public static GameObject[] GenerateTerrainOld(int width = 100, int height = 100, float scale = 1, int seed = 0, float divide = 100) { List <GameObject> gameObjects = new List <GameObject>(); for (int x = 0; x < width; x++) { for (int z = 0; z < height; z++) { string type = "none"; float y = 0; Modell cube = LoadResources.ReadModell(Directory.GetCurrentDirectory() + @"\Mods\Default\Modells\cube.obj"); GameObject currentBlock = new GameObject(x + "." + z + "." + type, new Vector3(x, y, z), Vector3.Zero, new Vector3(1, 1, 1), cube); //Console.WriteLine(new Vector3(x, y, z)); gameObjects.Add(currentBlock); } } return(gameObjects.ToArray()); }
static void Main(string[] args) { Modell mesh = LoadResources.ReadModell(Directory.GetCurrentDirectory() + @"\Mods\Default\Modells\cube.obj");//LoadObj.LoadModellFromObj(Directory.GetCurrentDirectory()+@"\Mods\Default\Modells\cube.obj"); GameWindow window = new GameWindow(640, 480); List <GameObject>[] localLevel = LevelGenerator.GenerateTerrain3D(20, 20, 20, .05f, 0, .5f); OpenGlRenderer renderer = new OpenGlRenderer(window); renderer.ImmediateRendering = false; renderer.Quad = false; GameObject obj = new GameObject("test", new Vector3(1, 3, 2), Vector3.Zero, Vector3.One, mesh); renderer.level = localLevel; //Console.WriteLine(renderer.level.Length); Modell combined = CombineModells.Combine(CombineModells.GameObjectToModellArray(ChunksToGameObjects(NearChunck(renderer.level.ToArray(), renderer.player_pos, 9999)).ToArray())); //Console.WriteLine(combined.vertices.Length); //Console.WriteLine(combined.uv.Length); //Console.WriteLine(combined.normal.Length); renderer.UpdateBuffers(combined.vertices, combined.uv, combined.normal, combined.textures, combined.colors); window.Run(1 / DisplayDevice.Default.RefreshRate); }
public static List <GameObject>[] GenerateTerrain3D(int width = 100, int height = 100, int depth = 100, float scale = 1, int seed = 0, float treshold = 100) { List <List <GameObject> > gameObjects = new List <List <GameObject> >(); for (int c_x = 0; c_x < width; c_x += 16) { for (int c_z = 0; c_z < depth; c_z += 16) { for (int c_y = 0; c_y < height; c_y += 16) { List <GameObject> chunk = new List <GameObject>(); for (int x = c_x; x < c_x + 16; x++) { for (int y = c_y; y < c_y + 16; y++) { for (int z = c_z; z < c_z + 16; z++) { float noise = Perlin3D(x * scale, y * scale, z * scale); //Console.WriteLine(noise); if (noise >= treshold) { Modell cube = LoadResources.ReadModell(Directory.GetCurrentDirectory() + @"\Mods\Default\Modells\cube.obj"); //Console.WriteLine(noise); string type = "none"; GameObject currentBlock = new GameObject(x + "." + y + "." + z + "." + type, new Vector3(x, y, z), Vector3.Zero, new Vector3(.5f, .5f, .5f), cube); //Console.WriteLine(new Vector3(x, y, z)); chunk.Add(currentBlock); } } } } gameObjects.Add(chunk); } } } return(gameObjects.ToArray()); }