public static WindGenerator CreateWindGenerator(float strength, float regularity) { WindGenerator wind = new WindGenerator(); wind.Strength = strength; wind.Regularity = regularity; return wind; }
public GrassPatchSceneNode(SceneNode parent, SceneManager mgr, int id, bool createIfEmpty, Vector3D gridPos, string filepath, Texture heightMap, Texture colourMap, Texture grassMap, SceneNode terrain, WindGenerator wind) : base(parent, mgr, id) { DrawDistance = GRASS_PATCH_SIZE * 1.5f; MaxDensity = 800; TerrainHeightMap = heightMap; TerrainColourMap = colourMap; TerrainGrassMap = grassMap; Terrain = terrain; WindGen = wind; lastwindtime = 0; lastdrawcount = 0; redrawnextloop = true; MaxFPS = 0; _mgr = mgr; WindRes = 5; filename = string.Format("{0}/{1}.{2}.grass", filepath, gridpos.X, gridpos.Z); gridpos = gridPos; Position = new Vector3D(gridpos.X * GRASS_PATCH_SIZE, 0f, gridpos.Z * GRASS_PATCH_SIZE); ImageCount = new Dimension2D(4, 2); if (!Load()) Create(createIfEmpty); }