public static void DrawAdjacentCells(Cell cell, GridDungeonModel model, Color color) { foreach (var adjacentId in cell.AdjacentCells) { var adjacentCell = model.GetCell(adjacentId); if (adjacentCell == null) { return; } var centerA = Vector3.Scale(cell.Bounds.CenterF(), model.Config.GridCellSize); var centerB = Vector3.Scale(adjacentCell.Bounds.CenterF(), model.Config.GridCellSize); Debug.DrawLine(centerA, centerB, color, 0, false); } foreach (var adjacentId in cell.FixedRoomConnections) { var adjacentCell = model.GetCell(adjacentId); if (adjacentCell == null) { return; } var centerA = Vector3.Scale(cell.Bounds.CenterF(), model.Config.GridCellSize) + new Vector3(0, 0.2f, 0); var centerB = Vector3.Scale(adjacentCell.Bounds.CenterF(), model.Config.GridCellSize) + new Vector3(0, 0.2f, 0); Debug.DrawLine(centerA, centerB, Color.red, 0, false); } }
void UpdateHeights(GridDungeonModel model) { if (terrain == null || terrain.terrainData == null) { return; } var rasterizer = new LandscapeDataRasterizer(terrain, groundLevelHeight); rasterizer.LoadData(); var gridSize = model.Config.GridCellSize; // Raise the terrain foreach (var cell in model.Cells) { var locationGrid = cell.Bounds.Location; var location = locationGrid * gridSize; var size = cell.Bounds.Size * gridSize; var cellY = location.y + layoutLevelOffset; rasterizer.DrawCell(location.x, location.z, size.x, size.z, cellY); } // Smooth the terrain foreach (var cell in model.Cells) { var locationGrid = cell.Bounds.Location; var location = locationGrid * gridSize; var size = cell.Bounds.Size * gridSize; var cellY = location.y + layoutLevelOffset; var curve = (cell.CellType == CellType.Room) ? roomElevationCurve : corridorElevationCurve; rasterizer.SmoothCell(location.x, location.z, size.x, size.z, cellY, smoothingDistance, curve); } rasterizer.SaveData(); }
void EmitCornerMarker(DungeonBuilder builder, GridDungeonModel model, IntVector point, string markerName) { // Add an empty marker here var gridSize = model.Config.GridCellSize; var position = point * gridSize; position += Vector3.Scale(new Vector3(0.5f, 0, 0.5f), gridSize); var transform = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one); builder.EmitMarker(markerName, transform, point, -1); }
void EmitForPoint(DungeonBuilder builder, GridDungeonModel model, IntVector point) { foreach (var config in CornerConfigs) { if (ConfigMatches(model, point, config)) { EmitCornerMarker(builder, model, point, config.markerName); break; } } }
public GridDungeonModel GetDungeonModelGrid() { var model = base.GetDungeonModel(); gridModel = model as GridDungeonModel; if (gridModel == null) { Debug.LogWarning("Invalid dungeon model type for this type of paint tool. Expected DungeonModelGrid. Received:" + (model != null ? model.GetType().ToString() : "null")); } return(gridModel); }
public static Cell[] FindFurthestRooms(GridDungeonModel model) { var bestLength = 0; var result = new Cell[2]; foreach (var startCell in model.Cells) { var queue = new Queue <LongestPathBFSData>(); var visited = new HashSet <int>(); var startData = new LongestPathBFSData { cell = startCell, length = 0 }; LongestPathBFSData endData = startData; queue.Enqueue(startData); while (queue.Count > 0) { var front = queue.Dequeue(); visited.Add(front.cell.Id); foreach (var childId in front.cell.FixedRoomConnections) { if (visited.Contains(childId)) { continue; } var child = model.GetCell(childId); var childData = new LongestPathBFSData { cell = child, length = front.length + 1 }; queue.Enqueue(childData); } if (queue.Count == 0) { endData = front; } } if (endData.length > bestLength) { bestLength = endData.length; result[0] = startData.cell; result[1] = endData.cell; } } return(result); }
void UpdateTerrainTextures(GridDungeonModel model) { if (terrain == null || terrain.terrainData == null) { return; } var numTextures = textures.Length; var data = terrain.terrainData; var map = new float[data.alphamapWidth, data.alphamapHeight, numTextures]; UpdateBaseTexture(model, map); UpdateCliffTexture(map); data.SetAlphamaps(0, 0, map); }
bool ConfigMatches(GridDungeonModel model, IntVector point, CellSpatialConfig config) { var neighbors = config.neighborConfig; for (int i = 0; i < neighbors.Length; i++) { var code = neighbors[i]; if (code == 0) { // Don't care about this cell continue; } var dx = i % 3; var dz = i / 3; dx--; dz--; // bring to -1..1 range (from previous 0..2) dz *= -1; var x = point.x + dx; var z = point.z + dz; var cellInfo = model.GetGridCellLookup(x, z); bool empty = cellInfo.CellType == CellType.Unknown; if (code == 1 && empty) { // We were expecting a non-empty space here, but it is empty return(false); } else if (code == 2 && !empty) { // We were expecting a empty space here, but it is not empty return(false); } } // Matches, all tests have passed return(true); }
void BuildTerrain(GridDungeonModel model) { SetupTextures(); UpdateHeights(model); UpdateTerrainTextures(model); }
void UpdateBaseTexture(GridDungeonModel model, float[,,] map) { if (terrain == null) { return; } int fillIndex = GetTextureIndex(LandscapeTextureType.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; } } } int roadIndex = GetTextureIndex(LandscapeTextureType.Corridor); if (roadIndex >= 0) { var gridSize = model.Config.GridCellSize; var layoutMap = new float[map.GetLength(0), map.GetLength(1)]; foreach (var cell in model.Cells) { var bounds = cell.Bounds; var locationGrid = bounds.Location; var location = locationGrid * gridSize; var size = bounds.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 (var gx = gx1; gx <= gx2; gx++) { for (var gy = gy1; gy <= gy2; gy++) { layoutMap[gy, gx] = 1; } } } // Blur the layout data var filter = new BlurFilter(roadBlurDistance); layoutMap = filter.ApplyFilter(layoutMap); // Fill up the inner region with corridor index for (var y = 0; y < data.alphamapHeight; y++) { for (var x = 0; x < data.alphamapWidth; x++) { bool corridor = (layoutMap[y, x] > corridorBlurThreshold); if (corridor) { map[y, x, roadIndex] = 1; map[y, x, fillIndex] = 0; } } } } }