/// <summary> /// Registers all the resources. /// Currently only implemented for Host. /// </summary> public static void RegisterResources(TerrainEngine _terrain) { terrain = _terrain; // Register some simple solid materials. // Dirt addResource(new VegetatedTerrainResource("Dirt", "Terrain/Dirt", "Particles/Terrain/Dirt")); // Desert addResource(new SolidTerrainResource("Desert", "Terrain/Desert", "Particles/Terrain/Desert")); // Stones for (int i = 1; i <= 14; ++i) { addResource(new SolidTerrainResource("Stone." + i.ToString("00"), "Terrain/Rock" + i.ToString("00"), "Particles/Terrain/Rock" + i.ToString("00"))); } // Wood addResource(new SolidTerrainResource("Wood", "Terrain/Wood", "Particles/Terrain/Wood")); addResource(new SolidTerrainResource("BirchWood", "Terrain/BirchWood", "Particles/Terrain/BirchWood")); // Ores + Metals addResource(new SolidTerrainResource("Coal", "Terrain/Coal", "Particles/Terrain/Coal")); addResource(new SolidTerrainResource("Copper", "Terrain/Copper", "Particles/Terrain/Copper")); addResource(new SolidTerrainResource("Iron", "Terrain/Iron", "Particles/Terrain/Iron")); addResource(new SolidTerrainResource("Gold", "Terrain/Gold", "Particles/Terrain/Gold")); // Rares addResource(new SolidTerrainResource("AoiCrystal", "Terrain/AoiCrystal", "Particles/Terrain/AoiCrystal")); addResource(new SolidTerrainResource("FireRock", "Terrain/FireRock", "Particles/Terrain/FireRock")); addResource(new SolidTerrainResource("AlienRock", "Terrain/AlienRock", "Particles/Terrain/AlienRock")); }
public BaseLayer(LayerManager layerManager, TerrainEngine terrainEngine) { LayerManager = layerManager; this.terrainEngine = terrainEngine; InitProperties(); InitCommands(); }
/// <summary> /// Creates a new World class, and a region to go with it. /// </summary> /// <param name="clientThreads">Dictionary to contain client threads</param> /// <param name="regionHandle">Region Handle for this region</param> /// <param name="regionName">Region Name for this region</param> public World(Dictionary <uint, SimClient> clientThreads, ulong regionHandle, string regionName) { try { updateLock = new Mutex(false); m_clientThreads = clientThreads; m_regionHandle = regionHandle; m_regionName = regionName; m_scriptHandlers = new Dictionary <LLUUID, ScriptHandler>(); m_scripts = new Dictionary <string, ScriptFactory>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating new entitities instance"); Entities = new Dictionary <libsecondlife.LLUUID, Entity>(); Avatars = new Dictionary <LLUUID, Avatar>(); Prims = new Dictionary <LLUUID, Primitive>(); OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs - creating LandMap"); TerrainManager = new TerrainManager(new SecondLife()); Terrain = new TerrainEngine(); Avatar.SetupTemplate("avatar-texture.dat"); // MainConsole.Instance.WriteLine("World.cs - Creating script engine instance"); // Initialise this only after the world has loaded // Scripts = new ScriptEngine(this); Avatar.LoadAnims(); this.SetDefaultScripts(); this.LoadScriptEngines(); } catch (Exception e) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Constructor failed with exception " + e.ToString()); } }
void Start() { terrainEngine = GameObject.Find("/Environment/World").GetComponent <TerrainEngine>(); rigidBody = GetComponent <Rigidbody>(); playerCamera = transform.Find("Player Camera"); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
public TerrainGenerator(TerrainEngine terrainEngine) { this.terrainEngine = terrainEngine; seed = terrainEngine.seed; // Simplex simplex1 = new OpenSimplexNoise(seed.ToLong() / 2 + 1); simplex2 = new OpenSimplexNoise(seed.ToLong() / 2); simplex3 = new OpenSimplexNoise(seed.ToLong()); simplex4 = new OpenSimplexNoise(seed.ToLong() / 3 + 1); simplex5 = new OpenSimplexNoise(seed.ToLong() / 3); }
public DetailColorizationLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { _coloringAlgorithm = new DetailColorizationAlgorithm(); _gradientBorder = new LinearGradientBrush(); _gradientBorder.StartPoint = new System.Windows.Point(0, 0); _gradientBorder.EndPoint = new System.Windows.Point(1, 0); _gradientBorder.GradientStops = new GradientStopCollection(); color0Border = new Color(); color1Border = new Color(); color2Border = new Color(); color3Border = new Color(); color4Border = new Color(); InitProperties(); InitGradients(); }
// Call this before render/refresh private void ResetChunk(Chunk chunk) { // Liquids chunk.liquidSources.Clear(); Transform t = chunk.transform.GetChild(0); if (t != null) { foreach (Transform c in t) { Destroy(c.gameObject); } } // Customs t = chunk.transform.GetChild(1); if (t != null) { foreach (Transform c in t) { Destroy(c.gameObject); } } }
public HydraulicErosionLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { hydraulicErosion = new HydraulicErosionAlgorithm(); InitProperties(); }
public DefaultTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine) { }
void LoadTerrain() { terrainArgument = new TerrainEngine.TerrainArguments(); terrainArgument.heightMap = LoadedResources.Tex2dList[level_load_list["Terrain"]]; terrainArgument.terrainTexture1 = LoadedResources.Tex2dList[level_load_list["TerrainTexture1"]]; terrainArgument.terrainTexture2 = LoadedResources.Tex2dList[level_load_list["TerrainTexture2"]]; terrainArgument.terrainTexture3 = LoadedResources.Tex2dList[level_load_list["TerrainTexture3"]]; terrainArgument.terrainTexture4 = LoadedResources.Tex2dList[level_load_list["TerrainTexture4"]]; terrainArgument.decalTexture = LoadedResources.Tex2dList[level_load_list["DecalTexture"]]; terrainArgument.skyTexture = LoadedResources.Tex2dList[level_load_list["SkyTexture"]]; String key = level_load_list["SkyDome"]; terrainArgument.skyDome = LoadedResources.ModelList[key].Model_rez; terrainArgument.terrainScale = myLevel.terrainScale; terrainEngine = new TerrainEngine(this, mouseCamera, terrainArgument); terrainEngine.LoadContent(); terrainActor = new TriangleMeshActor(this, new Vector3(0,0,0), new Vector3(1, 1, 1), terrainEngine.vertices, terrainEngine.indices); terrainActor.Body.Immovable = true; Components.Add(terrainActor); TerrainFrame = terrainActor.Skin.GetLocalSkinWireframe(); terrainActor.Body.TransformWireframe(TerrainFrame); }
public CaveTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine) { }
public CellNoiseLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { InitProperties(); cellNoiseAlgorithm = new CellNoiseAlgortihm(); }
public OpenSimplexNoiseLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { _openSimplexNoise = new OpenSimplexNoiseAlgorithm(); InitProperties(); }
public AlienTerrainGenerator(TerrainEngine terrainEngine) : base(terrainEngine) { }
void Start() { t = GetComponent <TerrainEngine>(); }
void Start() { terrainEngine = GetComponent <TerrainEngine>(); //InvokeRepeating("Simulate", speed, speed); liquidMaterial = Resources.Load <Material>("Materials/Liquids"); }
public HeightColorizationLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { InitProperties(); InitColors(); }
public SlopeLayer(LayerManager layerManager, TerrainEngine terrainEngine) : base(layerManager, terrainEngine) { InitProperties(); }