public int Count(TerrainBrush terrainBrush, Point3 p) { if (m_handler1 != null) { return(m_handler1(terrainBrush.GetValue(p))); } if (m_handler2 != null) { return(m_handler2(p)); } if (terrainBrush.GetValue(p) != m_value) { return(0); } return(1); }
public int?Paint(TerrainBrush terrainBrush, Point3 p) { if (m_handler1 != null) { return(m_handler1(terrainBrush.GetValue(p.X, p.Y, p.Z))); } if (m_handler2 != null) { return(m_handler2(p)); } return(m_value); }
public static TerrainBrush CreateTreeBrush(Random random, int woodIndex, int leavesIndex, int height, int branchesCount, Func <int, float> leavesProbabilityByHeight, Func <int, float> branchesLengthByHeight) { TerrainBrush terrainBrush = new TerrainBrush(); terrainBrush.AddRay(0, -1, 0, 0, height, 0, 1, 1, 1, woodIndex); for (int i = 0; i < branchesCount; i++) { int x = 0; int num = random.Int(0, height); int z = 0; float s = branchesLengthByHeight(num); Vector3 vector = Vector3.Normalize(new Vector3(random.Float(-1f, 1f), random.Float(0f, 0.33f), random.Float(-1f, 1f))) * s; int x2 = (int)MathUtils.Round(vector.X); int y = num + (int)MathUtils.Round(vector.Y); int z2 = (int)MathUtils.Round(vector.Z); int cutFace = 0; if (MathUtils.Abs(vector.X) == MathUtils.Max(MathUtils.Abs(vector.X), MathUtils.Abs(vector.Y), MathUtils.Abs(vector.Z))) { cutFace = 1; } else if (MathUtils.Abs(vector.Y) == MathUtils.Max(MathUtils.Abs(vector.X), MathUtils.Abs(vector.Y), MathUtils.Abs(vector.Z))) { cutFace = 4; } terrainBrush.AddRay(x, num, z, x2, y, z2, 1, 1, 1, (Func <int?, int?>)((int?v) => v.HasValue ? null : new int?(Terrain.MakeBlockValue(woodIndex, 0, WoodBlock.SetCutFace(0, cutFace))))); } for (int j = 0; j < 3; j++) { terrainBrush.CalculateBounds(out Point3 min, out Point3 max); for (int k = min.X - 1; k <= max.X + 1; k++) { for (int l = min.Z - 1; l <= max.Z + 1; l++) { for (int m = 1; m <= max.Y + 1; m++) { float num2 = leavesProbabilityByHeight(m); if (random.Float(0f, 1f) < num2 && !terrainBrush.GetValue(k, m, l).HasValue&& (terrainBrush.CountNonDiagonalNeighbors(k, m, l, leavesIndex) != 0 || terrainBrush.CountNonDiagonalNeighbors(k, m, l, (Func <int?, int>)((int?v) => (v.HasValue && Terrain.ExtractContents(v.Value) == woodIndex) ? 1 : 0)) != 0)) { terrainBrush.AddCell(k, m, l, 0); } } } } terrainBrush.Replace(0, leavesIndex); } terrainBrush.AddCell(0, height, 0, leavesIndex); terrainBrush.Compile(); return(terrainBrush); }
public static TerrainBrush CreateMimosaBrush(Random random, float size) { TerrainBrush terrainBrush = new TerrainBrush(); int value = m_treeTrunksByType[4]; int value2 = m_treeLeavesByType[4]; terrainBrush.AddRay(0, -1, 0, 0, 0, 0, 1, 1, 1, value); List <Point3> list = new List <Point3>(); float num = random.Float(0f, (float)Math.PI * 2f); for (int i = 0; i < 3; i++) { float radians = num + (float)i * MathUtils.DegToRad(120f); Vector3 v = Vector3.Transform(Vector3.Normalize(new Vector3(1f, random.Float(1f, 1.5f), 0f)), Matrix.CreateRotationY(radians)); int num2 = random.Int((int)(0.7f * size), (int)size); Point3 p = new Point3(0, 0, 0); Point3 item = new Point3(Vector3.Round(new Vector3(p) + v * num2)); terrainBrush.AddRay(p.X, p.Y, p.Z, item.X, item.Y, item.Z, 1, 1, 1, value); list.Add(item); } foreach (Point3 item2 in list) { float num3 = random.Float(0.3f * size, 0.45f * size); int num4 = (int)MathUtils.Ceiling(num3); for (int j = item2.X - num4; j <= item2.X + num4; j++) { for (int k = item2.Y - num4; k <= item2.Y + num4; k++) { for (int l = item2.Z - num4; l <= item2.Z + num4; l++) { int num5 = MathUtils.Abs(j - item2.X) + MathUtils.Abs(k - item2.Y) + MathUtils.Abs(l - item2.Z); float num6 = ((new Vector3(j, k, l) - new Vector3(item2)) * new Vector3(1f, 1.7f, 1f)).Length(); if (num6 <= num3 && (num3 - num6 > 1f || num5 <= 2 || random.Bool(0.7f)) && !terrainBrush.GetValue(j, k, l).HasValue) { terrainBrush.AddCell(j, k, l, value2); } } } } } terrainBrush.Compile(); return(terrainBrush); }