private void CreateTestObject(HeightmapArray baseArray, List <HeightmapArray> otherArrays) { _go = GameObject.CreatePrimitive(PrimitiveType.Quad); var material = new Material(Shader.Find("Custom/Terrain/Terrain_Debug_Comparision")); _go.GetComponent <MeshRenderer>().material = material; _go.name = "Terrain"; _go.transform.localRotation = Quaternion.Euler(0, 0, 0); _go.transform.localScale = new Vector3(10, 1, 10); _go.transform.localPosition = new Vector3(0, 0, 0); _go.GetComponent <MeshFilter>().mesh = PlaneGenerator.CreateFlatPlaneMesh(240, 240); MyHeightTextureArray heightTextureArray = new MyHeightTextureArray(240, 240, otherArrays.Count + 1, TextureFormat.ARGB32, false, true); heightTextureArray.AddElementArray(baseArray, 0); for (int i = 0; i < otherArrays.Count; i++) { heightTextureArray.AddElementArray(otherArrays[i], i + 1); } _go.GetComponent <MeshRenderer>().material .SetTexture("_HeightmapTexArray", heightTextureArray.ApplyAndRetrive()); }
public void Start_Hydraulic_Debuggable() { var heightTexture1 = SavingFileManager.LoadPngTextureFromFile(@"C:\inz\cont\smallCut.png", 240, 240, TextureFormat.RGBA32, true, true); var heightmap1 = HeightmapUtils.CreateHeightmapArrayFromTexture(heightTexture1); //DiamondSquareCreator creator = new DiamondSquareCreator(new RandomProvider(22)); //var heightmap2 = creator.CreateDiamondSquareNoiseArray(new IntVector2(240, 240), 64); //MyArrayUtils.Multiply(heightmap2.HeightmapAsArray, 0.1f); var tParam = EroderDebugObject.CalculateFromHillFactor(1, new ArrayExtremes(0, 5000), 24); var extents = MyArrayUtils.CalculateExtremes(heightmap1.HeightmapAsArray); MyArrayUtils.Normalize(heightmap1.HeightmapAsArray); var configuration = new HydraulicEroderConfiguration() { StepCount = 20, NeighbourFinder = NeighbourFinders.Big9Finder, kr_ConstantWaterAddition = 0.001f, ks_GroundToSedimentFactor = 1f, ke_WaterEvaporationFactor = 0.05f, kc_MaxSedimentationFactor = 0.8f, FinalSedimentationToGround = false, WaterGenerator = HydraulicEroderWaterGenerator.FirstFrame, DestinationFinder = HydraulicEroderWaterDestinationFinder.OnlyBest }; var copyArray = MyArrayUtils.DeepClone(heightmap1.HeightmapAsArray); var currentHeightArray = new SimpleHeightArray(copyArray); var eroder = new DebuggableHydraulicEroder(); var debuggingOutput = eroder.Erode(currentHeightArray, configuration, 1); var sedimentExtentsArr = debuggingOutput.SedimentSnapshots .Select(c => MyArrayUtils.CalculateExtremes(c.Array)).ToList(); var sedimentExtents = new ArrayExtremes(sedimentExtentsArr.Min(c => c.Min), sedimentExtentsArr.Max(c => c.Max)); debuggingOutput.SedimentSnapshots.ForEach(c => MyArrayUtils.Normalize(c.Array, sedimentExtents)); var waterExtentsArr = debuggingOutput.WaterSnapshots.Select(c => MyArrayUtils.CalculateExtremes(c.Array)) .ToList(); var waterExtents = new ArrayExtremes(waterExtentsArr.Min(c => c.Min), waterExtentsArr.Max(c => c.Max)); debuggingOutput.WaterSnapshots.ForEach(c => MyArrayUtils.Normalize(c.Array, waterExtents)); _go = GameObject.CreatePrimitive(PrimitiveType.Quad); var material = new Material(Shader.Find("Custom/Terrain/Terrain_Debug_Comparision_StepByStep")); _go.GetComponent <MeshRenderer>().material = material; _go.name = "Terrain"; _go.transform.localRotation = Quaternion.Euler(0, 0, 0); _go.transform.localScale = new Vector3(10, 1, 10); _go.transform.localPosition = new Vector3(0, 0, 0); _go.GetComponent <MeshFilter>().mesh = PlaneGenerator.CreateFlatPlaneMesh(240, 240); MyHeightTextureArray heightTextureArray = new MyHeightTextureArray(240, 240, 2, TextureFormat.ARGB32, false, true); heightTextureArray.AddElementArray(heightmap1, 0); heightTextureArray.AddElementArray(new HeightmapArray(currentHeightArray.Array), 1); _go.GetComponent <MeshRenderer>().material .SetTexture("_HeightmapTexArray", heightTextureArray.ApplyAndRetrive()); MyHeightTextureArray waterArray = new MyHeightTextureArray(240, 240, debuggingOutput.WaterSnapshots.Count, TextureFormat.ARGB32, false, true); int i = 0; foreach (var waterSnapshot in debuggingOutput.WaterSnapshots) { waterArray.AddElementArray(new HeightmapArray(waterSnapshot.Array), i); i++; } _go.GetComponent <MeshRenderer>().material.SetTexture("_WaterArray", waterArray.ApplyAndRetrive()); MyHeightTextureArray sedimentArray = new MyHeightTextureArray(240, 240, debuggingOutput.SedimentSnapshots.Count, TextureFormat.ARGB32, false, true); int j = 0; foreach (var sedimentSnapshot in debuggingOutput.SedimentSnapshots) { sedimentArray.AddElementArray(new HeightmapArray(sedimentSnapshot.Array), j); j++; } _go.GetComponent <MeshRenderer>().material.SetTexture("_SedimentArray", sedimentArray.ApplyAndRetrive()); }
public void Start_Mai_Debug() { var heightTexture1 = SavingFileManager.LoadPngTextureFromFile(@"C:\inz\cont\smallCut.png", 240, 240, TextureFormat.RGBA32, true, true); var heightmap1 = HeightmapUtils.CreateHeightmapArrayFromTexture(heightTexture1); //DiamondSquareCreator creator = new DiamondSquareCreator(new RandomProvider(22)); //var heightmap2 = creator.CreateDiamondSquareNoiseArray(new IntVector2(240, 240), 64); //MyArrayUtils.Multiply(heightmap2.HeightmapAsArray, 0.1f); //HeightmapArray workingHeightmap = LoadHeightmapFromTextureFile(@"C:\inz\cont\temp3.png"); HeightmapArray workingHeightmap = heightmap1; MyArrayUtils.Normalize(workingHeightmap.HeightmapAsArray); MyArrayUtils.InvertNormalized(workingHeightmap.HeightmapAsArray); HeightmapArray originalMap = new HeightmapArray(MyArrayUtils.DeepClone(workingHeightmap.HeightmapAsArray)); MyArrayUtils.Multiply(workingHeightmap.HeightmapAsArray, 400); var configuration = new MeiHydraulicEroderConfiguration() { StepCount = 50, A_PipeCrossSection = 0.05f, ConstantWaterAdding = 1 / 64f, GravityAcceleration = 9.81f, DeltaT = 1f, DepositionConstant = 0.0001f * 12 * 2f, DissolvingConstant = 0.0001f * 12 * 2f, EvaporationConstant = 0.05f * 10, GridSize = new Vector2(1, 1), L_PipeLength = 1, SedimentCapacityConstant = 250 }; var eroder = new MeiHydraulicEroder(); var debOutput = eroder.ErodeWithDebug(SimpleHeightArray.FromHeightmap(workingHeightmap), configuration); MyArrayUtils.Multiply(workingHeightmap.HeightmapAsArray, 1f / 400); debOutput.NormalizeInGroups(); _go = GameObject.CreatePrimitive(PrimitiveType.Quad); var material = new Material(Shader.Find("Custom/Terrain/Terrain_Mei_Debug_Comparision_StepByStep")); _go.GetComponent <MeshRenderer>().material = material; _go.name = "Terrain"; _go.transform.localRotation = Quaternion.Euler(0, 0, 0); _go.transform.localScale = new Vector3(10, 1, 10); _go.transform.localPosition = new Vector3(0, 0, 0); _go.GetComponent <MeshFilter>().mesh = PlaneGenerator.CreateFlatPlaneMesh(240, 240); MyHeightTextureArray heightTextureArray = new MyHeightTextureArray(240, 240, 2, TextureFormat.ARGB32, false, true); heightTextureArray.AddElementArray(originalMap, 0); heightTextureArray.AddElementArray(workingHeightmap, 1); _go.GetComponent <MeshRenderer>().material .SetTexture("_HeightmapTexArray", heightTextureArray.ApplyAndRetrive()); var arrayListsCount = debOutput.OneArrayListCount; var arrayListsLength = debOutput.OneArrayListLength; MyHeightTextureArray detailHeightTexturesArray = new MyHeightTextureArray(240, 240, arrayListsCount * arrayListsLength, TextureFormat.ARGB32, false, true); foreach (var snapshot in debOutput.ArraysDict.Values.SelectMany(c => c)) { detailHeightTexturesArray.AddElementArray(snapshot); } _go.GetComponent <MeshRenderer>().material .SetTexture("_DetailTexArray", detailHeightTexturesArray.ApplyAndRetrive()); _go.GetComponent <MeshRenderer>().material.SetFloat("_DetailTexLength", arrayListsLength); }