コード例 #1
0
        protected override Vector3 _ModifyOffset(VertexData vertexData)
        {
            if (!noiseModule.IsDisposed)
            {
                noiseModule.Dispose();
            }

            var value = 0.5f + (float)noiseModule.GetValue(GetSampleCoordinate(vertexData.position));

            return(FormatValue(value, vertexData));
        }
コード例 #2
0
ファイル: Map.cs プロジェクト: HANKM3NG/Unity-MapGen
    public void MapGen()
    {
        Points = PointSelectorGen(NumPoints);

        for (int i = 0; i < 2; i++)
        {
            Points = Voronoi.RelaxPoints(Points, new Rectf(0, 0, MapSize, MapSize));
        }
        Voronoi voronoi = new Voronoi(Points, new Rectf(0, 0, MapSize, MapSize));

        BuildGraph(Points, voronoi);
        //ImproveCorners();
        voronoi.Dispose();
        voronoi = null;
        Points  = null;



        //////////////////////////////////////
        AssignCornerElevations();

        AssignOceanCoastAndLand();
        AssignBiomes();
        //return;
        RedistributeElevations(landCorners(Corners));


        foreach (Corner q in Corners)
        {
            if (q.Ocean || q.Coast)
            {
                q.Elevation = 0;
            }
        }
        AssignPolygonElevations();

        CalculateDownslopes();
        CalculateWatersheds();
        CreateRivers();


        AssignCornerMoisture();
        RedistributeMoisture(landCorners(Corners));
        AssignPolygonMoisture();
        //////////////////////////////////////
        AssignBiomes();
    }
コード例 #3
0
    // Selects the closest node to the center point using the Voronoi diagram
    public int CreateNewVoronoiSelection(List <Vector2> voronoiNodes, Vector2 centerPoint)
    {
        var points = new List <Vector2f>();

        foreach (var node in voronoiNodes)
        {
            points.Add(new Vector2f(node.x, node.y));
        }

        if (voronoi != null)
        {
            voronoi.Dispose();
        }

        // There are two ways you can create the voronoi diagram: with or without the lloyd relaxation.
        // We do not want lloyd relaxation as it does not represent the real location of the 3D objects.
        voronoi = new Voronoi(points, bounds, WeightDistributor);
        edges   = voronoi.Edges;
        if (edges.Count < 1)
        {
            return(-1);
        }

        // Returns the closest site based on a point.
        // The algorithm calculates the closest edge and picks the closest adjacent site of that edge.
        var closestSite = GetClosestSiteByPoint(new Vector2f(centerPoint.x, centerPoint.y));

        if (closestSite == null)
        {
            return(-1);
        }

        // The site index does not match the initial points index, we need to check for the correct index.
        for (int i = 0; i < points.Count; i++)
        {
            if (points[i] == closestSite.Coord)
            {
                return(i);
            }
        }

        return(-1);
    }
コード例 #4
0
    public static PointGen generateRelaxed(int size, uint seed)
    {
        List <Vector2f> generate(int numPoint)
        {
            Voronoi         voronoi;
            List <Vector2f> region = new List <Vector2f>();
            List <Vector2f> points = generateRandom(size, seed)(numPoint);

            for (int i = 0; i < NUM_LLOYD_RELAXATIONS; i++)
            {
                voronoi = new Voronoi(points, new Rectf(0, 0, size, size));
                for (int j = 0; j < points.Count; j++)
                {
                    Vector2f p = points[j];
                    region = voronoi.Region(p);
                    p.x    = 0.0f;
                    p.y    = 0.0f;

                    for (int k = 0; k < region.Count; k++)
                    {
                        Vector2f q = region[k];
                        p.x += q.x;
                        p.y += q.y;
                        region.Clear();
                    }
                }
                voronoi.Dispose();
            }

            return(points);
        }

        PointGen pGen = generate;

        return(pGen);
    }