.Point>((Func <GeneratePowerlineLayout.PathNode, PathFinder.Point>)(x => x.node.point))); PathFinder.Node pathUndirected = pathFinder.FindPathUndirected(startList, endList, 100000); if (pathUndirected == null) { GeneratePowerlineLayout.PathNode copy = source2[0]; source1.AddRange(source2.Where <GeneratePowerlineLayout.PathNode>((Func <GeneratePowerlineLayout.PathNode, bool>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument)))); source2.RemoveAll((Predicate <GeneratePowerlineLayout.PathNode>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument))); } else { GeneratePowerlineLayout.PathSegment segment = new GeneratePowerlineLayout.PathSegment(); for (PathFinder.Node node = pathUndirected; node != null; node = node.next) { if (node == pathUndirected) { segment.start = node; } if (node.next == null) { segment.end = node; } } pathSegmentList.Add(segment); GeneratePowerlineLayout.PathNode copy = source2.Find((Predicate <GeneratePowerlineLayout.PathNode>)(x => { if (!(x.node.point == segment.start.point)) { return(x.node.point == segment.end.point); } return(true); })); source1.AddRange(source2.Where <GeneratePowerlineLayout.PathNode>((Func <GeneratePowerlineLayout.PathNode, bool>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument)))); source2.RemoveAll((Predicate <GeneratePowerlineLayout.PathNode>)(x => Object.op_Equality((Object)x.monument, (Object)copy.monument))); int num = 1; for (PathFinder.Node node = pathUndirected; node != null; node = node.next) { if (num % 8 == 0) { pointList.Add(node.point); } ++num; } } } List <Vector3> vector3List = new List <Vector3>(); foreach (GeneratePowerlineLayout.PathSegment pathSegment in pathSegmentList) { for (PathFinder.Node node = pathSegment.start; node != null; node = node.next) { float normX = ((float)node.point.x + 0.5f) / (float)res; float normZ = ((float)node.point.y + 0.5f) / (float)res; float height01 = heightMap.GetHeight01(normX, normZ); vector3List.Add(TerrainMeta.Denormalize(new Vector3(normX, height01, normZ))); } if (vector3List.Count != 0) { if (vector3List.Count >= 8) { pathListList.Add(new PathList("Powerline " + (object)pathListList.Count, vector3List.ToArray()) { Start = true, End = true }); } vector3List.Clear(); } } TerrainMeta.Path.Powerlines.AddRange((IEnumerable <PathList>)pathListList); }
public override void Process(uint seed) { if ((long)World.Size < (long)this.MinSize) { return; } TerrainHeightMap heightMap = TerrainMeta.HeightMap; Prefab <MonumentInfo>[] array = Prefab.Load <MonumentInfo>("assets/bundled/prefabs/autospawn/" + this.ResourceFolder, (GameManager)null, (PrefabAttribute.Library)null, true); if (array == null || array.Length == 0) { return; } array.Shuffle <Prefab <MonumentInfo> >(seed); array.BubbleSort <Prefab <MonumentInfo> >(); Vector3 position1 = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float num1 = (float)position1.x - (float)this.MaxDistanceFromTerrain; float num2 = (float)position1.x - (float)this.MinDistanceFromTerrain; float num3 = (float)(position1.x + size.x) + (float)this.MinDistanceFromTerrain; float num4 = (float)(position1.x + size.x) + (float)this.MaxDistanceFromTerrain; float num5 = (float)position1.z - (float)this.MaxDistanceFromTerrain; int distanceFromTerrain = this.MinDistanceFromTerrain; float num6 = (float)(position1.z + size.z) + (float)this.MinDistanceFromTerrain; float num7 = (float)(position1.z + size.z) + (float)this.MaxDistanceFromTerrain; List <PlaceMonumentsOffshore.SpawnInfo> a = new List <PlaceMonumentsOffshore.SpawnInfo>(); int num8 = 0; List <PlaceMonumentsOffshore.SpawnInfo> b = new List <PlaceMonumentsOffshore.SpawnInfo>(); for (int index1 = 0; index1 < 10; ++index1) { int num9 = 0; a.Clear(); foreach (Prefab <MonumentInfo> prefab in array) { int num10 = Object.op_Implicit((Object)prefab.Parameters) ? (int)(prefab.Parameters.Priority + 1) : 1; int num11 = num10 * num10 * num10 * num10; for (int index2 = 0; index2 < 10000; ++index2) { float x = 0.0f; float z = 0.0f; switch (seed % 4U) { case 0: x = SeedRandom.Range(ref seed, num1, num2); z = SeedRandom.Range(ref seed, num5, num7); break; case 1: x = SeedRandom.Range(ref seed, num3, num4); z = SeedRandom.Range(ref seed, num5, num7); break; case 2: x = SeedRandom.Range(ref seed, num1, num4); z = SeedRandom.Range(ref seed, num5, num5); break; case 3: x = SeedRandom.Range(ref seed, num1, num4); z = SeedRandom.Range(ref seed, num6, num7); break; } float normX = TerrainMeta.NormalizeX(x); float normZ = TerrainMeta.NormalizeZ(z); float height = heightMap.GetHeight(normX, normZ); Vector3 pos; ((Vector3) ref pos).\u002Ector(x, height, z); Quaternion localRotation = prefab.Object.get_transform().get_localRotation(); Vector3 localScale = prefab.Object.get_transform().get_localScale(); if (!this.CheckRadius(a, pos, (float)this.DistanceBetweenMonuments)) { prefab.ApplyDecorComponents(ref pos, ref localRotation, ref localScale); if ((!Object.op_Implicit((Object)prefab.Component) || prefab.Component.CheckPlacement(pos, localRotation, localScale)) && !prefab.CheckEnvironmentVolumes(pos, localRotation, localScale, EnvironmentType.Underground)) { a.Add(new PlaceMonumentsOffshore.SpawnInfo() { prefab = (Prefab)prefab, position = pos, rotation = localRotation, scale = localScale }); num9 += num11; break; } } } } if (num9 > num8) { num8 = num9; GenericsUtil.Swap <List <PlaceMonumentsOffshore.SpawnInfo> >(ref a, ref b); } } foreach (PlaceMonumentsOffshore.SpawnInfo spawnInfo in b) { Prefab prefab = spawnInfo.prefab; Vector3 position2 = spawnInfo.position; Quaternion rotation = spawnInfo.rotation; Vector3 scale = spawnInfo.scale; prefab.ApplyTerrainPlacements(position2, rotation, scale); prefab.ApplyTerrainModifiers(position2, rotation, scale); World.AddPrefab("Monument", prefab.ID, position2, rotation, scale); } }
public void SetHeight(Vector3 worldPos, float height) { float single = TerrainMeta.NormalizeX(worldPos.x); this.SetHeight(single, TerrainMeta.NormalizeZ(worldPos.z), height); }
public void SetBiome(Vector3 worldPos, int id, float v) { this.SetBiome(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), id, v); }
public override void Process(uint seed) { int priority; if ((ulong)World.Size < (long)this.MinSize) { return; } TerrainHeightMap heightMap = TerrainMeta.HeightMap; Prefab <MonumentInfo>[] prefabArray = Prefab.Load <MonumentInfo>(string.Concat("assets/bundled/prefabs/autospawn/", this.ResourceFolder), null, null, true); if (prefabArray == null || prefabArray.Length == 0) { return; } prefabArray.Shuffle <Prefab <MonumentInfo> >(seed); prefabArray.BubbleSort <Prefab <MonumentInfo> >(); Vector3 position = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float maxDistanceFromTerrain = position.x - (float)this.MaxDistanceFromTerrain; float minDistanceFromTerrain = position.x - (float)this.MinDistanceFromTerrain; float single = position.x + size.x + (float)this.MinDistanceFromTerrain; float maxDistanceFromTerrain1 = position.x + size.x + (float)this.MaxDistanceFromTerrain; float single1 = position.z - (float)this.MaxDistanceFromTerrain; int num = this.MinDistanceFromTerrain; float minDistanceFromTerrain1 = position.z + size.z + (float)this.MinDistanceFromTerrain; float maxDistanceFromTerrain2 = position.z + size.z + (float)this.MaxDistanceFromTerrain; int num1 = 0; List <PlaceMonumentsOffshore.SpawnInfo> spawnInfos = new List <PlaceMonumentsOffshore.SpawnInfo>(); int num2 = 0; List <PlaceMonumentsOffshore.SpawnInfo> spawnInfos1 = new List <PlaceMonumentsOffshore.SpawnInfo>(); for (int i = 0; i < 10; i++) { num1 = 0; spawnInfos.Clear(); Prefab <MonumentInfo>[] prefabArray1 = prefabArray; for (int j = 0; j < (int)prefabArray1.Length; j++) { Prefab <MonumentInfo> prefab = prefabArray1[j]; if (prefab.Parameters) { priority = (int)prefab.Parameters.Priority + (int)PrefabPriority.Low; } else { priority = 1; } int num3 = priority; int num4 = num3 * num3 * num3 * num3; for (int k = 0; k < 10000; k++) { float single2 = 0f; float single3 = 0f; switch (seed % 4) { case 0: { single2 = SeedRandom.Range(ref seed, maxDistanceFromTerrain, minDistanceFromTerrain); single3 = SeedRandom.Range(ref seed, single1, maxDistanceFromTerrain2); break; } case 1: { single2 = SeedRandom.Range(ref seed, single, maxDistanceFromTerrain1); single3 = SeedRandom.Range(ref seed, single1, maxDistanceFromTerrain2); break; } case 2: { single2 = SeedRandom.Range(ref seed, maxDistanceFromTerrain, maxDistanceFromTerrain1); single3 = SeedRandom.Range(ref seed, single1, single1); break; } case 3: { single2 = SeedRandom.Range(ref seed, maxDistanceFromTerrain, maxDistanceFromTerrain1); single3 = SeedRandom.Range(ref seed, minDistanceFromTerrain1, maxDistanceFromTerrain2); break; } } float single4 = TerrainMeta.NormalizeX(single2); float height = heightMap.GetHeight(single4, TerrainMeta.NormalizeZ(single3)); Vector3 vector3 = new Vector3(single2, height, single3); Quaternion obj = prefab.Object.transform.localRotation; Vector3 obj1 = prefab.Object.transform.localScale; if (!this.CheckRadius(spawnInfos, vector3, (float)this.DistanceBetweenMonuments)) { prefab.ApplyDecorComponents(ref vector3, ref obj, ref obj1); if ((!prefab.Component || prefab.Component.CheckPlacement(vector3, obj, obj1)) && !prefab.CheckEnvironmentVolumes(vector3, obj, obj1, EnvironmentType.Underground)) { PlaceMonumentsOffshore.SpawnInfo spawnInfo = new PlaceMonumentsOffshore.SpawnInfo() { prefab = prefab, position = vector3, rotation = obj, scale = obj1 }; spawnInfos.Add(spawnInfo); num1 += num4; break; } } } } if (num1 > num2) { num2 = num1; GenericsUtil.Swap <List <PlaceMonumentsOffshore.SpawnInfo> >(ref spawnInfos, ref spawnInfos1); } } foreach (PlaceMonumentsOffshore.SpawnInfo spawnInfo1 in spawnInfos1) { Prefab prefab1 = spawnInfo1.prefab; Vector3 vector31 = spawnInfo1.position; Quaternion quaternion = spawnInfo1.rotation; Vector3 vector32 = spawnInfo1.scale; prefab1.ApplyTerrainPlacements(vector31, quaternion, vector32); prefab1.ApplyTerrainModifiers(vector31, quaternion, vector32); World.AddPrefab("Monument", prefab1.ID, vector31, quaternion, vector32); } }
public float GetBiomeMax(Vector3 worldPos, int mask = -1) { return(this.GetBiomeMax(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), mask)); }
public override void Process(uint seed) { List <PathList> pathLists = new List <PathList>(); TerrainHeightMap heightMap = TerrainMeta.HeightMap; TerrainTopologyMap topologyMap = TerrainMeta.TopologyMap; List <Vector3> vector3s = new List <Vector3>(); for (float i = TerrainMeta.Position.z; i < TerrainMeta.Position.z + TerrainMeta.Size.z; i += 50f) { for (float j = TerrainMeta.Position.x; j < TerrainMeta.Position.x + TerrainMeta.Size.x; j += 50f) { Vector3 vector3 = new Vector3(j, 0f, i); float height = heightMap.GetHeight(vector3); float single = height; vector3.y = height; float single1 = single; if (vector3.y > 5f) { Vector3 normal = heightMap.GetNormal(vector3); if (normal.y > 0.01f) { Vector2 vector2 = new Vector2(normal.x, normal.z); Vector2 vector21 = vector2.normalized; vector3s.Add(vector3); float single2 = 12f; int num = 12; for (int k = 0; k < 10000; k++) { vector3.x += vector21.x; vector3.z += vector21.y; if (heightMap.GetSlope(vector3) > 30f) { break; } float height1 = heightMap.GetHeight(vector3); if (height1 > single1 + 10f) { break; } vector3.y = Mathf.Min(height1, single1); vector3s.Add(vector3); int topology = topologyMap.GetTopology(vector3, single2); int topology1 = topologyMap.GetTopology(vector3); int num1 = 2694148; int num2 = 128; if ((topology & num1) != 0) { break; } if ((topology1 & num2) != 0) { int num3 = num - 1; num = num3; if (num3 <= 0) { if (vector3s.Count < 300) { break; } PathList pathList = new PathList(string.Concat("River ", pathLists.Count), vector3s.ToArray()) { Width = 24f, InnerPadding = 0.5f, OuterPadding = 0.5f, InnerFade = 8f, OuterFade = 16f, RandomScale = 0.75f, MeshOffset = -0.4f, TerrainOffset = -2f, Topology = 16384, Splat = 64, Start = true, End = true }; pathLists.Add(pathList); break; } } normal = heightMap.GetNormal(vector3); vector2 = new Vector2(vector21.x + 0.15f * normal.x, vector21.y + 0.15f * normal.z); vector21 = vector2.normalized; single1 = vector3.y; } vector3s.Clear(); } } } } pathLists.Sort((PathList a, PathList b) => ((int)b.Path.Points.Length).CompareTo((int)a.Path.Points.Length)); int num4 = Mathf.RoundToInt(10f * TerrainMeta.Size.x * TerrainMeta.Size.z * 1E-06f); int num5 = Mathf.NextPowerOfTwo((int)((float)((float)World.Size) / 24f)); bool[,] flagArray = new bool[num5, num5]; for (int l = 0; l < pathLists.Count; l++) { if (l < num4) { PathList item = pathLists[l]; for (int m = 0; m < l; m++) { if (Vector3.Distance(pathLists[m].Path.GetStartPoint(), item.Path.GetStartPoint()) < 100f) { int num6 = l; l = num6 - 1; pathLists.RemoveUnordered <PathList>(num6); } } int num7 = -1; int num8 = -1; for (int n = 0; n < (int)item.Path.Points.Length; n++) { Vector3 points = item.Path.Points[n]; int num9 = Mathf.Clamp((int)(TerrainMeta.NormalizeX(points.x) * (float)num5), 0, num5 - 1); int num10 = Mathf.Clamp((int)(TerrainMeta.NormalizeZ(points.z) * (float)num5), 0, num5 - 1); if (num7 != num9 || num8 != num10) { if (!flagArray[num10, num9]) { num7 = num9; num8 = num10; flagArray[num10, num9] = true; } else { int num11 = l; l = num11 - 1; pathLists.RemoveUnordered <PathList>(num11); break; } } } } else { int num12 = l; l = num12 - 1; pathLists.RemoveUnordered <PathList>(num12); } } TerrainMeta.Path.Rivers.AddRange(pathLists); }
public override void Process(uint seed) { if ((long)World.Size < (long)this.MinSize) { return; } TerrainHeightMap heightMap = TerrainMeta.HeightMap; Prefab <MonumentInfo>[] array = Prefab.Load <MonumentInfo>("assets/bundled/prefabs/autospawn/" + this.ResourceFolder, (GameManager)null, (PrefabAttribute.Library)null, true); if (array == null || array.Length == 0) { return; } array.Shuffle <Prefab <MonumentInfo> >(seed); array.BubbleSort <Prefab <MonumentInfo> >(); Vector3 position1 = TerrainMeta.Position; Vector3 size = TerrainMeta.Size; float x1 = (float)position1.x; float z1 = (float)position1.z; float num1 = (float)(position1.x + size.x); float num2 = (float)(position1.z + size.z); List <PlaceMonuments.SpawnInfo> a = new List <PlaceMonuments.SpawnInfo>(); int num3 = 0; List <PlaceMonuments.SpawnInfo> b = new List <PlaceMonuments.SpawnInfo>(); for (int index1 = 0; index1 < 10; ++index1) { int num4 = 0; a.Clear(); foreach (Prefab <MonumentInfo> prefab in array) { int num5 = Object.op_Implicit((Object)prefab.Parameters) ? (int)(prefab.Parameters.Priority + 1) : 1; int num6 = num5 * num5 * num5 * num5; for (int index2 = 0; index2 < 10000; ++index2) { float x2 = SeedRandom.Range(ref seed, x1, num1); float z2 = SeedRandom.Range(ref seed, z1, num2); float normX = TerrainMeta.NormalizeX(x2); float normZ = TerrainMeta.NormalizeZ(z2); float num7 = SeedRandom.Value(ref seed); double factor = (double)this.Filter.GetFactor(normX, normZ); if (factor * factor >= (double)num7) { float height = heightMap.GetHeight(normX, normZ); Vector3 pos; ((Vector3) ref pos).\u002Ector(x2, height, z2); Quaternion localRotation = prefab.Object.get_transform().get_localRotation(); Vector3 localScale = prefab.Object.get_transform().get_localScale(); if (!this.CheckRadius(a, pos, (float)this.Distance)) { prefab.ApplyDecorComponents(ref pos, ref localRotation, ref localScale); if ((!Object.op_Implicit((Object)prefab.Component) || prefab.Component.CheckPlacement(pos, localRotation, localScale)) && (prefab.ApplyTerrainAnchors(ref pos, localRotation, localScale, this.Filter) && prefab.ApplyTerrainChecks(pos, localRotation, localScale, this.Filter)) && (prefab.ApplyTerrainFilters(pos, localRotation, localScale, (SpawnFilter)null) && prefab.ApplyWaterChecks(pos, localRotation, localScale) && !prefab.CheckEnvironmentVolumes(pos, localRotation, localScale, EnvironmentType.Underground))) { a.Add(new PlaceMonuments.SpawnInfo() { prefab = (Prefab)prefab, position = pos, rotation = localRotation, scale = localScale }); num4 += num6; break; } } } } } if (num4 > num3) { num3 = num4; GenericsUtil.Swap <List <PlaceMonuments.SpawnInfo> >(ref a, ref b); } } foreach (PlaceMonuments.SpawnInfo spawnInfo in b) { Prefab prefab = spawnInfo.prefab; Vector3 position2 = spawnInfo.position; Quaternion rotation = spawnInfo.rotation; Vector3 scale = spawnInfo.scale; prefab.ApplyTerrainPlacements(position2, rotation, scale); prefab.ApplyTerrainModifiers(position2, rotation, scale); World.AddPrefab("Monument", prefab.ID, position2, rotation, scale); } }
public override void Process(uint seed) { if (World.Networked) { TerrainMeta.Path.Rivers.Clear(); TerrainMeta.Path.Rivers.AddRange(World.GetPaths("River")); return; } List <PathList> list = new List <PathList>(); TerrainHeightMap heightMap = TerrainMeta.HeightMap; TerrainTopologyMap topologyMap = TerrainMeta.TopologyMap; List <Vector3> list2 = new List <Vector3>(); for (float num = TerrainMeta.Position.z; num < TerrainMeta.Position.z + TerrainMeta.Size.z; num += 50f) { for (float num2 = TerrainMeta.Position.x; num2 < TerrainMeta.Position.x + TerrainMeta.Size.x; num2 += 50f) { Vector3 vector = new Vector3(num2, 0f, num); float num3 = (vector.y = heightMap.GetHeight(vector)); if (vector.y <= 5f) { continue; } Vector3 normal = heightMap.GetNormal(vector); if (normal.y <= 0.01f) { continue; } Vector2 normalized = new Vector2(normal.x, normal.z).normalized; list2.Add(vector); float radius = 18f; int num4 = 18; for (int i = 0; i < 10000; i++) { vector.x += normalized.x; vector.z += normalized.y; if (heightMap.GetSlope(vector) > 30f) { break; } float height = heightMap.GetHeight(vector); if (height > num3 + 10f) { break; } float num5 = Mathf.Min(height, num3); vector.y = Mathf.Lerp(vector.y, num5, 0.15f); int topology = topologyMap.GetTopology(vector, radius); int topology2 = topologyMap.GetTopology(vector); int num6 = 2694148; int num7 = 128; if ((topology & num6) != 0) { list2.Add(vector); break; } if ((topology2 & num7) != 0 && --num4 <= 0) { list2.Add(vector); if (list2.Count >= 25) { int num8 = TerrainMeta.Path.Rivers.Count + list.Count; PathList pathList = new PathList("River " + num8, list2.ToArray()); pathList.Width = 36f; pathList.InnerPadding = 1f; pathList.OuterPadding = 1f; pathList.InnerFade = 10f; pathList.OuterFade = 20f; pathList.RandomScale = 0.75f; pathList.MeshOffset = -0.5f; pathList.TerrainOffset = -1.5f; pathList.Topology = 16384; pathList.Splat = 64; pathList.Start = true; pathList.End = true; list.Add(pathList); } break; } if (i % 12 == 0) { list2.Add(vector); } normal = heightMap.GetNormal(vector); normalized = new Vector2(normalized.x + 0.15f * normal.x, normalized.y + 0.15f * normal.z).normalized; num3 = num5; } list2.Clear(); } } list.Sort((PathList a, PathList b) => b.Path.Points.Length.CompareTo(a.Path.Points.Length)); int num9 = Mathf.RoundToInt(10f * TerrainMeta.Size.x * TerrainMeta.Size.z * 1E-06f); int num10 = Mathf.NextPowerOfTwo((int)((float)World.Size / 36f)); bool[,] array = new bool[num10, num10]; for (int j = 0; j < list.Count; j++) { if (j >= num9) { list.RemoveUnordered(j--); continue; } PathList pathList2 = list[j]; bool flag = false; for (int k = 0; k < j; k++) { if (Vector3.Distance(list[k].Path.GetStartPoint(), pathList2.Path.GetStartPoint()) < 100f) { list.RemoveUnordered(j--); flag = true; break; } } if (flag) { continue; } int num11 = -1; int num12 = -1; for (int l = 0; l < pathList2.Path.Points.Length; l++) { Vector3 vector2 = pathList2.Path.Points[l]; int num13 = Mathf.Clamp((int)(TerrainMeta.NormalizeX(vector2.x) * (float)num10), 0, num10 - 1); int num14 = Mathf.Clamp((int)(TerrainMeta.NormalizeZ(vector2.z) * (float)num10), 0, num10 - 1); if (num11 == num13 && num12 == num14) { continue; } if (array[num14, num13]) { list.RemoveUnordered(j--); flag = true; break; } if (num11 != num13 && num12 != num14) { if (num11 != -1) { array[num14, num11] = true; } if (num12 != -1) { array[num12, num13] = true; } num11 = num13; num12 = num14; array[num14, num13] = true; } else { num11 = num13; num12 = num14; array[num14, num13] = true; } } } for (int m = 0; m < list.Count; m++) { list[m].Name = "River " + (TerrainMeta.Path.Rivers.Count + m); } foreach (PathList item in list) { item.Path.Smoothen(4); item.Path.RecalculateTangents(); } TerrainMeta.Path.Rivers.AddRange(list); }
public override void Process() { Collider component = GetComponent <Collider>(); Bounds bounds = component.bounds; int num = TerrainMeta.HeightMap.Index(TerrainMeta.NormalizeX(bounds.min.x)); int num2 = TerrainMeta.HeightMap.Index(TerrainMeta.NormalizeZ(bounds.max.x)); int num3 = TerrainMeta.HeightMap.Index(TerrainMeta.NormalizeX(bounds.min.z)); int num4 = TerrainMeta.HeightMap.Index(TerrainMeta.NormalizeZ(bounds.max.z)); for (int i = num3; i <= num4; i++) { float normZ = TerrainMeta.HeightMap.Coordinate(i); for (int j = num; j <= num2; j++) { float normX = TerrainMeta.HeightMap.Coordinate(j); Vector3 origin = new Vector3(TerrainMeta.DenormalizeX(normX), bounds.max.y, TerrainMeta.DenormalizeZ(normZ)); Ray ray = new Ray(origin, Vector3.down); RaycastHit hitInfo; if (component.Raycast(ray, out hitInfo, bounds.size.y)) { float num5 = TerrainMeta.NormalizeY(hitInfo.point.y); float height = TerrainMeta.HeightMap.GetHeight01(j, i); if (num5 > height) { TerrainMeta.HeightMap.SetHeight(j, i, num5); } } } } if (DestroyGameObject) { GameManager.Destroy(base.gameObject); } else { GameManager.Destroy(this); } }
protected override void ApplyBiome(Matrix4x4 localToWorld, Matrix4x4 worldToLocal) { bool should0 = this.ShouldBiome(1); bool should1 = this.ShouldBiome(2); bool should2 = this.ShouldBiome(4); bool should3 = this.ShouldBiome(8); if (!should0 && !should1 && (!should2 && !should3)) { return; } Vector3 position = ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.get_zero()); TextureData heightdata = new TextureData(this.heightmap); TextureData biomedata = new TextureData(this.biomemap); TerrainMeta.BiomeMap.ForEachParallel(((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)this.extents.z))), (Action <int, int>)((x, z) => { float normZ = TerrainMeta.BiomeMap.Coordinate(z); float normX = TerrainMeta.BiomeMap.Coordinate(x); Vector3 vector3_1; ((Vector3) ref vector3_1).\u002Ector(TerrainMeta.DenormalizeX(normX), 0.0f, TerrainMeta.DenormalizeZ(normZ)); Vector3 vector3_2 = Vector3.op_Subtraction(((Matrix4x4) ref worldToLocal).MultiplyPoint3x4(vector3_1), this.offset); float opacity = Mathf.InverseLerp((float)position.y, (float)position.y + this.Fade, (float)(position.y + this.offset.y + (double)heightdata.GetInterpolatedHalf((float)((vector3_2.x + this.extents.x) / this.size.x), (float)((vector3_2.z + this.extents.z) / this.size.z)) * this.size.y)); if ((double)opacity == 0.0) { return; } Vector4 interpolatedVector = biomedata.GetInterpolatedVector((float)((vector3_2.x + this.extents.x) / this.size.x), (float)((vector3_2.z + this.extents.z) / this.size.z)); if (!should0) { interpolatedVector.x = (__Null)0.0; } if (!should1) { interpolatedVector.y = (__Null)0.0; } if (!should2) { interpolatedVector.z = (__Null)0.0; } if (!should3) { interpolatedVector.w = (__Null)0.0; } TerrainMeta.BiomeMap.SetBiomeRaw(x, z, interpolatedVector, opacity); })); }
public void SetAlpha(Vector3 worldPos, float a) { float single = TerrainMeta.NormalizeX(worldPos.x); this.SetAlpha(single, TerrainMeta.NormalizeZ(worldPos.z), a); }
protected override void ApplyHeight(Matrix4x4 localToWorld, Matrix4x4 worldToLocal) { Vector3 position = ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.get_zero()); TextureData heightdata = new TextureData(this.heightmap); TerrainMeta.HeightMap.ForEachParallel(((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)-this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)-this.extents.x, 0.0f, (float)this.extents.z))), ((Matrix4x4) ref localToWorld).MultiplyPoint3x4(Vector3.op_Addition(this.offset, new Vector3((float)this.extents.x, 0.0f, (float)this.extents.z))), (Action <int, int>)((x, z) => { float normZ = TerrainMeta.HeightMap.Coordinate(z); float normX = TerrainMeta.HeightMap.Coordinate(x); Vector3 vector3_1; ((Vector3) ref vector3_1).\u002Ector(TerrainMeta.DenormalizeX(normX), 0.0f, TerrainMeta.DenormalizeZ(normZ)); Vector3 vector3_2 = Vector3.op_Subtraction(((Matrix4x4) ref worldToLocal).MultiplyPoint3x4(vector3_1), this.offset); float y = (float)(position.y + this.offset.y + (double)heightdata.GetInterpolatedHalf((float)((vector3_2.x + this.extents.x) / this.size.x), (float)((vector3_2.z + this.extents.z) / this.size.z)) * this.size.y); float opacity = Mathf.InverseLerp((float)position.y, (float)position.y + this.Fade, y); if ((double)opacity == 0.0) { return; } float num = TerrainMeta.NormalizeY(y); float height = Mathx.SmoothMax(TerrainMeta.HeightMap.GetHeight01(x, z), num, 0.1f); TerrainMeta.HeightMap.SetHeight(x, z, height, opacity); })); }
public int GetSplatMaxIndex(Vector3 worldPos, int mask = -1) { return(this.GetSplatMaxIndex(TerrainMeta.NormalizeX((float)worldPos.x), TerrainMeta.NormalizeZ((float)worldPos.z), mask)); }