Exemplo n.º 1
0
    public static void GenerateOffSet(IslandNetMesh islandNetMesh, float skylandDeclinePrecent, float skylandRadius)
    {
        IEnumerator <TriangleNet.Geometry.Vertex> vertexEnum = islandNetMesh.netMesh.Vertices.GetEnumerator();

        for (int i = 0; i < islandNetMesh.netMesh.vertices.Count; i++)
        {
            if (!vertexEnum.MoveNext())
            {
                break;
            }
            TriangleNet.Geometry.Vertex current = vertexEnum.Current;
            float precentDistanceFromTheEdge    = 1 - Mathf.Sqrt(Mathf.Pow((float)current.x, 2) + Mathf.Pow((float)current.y, 2)) / (float)skylandRadius;
            current.x += (perlinNoise.GetNoise((float)current.x * 10, (float)current.y * 10)) * 5;
            current.y += (perlinNoise.GetNoise((float)current.x * 10, (float)current.y * 10)) * 5;
        }
    }
Exemplo n.º 2
0
    public static void GenerateHeightVerticies(IslandNetMesh islandNetMesh, AnimationCurve heightCurve, int skylandDeclinePrecent, AnimationCurve skylandDropCurve, float Seed, float skylandRadius, float mapScale, List <float> meshHeights, float heightScale, float cutOut)
    {
        IEnumerator <Triangle> triangleEnum = islandNetMesh.netMesh.Triangles.GetEnumerator();

        for (int i = 0; i < islandNetMesh.netMesh.Triangles.Count; i++)
        {
            if (!triangleEnum.MoveNext())
            {
                break;
            }

            Triangle currentTriangle = triangleEnum.Current;


            for (int j = 0; j < 3; j++)
            {
                List <float> heights = new List <float>();

                float precentDistanceFromTheEdge = 1 - Mathf.Sqrt(Mathf.Pow((float)currentTriangle.vertices[j].x, 2) + Mathf.Pow((float)currentTriangle.vertices[j].y, 2)) / (float)skylandRadius;

                if (precentDistanceFromTheEdge > (float)skylandDeclinePrecent / 100)
                {
                    meshHeights.Add(heightCurve.Evaluate(Noise.GenerateVertexHeightNoise((float)currentTriangle.vertices[j].x, (float)currentTriangle.vertices[j].y, Seed, mapScale, cutOut)) * heightScale);
                }


                else if (precentDistanceFromTheEdge < 0.00001)
                {
                    meshHeights.Add(0);
                }
                else
                {
                    meshHeights.Add(skylandDropCurve.Evaluate(precentDistanceFromTheEdge * 100 / skylandDeclinePrecent) * heightCurve.Evaluate(Noise.GenerateVertexHeightNoise((float)currentTriangle.vertices[j].x, (float)currentTriangle.vertices[j].y, Seed, mapScale, cutOut)) * heightScale);
                }
            }
        }
    }
Exemplo n.º 3
0
    public void Initiate()
    {
        if (Seed == 0)
        {
            Seed = Random.Range(0, 2000000);
        }
        Random.seed = (int)Seed;


        IslandNetMesh topIslandNetMesh    = new IslandNetMesh();
        IslandNetMesh bottomIslandNetMesh = new IslandNetMesh();

        topIslandNetMesh.unityMesh = new UnityEngine.Mesh();
        topHeights = new List <float>();
        botHeights = new List <float>();

        //Make random points to the mesh
        bottomIslandNetMesh.unityMesh = new UnityEngine.Mesh();

        for (int i = 0; i < pointDensity; i++)
        {
            float offsetFromCenter = (float)skylandRadius * Mathf.Sqrt(Random.Range(.0f, 1));
            float randomAngle      = Random.Range(.0f, 1) * 2 * Mathf.PI;
            var   x = offsetFromCenter * Mathf.Cos(randomAngle);
            var   y = offsetFromCenter * Mathf.Sin(randomAngle);
            topIslandNetMesh.polygon.Add(new TriangleNet.Geometry.Vertex(x, y));
        }
        float angle = 0;

        for (int i = 0; i < skylandExtraEdgePoints; i++)
        {
            angle += 2 * Mathf.PI / skylandExtraEdgePoints;
            var x = (float)skylandRadius * Mathf.Cos(angle);
            var y = (float)skylandRadius * Mathf.Sin(angle);
            topIslandNetMesh.polygon.Add(new TriangleNet.Geometry.Vertex(x, y));
        }

        ConstraintOptions constraints = new ConstraintOptions();

        constraints.ConformingDelaunay = true;

        //Put some triangles to the mesh
        topIslandNetMesh.netMesh = topIslandNetMesh.polygon.Triangulate(constraints) as TriangleNet.Mesh;
        Debug.Log("We made some triangles");

        GenerateMesh(topIslandNetMesh, topColorGradient, topHeightCurve, topTerrainCollider, topFilter, topHeights);

        Random.seed = (int)Seed;


        for (int i = 0; i < pointDensity; i++)
        {
            float offsetFromCenter = (float)skylandRadius * Mathf.Sqrt(Random.Range(.0f, 1));
            float randomAngle      = Random.Range(.0f, 1) * 2 * Mathf.PI;
            var   x = offsetFromCenter * Mathf.Cos(randomAngle);
            var   y = offsetFromCenter * Mathf.Sin(randomAngle);
            bottomIslandNetMesh.polygon.Add(new TriangleNet.Geometry.Vertex(x, y));
        }
        angle = 0;

        for (int i = 0; i < skylandExtraEdgePoints; i++)
        {
            angle += 2 * Mathf.PI / skylandExtraEdgePoints;
            var x = (float)skylandRadius * Mathf.Cos(angle);
            var y = (float)skylandRadius * Mathf.Sin(angle);
            bottomIslandNetMesh.polygon.Add(new TriangleNet.Geometry.Vertex(-x, -y));
        }
        bottomIslandNetMesh.netMesh = bottomIslandNetMesh.polygon.Triangulate(constraints) as TriangleNet.Mesh;
        GenerateMesh(bottomIslandNetMesh, bottomColorGradient, bottomHeightCurve, bottomTerrainCollider, bottomFilter, botHeights);
        if (GetComponent <TerrainObjectGenerator>())
        {
            GetComponent <TerrainObjectGenerator>().GenerateGroundObjects(topIslandNetMesh.unityMesh, pointDensity);
        }
    }
Exemplo n.º 4
0
    public void GenerateMesh(IslandNetMesh islandNetMesh, Gradient colorGradient, AnimationCurve heightCurve, MeshCollider meshCollider, MeshFilter meshFilter, List <float> meshHeights)
    {
        Debug.Log("Starting generate mesh function");
        List <Vector3> verticies = new List <Vector3>();
        List <Vector3> normals   = new List <Vector3>();
        List <Vector2> uvs       = new List <Vector2>();
        List <int>     triangles = new List <int>();
        List <float>   heights   = new List <float>();


        //Generate a height list for the mesh
        Noise.GenerateHeightVerticies(islandNetMesh, heightCurve, skylandDeclinePrecent, skylandDropCurve, Seed, skylandRadius, mapScale, meshHeights, heightScale, noiseCutOut);
        Noise.GenerateOffSet(islandNetMesh, skylandDeclinePrecent, skylandRadius);

        IEnumerator <Triangle> triangleEnum = islandNetMesh.netMesh.Triangles.GetEnumerator();

        for (int i = 0; i < islandNetMesh.netMesh.Triangles.Count; i++)
        {
            if (!triangleEnum.MoveNext())
            {
                break;
            }
            Triangle currentTriangle = triangleEnum.Current;

            //Debug.Log("Going to noise generation loop");

            //if all tris are 0, we skip this triangle
            if (meshHeights[i * 3] == 0 && meshHeights[i * 3 + 1] == 0 && meshHeights[i * 3 + 2] == 0)
            {
                continue;
            }

            //This ordering seems counter intuitive to program, but if you do it wrong it will make for a ✨pretty✨ bug with postprosessing. (I have a picture somewhere...)
            Vector3 v0 = new Vector3((float)currentTriangle.vertices[2].x, (float)meshHeights[i * 3 + 2], (float)currentTriangle.vertices[2].y);
            Vector3 v1 = new Vector3((float)currentTriangle.vertices[1].x, (float)meshHeights[i * 3 + 1], (float)currentTriangle.vertices[1].y);
            Vector3 v2 = new Vector3((float)currentTriangle.vertices[0].x, (float)meshHeights[i * 3], (float)currentTriangle.vertices[0].y);

            triangles.Add(verticies.Count);
            triangles.Add(verticies.Count + 1);
            triangles.Add(verticies.Count + 2);

            verticies.Add(v0);
            verticies.Add(v1);
            verticies.Add(v2);

            var normal = Vector3.Cross(v1 - v0, v2 - v0);

            for (int x = 0; x < 3; x++)
            {
                normals.Add(normal);
                uvs.Add(Vector3.zero);
            }
        }
        //Colors

        List <Color> ColorList = new List <Color>();

        heights.Clear();
        IEnumerator <Triangle> triangleEnum2 = islandNetMesh.netMesh.Triangles.GetEnumerator();

        for (int i = 0; i < islandNetMesh.netMesh.Triangles.Count; i++)
        {
            if (!triangleEnum2.MoveNext())
            {
                break;
            }

            Triangle current   = triangleEnum2.Current;
            float    avgHeight = 0;

            for (int j = 0; j < 3; j++)
            {
                avgHeight += meshHeights[i * 3 + j];
            }

            if (avgHeight == 0)
            {
                continue;
            }

            avgHeight /= 3;

            if (TrianglesAreMonoColor)
            {
                for (int k = 0; k < 3; k++)
                {
                    ColorList.Add(colorGradient.Evaluate(avgHeight));
                }
            }
            else
            {
                //second counter intuitive loop through a tri
                for (int j = 2; j >= 0; j--)
                {
                    float colorHeightVal = meshHeights[i * 3 + j] / (float)heightScale * 4 / heightCurve.Evaluate(1) / 3;
                    colorHeightVal += Random.Range(-0.04f, 0.04f);
                    ColorList.Add(colorGradient.Evaluate(colorHeightVal));
                }
            }
        }

        islandNetMesh.unityMesh.vertices  = verticies.ToArray();
        islandNetMesh.unityMesh.normals   = normals.ToArray();
        islandNetMesh.unityMesh.triangles = triangles.ToArray();
        islandNetMesh.unityMesh.uv        = uvs.ToArray();

        islandNetMesh.unityMesh.colors = new Color[verticies.Count];
        islandNetMesh.unityMesh.colors = ColorList.ToArray();

        /*
         * foreach (Vector3 meshVertex in islandNetMesh.unityMesh.vertices)
         * {
         *  islandNetMesh.polygon.Add(new TriangleNet.Geometry.Vertex(meshVertex.x, meshVertex.y, (int)meshVertex.z));
         * }
         */
        meshFilter.mesh         = islandNetMesh.unityMesh;
        meshCollider.sharedMesh = islandNetMesh.unityMesh;
    }