public FloatingIsland(Vector3 center, float minRadius, int seed, float islandScale, float jaggedDensity, float jaggedScale, int meshDensity, float topHeight, float botHeight)
        {
            islandGenerator         = FindObjectOfType <FloatingIslandGenerator>();
            this.baseCenterPosition = center;
            this.minorRadius        = minRadius;
            this.islandScale        = islandScale;
            this.jaggedDensity      = jaggedDensity;
            this.jaggedScale        = jaggedScale;
            this.seed        = seed;
            this.meshDensity = meshDensity;

            meshObject   = new GameObject("Floating Island");
            meshRenderer = meshObject.AddComponent <MeshRenderer>();
            meshFilter   = meshObject.AddComponent <MeshFilter>();
            Material diffuse = islandGenerator.GetComponent <MeshRenderer>().sharedMaterial;

            meshRenderer.material = diffuse;

            meshObject.transform.position   = center;
            meshObject.transform.parent     = islandGenerator.transform;
            meshObject.transform.localScale = Vector3.one * islandScale;
            SetVisible(false);


            Noise.NoiseParams edgeNoiseParams = new Noise.NoiseParams(islandGenerator.noiseScale,
                                                                      islandGenerator.octaves,
                                                                      islandGenerator.persistance,
                                                                      islandGenerator.lacunarity,
                                                                      islandGenerator.offset,
                                                                      islandGenerator.normalizeMode);

            Noise.NoiseParams contourNoiseParams = new Noise.NoiseParams(islandGenerator.noiseScale_top,
                                                                         islandGenerator.octaves_top,
                                                                         islandGenerator.persistance_top,
                                                                         islandGenerator.lacunarity_top,
                                                                         islandGenerator.offset_top,
                                                                         islandGenerator.normalizeMode);

            this.islandData = MeshGenerator.GenerateFloatingIslandMesh(
                this.baseCenterPosition,
                topHeight,
                botHeight,
                islandGenerator.jaggedScale,
                islandScale,
                this.minorRadius,
                islandGenerator.jaggedDensity,
                this.meshDensity,
                this.seed,
                edgeNoiseParams,
                contourNoiseParams,
                islandGenerator.topRegions,
                islandGenerator.botRegions);
        }
Exemplo n.º 2
0
    public static IslandMapData GenerateFloatingIslandMesh(
        Vector3 baseCenterPosition,
        float maxTopHeight,
        float maxBotHeight,
        float jaggedScale,
        float islandScale,
        float minorRadius,
        float jaggedDensity,
        int meshRings,
        int seed,
        Noise.NoiseParams edgeNoiseParams,
        Noise.NoiseParams contourNoiseParams,
        IslandTerrianType[] topTerrains,
        IslandTerrianType[] bottomTerrains)
    {
        int divisions    = (int)jaggedDensity;
        int numVertices2 = 2 * divisions * (meshRings - 1) + 1;

        IslandMapData  mapData  = new IslandMapData();
        IslandMeshData meshData = new IslandMeshData(divisions, meshRings, numVertices2);

        float deltaTheta = 360f / (float)divisions;

        Color[] colorMap = new Color[2 * (divisions + 1) * (meshRings - 1)];
        float[,] noiseDivisionMap = Noise.GenerateNoiseMap(divisions, 1,
                                                           seed,
                                                           edgeNoiseParams.noiseScale,
                                                           edgeNoiseParams.octaves,
                                                           edgeNoiseParams.persistance,
                                                           edgeNoiseParams.lacunarity,
                                                           edgeNoiseParams.offset,
                                                           edgeNoiseParams.normalizeMode);

        float[,] topNoiseMapType2 = Noise.GenerateNoiseMap(meshRings, divisions,
                                                           seed,
                                                           contourNoiseParams.noiseScale,
                                                           contourNoiseParams.octaves,
                                                           contourNoiseParams.persistance,
                                                           contourNoiseParams.lacunarity,
                                                           contourNoiseParams.offset,
                                                           contourNoiseParams.normalizeMode);

        float theta    = 0;
        int   noiseIdx = 0;

        int halfway = numVertices2 / 2;

        int topVertexIndex = halfway + 1;
        int botVertexIndex = halfway - 1;

        int topIdxBegin = halfway + 1;
        int botIdxBegin = halfway - 1;

        meshData.vertices[halfway] = new Vector3(baseCenterPosition.x, maxTopHeight / 2f + baseCenterPosition.y, baseCenterPosition.z);
        meshData.vertices[0]       = new Vector3(baseCenterPosition.x, -maxBotHeight / 2f + baseCenterPosition.y, baseCenterPosition.z);
        meshData.uvs [halfway]     = new Vector2(0.5f, 0.5f);
        colorMap[halfway]          = getTerrainColor(topTerrains, 0);

        int total_added_verts = 0;

        //generate vertices
        for (int i = 0; i < divisions * (meshRings - 1); i += meshRings - 1)
        {
            float rayLength  = noiseDivisionMap[noiseIdx, 0] * jaggedScale + minorRadius * islandScale;
            float offset     = rayLength;
            float offsetIncr = rayLength / (float)meshRings;

            int jj = 0;
            for (int j = 0; j < meshRings; j++)
            {
                float modRayLength = rayLength - offset;
                float xPart        = modRayLength * (float)Math.Cos((double)theta * Math.PI / 180f);
                float zPart        = modRayLength * (float)Math.Sin((double)theta * Math.PI / 180f);

                offset -= offsetIncr;
                if (xPart == 0 && zPart == 0)
                {
                    continue;
                }

                // float curve1 = 1 - ((float)j/(float)meshRings);
                // float curve2 = 1 - (float)Math.Sqrt((float)j/(float)meshRings);
                float curve3 = 1 - (float)Math.Pow((float)j / (float)meshRings, 2);
                float curve4 = 1 - 4f * (float)Math.Pow((float)j / (float)meshRings - 0.5, 2);
                // float curve5 = 1 - 2f * (float) Math.Pow((float)j/(float)meshRings - 0.3, 2);


                float top_height = baseCenterPosition.y + topNoiseMapType2[j, noiseIdx] * (maxTopHeight * curve4);
                float bot_height = baseCenterPosition.y - topNoiseMapType2[j, noiseIdx] * (maxBotHeight * curve3);

                meshData.vertices[topVertexIndex] = new Vector3(
                    xPart + baseCenterPosition.x,
                    top_height,
                    zPart + baseCenterPosition.z);

                meshData.vertices[botVertexIndex] = new Vector3(
                    xPart + baseCenterPosition.x,
                    bot_height,
                    zPart + baseCenterPosition.z);
                total_added_verts += 2;

                //normalize for color map
                top_height = (top_height - baseCenterPosition.y) / (maxTopHeight * 0.7f);
                bot_height = (Math.Abs(bot_height - baseCenterPosition.y)) / maxBotHeight;

                meshData.uvs [topVertexIndex] = new Vector2(((float)jj) / (meshRings - 1f), 0.5f + ((float)noiseIdx) / ((float)divisions) / 2f);
                meshData.uvs [botVertexIndex] = new Vector2(((float)jj) / (meshRings - 1f), ((float)noiseIdx) / ((float)divisions) / 2f);

                jj++;

                colorMap[topVertexIndex] = getTerrainColor(topTerrains, top_height);
                colorMap[botVertexIndex] = getTerrainColor(bottomTerrains, bot_height);

                // seal center disc
                if (j == 1 && noiseIdx < divisions - 1)
                {
                    //add island top triangles
                    // meshData.AddTriangle(topVertexIndex, topVertexIndex + (meshRings + 1), topVertexIndex + 1);
                    meshData.AddTriangle(topVertexIndex, topVertexIndex + meshRings, topVertexIndex + (meshRings + 1));
                    meshData.AddTriangle(topVertexIndex, topVertexIndex + (meshRings - 1), topVertexIndex + meshRings);

                    meshData.AddTriangle(botVertexIndex, botVertexIndex - meshRings, botVertexIndex - (meshRings - 1));

                    //connect to center
                    meshData.AddTriangle(topVertexIndex + meshRings - 1, topVertexIndex, halfway);
                    meshData.AddTriangle(botVertexIndex, botVertexIndex - meshRings + 1, halfway);
                }

                //add middle triangles
                if (noiseIdx < divisions - 1 && j < meshRings - 2)
                {
                    //add island top triangles
                    meshData.AddTriangle(topVertexIndex, topVertexIndex + (meshRings + 1), topVertexIndex + 1);
                    meshData.AddTriangle(topVertexIndex, topVertexIndex + meshRings, topVertexIndex + (meshRings + 1));
                    // add island bottom triangles
                    meshData.AddTriangle(botVertexIndex, botVertexIndex - 1, botVertexIndex - (meshRings + 1));
                    meshData.AddTriangle(botVertexIndex, botVertexIndex - (meshRings + 1), botVertexIndex - meshRings);
                }

                // seal the edges
                if (noiseIdx < divisions - 1 && j == meshRings - 2)
                {
                    //extra
                    meshData.AddTriangle(topVertexIndex, topVertexIndex + (meshRings), topVertexIndex + 1);
                    meshData.AddTriangle(botVertexIndex - (meshRings), botVertexIndex, botVertexIndex - 1);

                    // //stitch gap
                    meshData.AddTriangle(topVertexIndex + 1, topVertexIndex + (meshRings), botVertexIndex - 1);
                    meshData.AddTriangle(botVertexIndex - 1, topVertexIndex + (meshRings), (botVertexIndex - (meshRings)));
                }

                // seal the end of the disc
                if (noiseIdx == divisions - 1 && j < meshRings - 1)
                {
                    //seal the edges
                    if (j == meshRings - 2)
                    {
                        //extra
                        meshData.AddTriangle(topVertexIndex + 1, topVertexIndex, topIdxBegin);
                        meshData.AddTriangle(botVertexIndex - 1, botIdxBegin, botVertexIndex);
                        //stitch gap
                        meshData.AddTriangle(topVertexIndex + 1, topIdxBegin, botVertexIndex - 1);
                        meshData.AddTriangle(botVertexIndex - 1, topIdxBegin, botIdxBegin);
                    }
                    else                       //normal
                    {
                        meshData.AddTriangle(topVertexIndex + 1, topVertexIndex, topIdxBegin);
                        meshData.AddTriangle(topVertexIndex + 1, topIdxBegin, topIdxBegin + 1);

                        meshData.AddTriangle(botVertexIndex - 1, botIdxBegin, botVertexIndex);
                        meshData.AddTriangle(botVertexIndex - 1, botIdxBegin - 1, botIdxBegin);
                    }

                    // seal the center
                    if (j == 1)
                    {
                        meshData.AddTriangle(botVertexIndex, botIdxBegin, halfway);
                        meshData.AddTriangle(topIdxBegin, topVertexIndex, halfway);
                    }

                    topIdxBegin++;
                    botIdxBegin--;
                }

                topVertexIndex++;
                botVertexIndex--;
            }

            theta += deltaTheta;
            noiseIdx++;
        }

        mapData.meshData = meshData;
        mapData.colorMap = colorMap;
        return(mapData);
    }