SimpleCityCell CreateCell(int x, int z, SimpleCityCellType cellType) { var cell = new SimpleCityCell(); cell.Position = new IntVector(x, 0, z); cell.CellType = cellType; cell.Rotation = Quaternion.identity; return(cell); }
/// <summary> /// Generate a layout and save it in the model /// </summary> void GenerateCityLayout() { var width = random.Range(demoConfig.minSize, demoConfig.maxSize); var length = random.Range(demoConfig.minSize, demoConfig.maxSize); demoModel.CityWidth = width; demoModel.CityHeight = length; demoModel.Cells = new SimpleCityCell[width, length]; for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { var cell = new SimpleCityCell(); cell.Position = new IntVector(x, 0, z); cell.CellType = SimpleCityCellType.House; cell.Rotation = GetRandomRotation(); demoModel.Cells[x, z] = cell; } } // Build a road network by removing some houses // First build roads along the edge of the map for (int x = 0; x < width; x++) { MakeRoad(x, 0); MakeRoad(x, length - 1); } for (int z = 0; z < length; z++) { MakeRoad(0, z); MakeRoad(width - 1, z); } // Create roads in-between for (int x = GetRandomBlockSize() + 1; x < width; x += GetRandomBlockSize() + 1) { if (width - x <= 2) { continue; } for (int z = 0; z < length; z++) { MakeRoad(x, z); } } for (int z = GetRandomBlockSize() + 1; z < length; z += GetRandomBlockSize() + 1) { if (length - z <= 2) { continue; } for (int x = 0; x < width; x++) { MakeRoad(x, z); } } // Insert 2x houses (bigger houses) for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { if (CanContainBiggerHouse(x, z)) { if (random.NextFloat() < demoConfig.biggerHouseProbability) { InsertBiggerHouse(x, z); } } } } for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { var cell = demoModel.Cells[x, z]; if (cell.CellType == SimpleCityCellType.House) { FaceHouseTowardsRoad(cell); } } } // Create padding cells var padding = demoConfig.cityWallPadding; var paddedCells = new List <SimpleCityCell>(); for (int p = 1; p <= padding; p++) { var currentPadding = p; var sx = -currentPadding; var sz = -currentPadding; var ex = width + currentPadding - 1; var ez = length + currentPadding - 1; // Fill it with city wall padding marker for (int x = sx; x < ex; x++) { SimpleCityCellType cellType = SimpleCityCellType.CityWallPadding; paddedCells.Add(CreateCell(x, sz, cellType)); paddedCells.Add(CreateCell(x, ez, cellType)); } for (int z = sz; z < ez; z++) { SimpleCityCellType cellType = SimpleCityCellType.CityWallPadding; paddedCells.Add(CreateCell(sx, z, cellType)); paddedCells.Add(CreateCell(ex, z, cellType)); } } demoModel.WallPaddingCells = paddedCells.ToArray(); }
void UpdateBaseTexture(SimpleCityDungeonModel model, float[,,] map) { if (terrain == null) { return; } int fillIndex = GetTextureIndex(SimpleCityLandscapeTextureType.Fill); if (fillIndex < 0) { return; } var data = terrain.terrainData; // Fill up the entire space with the fill texture for (var y = 0; y < data.alphamapHeight; y++) { for (var x = 0; x < data.alphamapWidth; x++) { for (int t = 0; t < textures.Length; t++) { var ratio = (t == fillIndex) ? 1 : 0; map[y, x, t] = ratio; } } } var activeTextureTypes = new SimpleCityLandscapeTextureType[] { SimpleCityLandscapeTextureType.Park, SimpleCityLandscapeTextureType.Road, SimpleCityLandscapeTextureType.CityWallPadding, }; var activeCellTypes = new SimpleCityCellType[] { SimpleCityCellType.Park, SimpleCityCellType.Road, SimpleCityCellType.CityWallPadding, }; var dataMaps = new List <float[, ]>(); for (int i = 0; i < activeTextureTypes.Length; i++) { dataMaps.Add(new float[map.GetLength(0), map.GetLength(1)]); } var gridSize2D = model.Config.CellSize; var gridSize = new Vector3(gridSize2D.x, 0, gridSize2D.y); var cells = new List <SimpleCityCell>(); foreach (var cell in model.Cells) { cells.Add(cell); } cells.AddRange(model.WallPaddingCells); foreach (var cell in cells) { var locationGrid = cell.Position; var location = locationGrid * gridSize - gridSize / 2.0f; var size = gridSize; int gx1, gy1, gx2, gy2; LandscapeDataRasterizer.WorldToTerrainTextureCoord(terrain, location.x, location.z, out gx1, out gy1); LandscapeDataRasterizer.WorldToTerrainTextureCoord(terrain, location.x + size.x, location.z + size.z, out gx2, out gy2); for (int i = 0; i < activeTextureTypes.Length; i++) { //SimpleCityLandscapeTextureType activeTexType = activeTextureTypes[i]; SimpleCityCellType activeCellType = activeCellTypes[i]; //int textureIndex = GetTextureIndex(activeTexType); var dataMap = dataMaps[i]; for (var gx = gx1; gx <= gx2; gx++) { for (var gy = gy1; gy <= gy2; gy++) { dataMap[gy, gx] = (cell.CellType == activeCellType) ? 1 : 0; } } } } // Blur the layout data var filter = new BlurFilter(roadBlurDistance); for (int i = 0; i < dataMaps.Count; i++) { dataMaps[i] = filter.ApplyFilter(dataMaps[i]); } for (int i = 0; i < dataMaps.Count; i++) { var dataMap = dataMaps[i]; int textureIndex = GetTextureIndex(activeTextureTypes[i]); if (textureIndex < 0) { continue; } for (var y = 0; y < data.alphamapHeight; y++) { for (var x = 0; x < data.alphamapWidth; x++) { map[y, x, textureIndex] = dataMap[y, x]; if (textureIndex != fillIndex) { map[y, x, fillIndex] -= dataMap[y, x]; map[y, x, fillIndex] = Mathf.Clamp01(map[y, x, fillIndex]); } } } } // Normalize for (var y = 0; y < data.alphamapHeight; y++) { for (var x = 0; x < data.alphamapWidth; x++) { // Apply the curves for (int t = 0; t < textures.Length; t++) { var curve = textures[t].curve; if (curve != null && curve.keys.Length > 0) { map[y, x, t] = curve.Evaluate(map[y, x, t]); } } float sum = 0; for (int t = 0; t < textures.Length; t++) { sum += map[y, x, t]; } for (int t = 0; t < textures.Length; t++) { map[y, x, t] /= sum; } } } for (int layer = 0; layer < data.detailPrototypes.Length; layer++) { var foliageMap = data.GetDetailLayer(0, 0, data.detailWidth, data.detailHeight, layer); for (int x = 0; x < data.detailWidth; x++) { float nx = x / (float)(data.detailWidth - 1); int sampleX = Mathf.RoundToInt(nx * (data.alphamapWidth - 1)); for (int y = 0; y < data.detailHeight; y++) { float ny = y / (float)(data.detailHeight - 1); int sampleY = Mathf.RoundToInt(ny * (data.alphamapHeight - 1)); float influence = 0; foreach (var foliageTheme in foliage) { var textureIndex = GetTextureIndex(foliageTheme.textureType); if (textureIndex < 0) { continue; } foreach (var entry in foliageTheme.foliageEntries) { if (entry.grassIndex == layer) { float mapData = map[sampleY, sampleX, textureIndex]; if (foliageTheme.curve != null && foliageTheme.curve.length > 0) { mapData = foliageTheme.curve.Evaluate(mapData); } float alpha = mapData * entry.density * foliageTheme.density; influence += alpha; } } } int value = Mathf.FloorToInt(influence); float frac = influence - value; if (Random.value < frac) { value++; } foliageMap[y, x] = value; } } data.SetDetailLayer(0, 0, layer, foliageMap); } /* * // Update foliage * foreach (var foliageTheme in foliage) * { * var textureIndex = GetTextureIndex(foliageTheme.textureType); * if (textureIndex < 0) continue; * foreach (var entry in foliageTheme.foliageEntries) * { * int layer = entry.grassIndex; * var foliageMap = data.GetDetailLayer(0, 0, data.detailWidth, data.detailHeight, layer); * for (int x = 0; x < data.detailWidth; x++) * { * float nx = x / (float)(data.detailWidth - 1); * int sampleX = Mathf.RoundToInt(nx * (data.alphamapWidth - 1)); * for (int y = 0; y < data.detailHeight; y++) * { * float ny = y / (float)(data.detailHeight - 1); * int sampleY = Mathf.RoundToInt(ny * (data.alphamapHeight - 1)); * * float alpha = map[sampleY, sampleX, textureIndex] * entry.density * foliageTheme.density; * int value = Mathf.FloorToInt(alpha); * float frac = alpha - value; * if (Random.value < frac) value++; * foliageMap[y, x] = value; * } * } * * data.SetDetailLayer(0, 0, layer, foliageMap); * } * } */ }
/// <summary> /// Generate a layout and save it in the model /// </summary> void GenerateCityLayout() { var width = random.Range(demoConfig.minSize, demoConfig.maxSize); var length = random.Range(demoConfig.minSize, demoConfig.maxSize); demoModel.CityWidth = width; demoModel.CityHeight = length; demoModel.Cells = new SimpleCityCell[width, length]; for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { var cell = new SimpleCityCell(); cell.Position = new IntVector(x, 0, z); cell.CellType = SimpleCityCellType.House; cell.Rotation = GetRandomRotation(); demoModel.Cells[x, z] = cell; } } // Build a road network by removing some houses // First build roads along the edge of the map for (int x = 0; x < width; x++) { MakeRoad(x, 0); MakeRoad(x, length - 1); } for (int z = 0; z < length; z++) { MakeRoad(0, z); MakeRoad(width - 1, z); } // Create roads in-between for (int x = GetRandomBlockSize() + 1; x < width; x += GetRandomBlockSize() + 1) { if (width - x <= 2) { continue; } for (int z = 0; z < length; z++) { MakeRoad(x, z); } } for (int z = GetRandomBlockSize() + 1; z < length; z += GetRandomBlockSize() + 1) { if (length - z <= 2) { continue; } for (int x = 0; x < width; x++) { MakeRoad(x, z); } } RemoveRoadEdges(); // Insert bigger houses for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { foreach (var blockDimension in demoConfig.customBlockDimensions) { bool bProcess = random.NextFloat() < blockDimension.probability; if (!bProcess) { continue; } int BlockWidth = blockDimension.sizeX; int BlockHeight = blockDimension.sizeZ; InsertHouseDelegate InsertHouse = delegate() { if (CanContainBiggerHouse(x, z, BlockWidth, BlockHeight)) { if (random.NextFloat() < demoConfig.biggerHouseProbability) { InsertBiggerHouse(x, z, BlockWidth, BlockHeight, 0, blockDimension.markerName); } } }; InsertHouseDelegate InsertHouse90 = delegate() { // Try the 90 degrees rotated version if (CanContainBiggerHouse(x, z, BlockHeight, BlockWidth)) { if (random.NextFloat() < demoConfig.biggerHouseProbability) { InsertBiggerHouse(x, z, BlockHeight, BlockWidth, 90, blockDimension.markerName); } } }; if (random.NextFloat() < 0.5f) { InsertHouse(); InsertHouse90(); } else { InsertHouse90(); InsertHouse(); } } } } for (int x = 0; x < width; x++) { for (int z = 0; z < length; z++) { var cell = demoModel.Cells[x, z]; if (cell.CellType == SimpleCityCellType.House) { FaceHouseTowardsRoad(cell); } } } // Create padding cells var padding = demoConfig.cityWallPadding; var paddedCells = new List <SimpleCityCell>(); for (int p = 1; p <= padding; p++) { var currentPadding = p; var sx = -currentPadding; var sz = -currentPadding; var ex = width + currentPadding - 1; var ez = length + currentPadding - 1; // Fill it with city wall padding marker for (int x = sx; x < ex; x++) { SimpleCityCellType cellType = SimpleCityCellType.CityWallPadding; paddedCells.Add(CreateCell(x, sz, cellType)); paddedCells.Add(CreateCell(x, ez, cellType)); } for (int z = sz; z < ez; z++) { SimpleCityCellType cellType = SimpleCityCellType.CityWallPadding; paddedCells.Add(CreateCell(sx, z, cellType)); paddedCells.Add(CreateCell(ex, z, cellType)); } } demoModel.WallPaddingCells = paddedCells.ToArray(); }