Exemplo n.º 1
0
    protected override bool CalculateHeight(out float height, int x, int z)
    {
        float noiseValue = fractalNoise.Sample2D(offset.x + x / (float)width, offset.y + z / (float)length);

        height = noiseValue;
        return(true);
    }
Exemplo n.º 2
0
    protected override bool CalculateVoxel(Voxel voxel, int x, int y, int z)
    {
        float noiseValue      = fractal.Sample2D(x / (float)width, z / (float)length);
        float normalizedNoise = 1 - (noiseValue + 1) / 2;

        voxel.Data = y / (float)height > normalizedNoise ? 0.0f : 1.0f;
        return(true);
    }
Exemplo n.º 3
0
        void FillHeights(float[,] htmap, int tileX, int tileZ)
        {
            float ratio = (float)m_terrainSize / (float)m_heightMapSize;

            for (int x = 0; x < m_heightMapSize; x++)
            {
                for (int z = 0; z < m_heightMapSize; z++)
                {
                    float worldPosX = (x + tileX * (m_heightMapSize - 1)) * ratio;
                    float worldPosZ = (z + tileZ * (m_heightMapSize - 1)) * ratio;
                    float distance  = new Vector3(worldPosX - m_terrainSize * m_tilesX / 2, 0, worldPosZ - m_terrainSize * m_tilesZ / 2).magnitude;
                    htmap[z, x]  = noiseBig.Amplitude + noiseSmall.Sample2D(worldPosX, worldPosZ);
                    htmap[z, x] += noiseSmall.Amplitude + noiseSmall.Sample2D(worldPosX, worldPosZ);

                    htmap[z, x] *= Mathf.Clamp01((radial - distance) / radialFalloff);
                }
            }
        }
    public float SampleValue(float x, float z)
    {
        if (!IsEnabled)
        {
            return(0);
        }

        //return RaiseHeight + (fracNoise.Sample2D(x, z) + fracNoise.Amplitude * fracNoise.Noises.Max(n => n.Amplitude));
        return(RaiseHeight + fracNoise.Sample2D(x, z));
    }
        void FillHeights(float[,] htmap, int tileX, int tileZ)
        {
            float ratio = (float)m_terrainSize / (float)m_heightMapSize;

            for (int x = 0; x < m_heightMapSize; x++)
            {
                for (int z = 0; z < m_heightMapSize; z++)
                {
                    float worldPosX = (x + tileX * (m_heightMapSize - 1)) * ratio;
                    float worldPosZ = (z + tileZ * (m_heightMapSize - 1)) * ratio;

                    htmap[z, x] = Mathf.Max(0.0f, m_mountainNoise.Sample2D(worldPosX, worldPosZ));
                }
            }
        }
Exemplo n.º 6
0
        void FillHeights(float[,] htmap, int tileX, int tileZ)
        {
            float ratio = (float)m_terrainSize / (float)m_heightMapSize;

            for (int x = 0; x < m_heightMapSize; x++)
            {
                for (int z = 0; z < m_heightMapSize; z++)
                {
                    float worldPosX = (x + tileX * (m_heightMapSize - 1)) * ratio;
                    float worldPosZ = (z + tileZ * (m_heightMapSize - 1)) * ratio;

                    htmap[z, x] = m_groundNoise.Amplitude + m_groundNoise.Sample2D(worldPosX, worldPosZ);
                }
            }
        }
        void FillHeights(float[,] htmap, int tileX, int tileZ)
        {
            float ratio          = m_terrainSize * 1.0f / m_heightMapSize;
            float relativeHeight = m_terrainAltitude / m_terrainHeight;

            for (int x = 0; x < m_heightMapSize; x++)
            {
                for (int z = 0; z < m_heightMapSize; z++)
                {
                    float worldPosX = (x + tileX * (m_heightMapSize - 1)) * ratio;
                    float worldPosZ = (z + tileZ * (m_heightMapSize - 1)) * ratio;

                    float value = m_groundNoise.Amplitude + m_groundNoise.Sample2D(worldPosX, worldPosZ);
                    htmap[z, x] = Mathf.Clamp01(relativeHeight + value);
                }
            }
        }
Exemplo n.º 8
0
        void Start()
        {
            foreach (GameObject o in meshes)
            {
                o.transform.parent = null; Destroy(o);
            }
            meshes = new List <GameObject>();
            INoise       perlin  = new PerlinNoise(seed, 2.0f);
            FractalNoise fractal = new FractalNoise(perlin, 3, 1.0f);

            //Set the mode used to create the mesh.
            //Cubes is faster and creates less verts, tetrahedrons is slower and creates more verts but better represents the mesh surface.
            Marching marching = null;

            if (mode == MARCHING_MODE.TETRAHEDRON)
            {
                marching = new MarchingTertrahedron();
            }
            else
            {
                marching = new MarchingCubes();
            }

            //Surface is the value that represents the surface of mesh
            //For example the perlin noise has a range of -1 to 1 so the mid point is where we want the surface to cut through.
            //The target value does not have to be the mid point it can be any value with in the range.
            marching.Surface = 0.0f;

            //The size of voxel array.
            int width  = 32 * resolution;
            int height = 32 * resolution;
            int length = 32 * resolution;

            float[] voxels = new float[width * height * length];

            //Fill voxels with values. Im using perlin noise but any method to create voxels will work.
            for (int x = 0; x < width; x++)
            {
                for (int z = 0; z < length; z++)
                {
                    float fx = x / (width - 1.0f);
                    float fz = z / (length - 1.0f);

                    float value = fractal.Sample2D(fx, fz);
                    for (int y = 0; y < height; y++)
                    {
                        int idx = x + y * width + z * width * height;
                        voxels[idx] = y < (value + 1.0f) / 2.0f * height ? 1 : -1;
                    }
                }
            }

            List <Vector3> verts   = new List <Vector3>();
            List <int>     indices = new List <int>();
            List <Vector3> normals = new List <Vector3>();

            //The mesh produced is not optimal. There is one vert for each index.
            //Would need to weld vertices for better quality mesh.
            marching.Generate(voxels, width, height, length, verts, indices, normals);

            //A mesh in unity can only be made up of 65000 verts.
            //Need to split the verts between multiple meshes.

            int maxVertsPerMesh = 30000; //must be divisible by 3, ie 3 verts == 1 triangle
            int numMeshes       = verts.Count / maxVertsPerMesh + 1;

            for (int i = 0; i < numMeshes; i++)
            {
                List <Vector3> splitVerts   = new List <Vector3>();
                List <int>     splitIndices = new List <int>();
                List <Vector3> splitNormals = new List <Vector3>();

                for (int j = 0; j < maxVertsPerMesh; j++)
                {
                    int idx = i * maxVertsPerMesh + j;

                    if (idx < verts.Count)
                    {
                        splitVerts.Add(verts[idx]);
                        splitNormals.Add(normals[idx]);
                        splitIndices.Add(j);
                    }
                }

                if (splitVerts.Count == 0)
                {
                    continue;
                }

                Mesh mesh = new Mesh();
                mesh.SetVertices(splitVerts);

                mesh.SetTriangles(splitIndices, 0);
                mesh.SetNormals(splitNormals);
                mesh.RecalculateBounds();

                GameObject go = new GameObject("Mesh");
                go.transform.parent = transform;
                go.AddComponent <MeshFilter>();
                go.AddComponent <MeshRenderer>();
                go.GetComponent <Renderer>().material = m_material;
                go.GetComponent <MeshFilter>().mesh   = mesh;
                go.transform.localPosition            = new Vector3(-width / resolution / 2, -height / resolution / 2, -length / resolution / 2);
                go.transform.localScale = new Vector3(1.0f / resolution, 1.0f / resolution, 1.0f / resolution);

                meshes.Add(go);
            }
        }