Пример #1
0
 public MountainSeed(Terrain_holistic _T, Vector3 _position, float _radius)
 {
     T             = _T;
     position      = _position;
     radius        = 2 * _radius;
     active        = true;
     currentHeight = 0;
     targetHeight  = 100000 * radius;
     newPerlin();
     updateNormHeight();
 }
Пример #2
0
        public List <BasinVertex> basinVertices;                // the basin points

        public WaterSeed(Terrain_holistic _T, Vector3 _position, float _flow)
        {
            T    = _T;
            flow = _flow;

            Vector2 uv = T.worldToTerrainUV(_position);
            Vector3 n  = T.thisTerrain.terrainData.GetInterpolatedNormal(uv.x, uv.y);

            source = new BasinVertex(_position, uv, n);

            updateBasin();
        }
Пример #3
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        public WaterSeed(Terrain_holistic _T, Vector3 _position, float _flow)
        {
            T = _T;
            flow = _flow;

            Vector2 uv = T.worldToTerrainUV(_position);
            Vector3 n = T.thisTerrain.terrainData.GetInterpolatedNormal(uv.x, uv.y);
            source = new BasinVertex(_position, uv, n);

            updateBasin();
        }
Пример #4
0
 public MountainSeed(Terrain_holistic _T, Vector3 _position, float _radius)
 {
     T = _T;
     position = _position;
     radius = 2 * _radius;
     active = true;
     currentHeight = 0;
     targetHeight = 100000 * radius;
     newPerlin();
     updateNormHeight();
 }