public Grass2IntensityMapGenerator(
     HabitatToGrassIntensityMapGenerator habitatToGrassIntensityMapGenerator,
     HabitatTexturesGenerator habitatTexturesGenerator,
     Grass2IntensityMapGeneratorConfiguration configuration, PathProximityTextureDbProxy pathProximityTextureDb)
 {
     _habitatToGrassIntensityMapGenerator = habitatToGrassIntensityMapGenerator;
     _habitatTexturesGenerator            = habitatTexturesGenerator;
     _configuration          = configuration;
     _pathProximityTextureDb = pathProximityTextureDb;
 }
Пример #2
0
        public void Start()
        {
            TaskUtils.SetGlobalMultithreading(false);
            var generator = new HabitatToGrassIntensityMapGenerator(ComputeShaderContainer,
                                                                    new UnityThreadComputeShaderExecutorObject(), new CommonExecutorUTProxy(),
                                                                    new HabitatToGrassIntensityMapGenerator.HabitatToGrassIntensityMapGeneratorConfiguration()
            {
                GrassTypeToSourceHabitats = new Dictionary <GrassType, List <HabitatType> >()
                {
                    { GrassType.Debug1, new List <HabitatType>()
                      {
                          HabitatType.Forest
                      } },
                    { GrassType.Debug2, new List <HabitatType>()
                      {
                          HabitatType.Meadow, HabitatType.Fell
                      } },
                },
                OutputPixelsPerUnit = 2
            });

            var result = generator.GenerateGrassIntenstiyAsync(
                new MyRectangle(0, 0, 256, 256),
                CreateHabitatTexturesDict(),
                new IntVector2(HabitatTexturesSize, HabitatTexturesSize),
                GeneratePathProximityTexture()
                ).Result;

            Debug.Log("ResultCount: " + result.Count);
            Debug.Log("A1: " + result[0].IntensityFigure.GetPixel(0, 0));

            result.Select((c, i) =>
            {
                CreateDebugObject(c, i);
                return(0);
            }).ToList();
        }
Пример #3
0
        public void Start()
        {
            TaskUtils.SetGlobalMultithreading(false);

            var queryingArea = new MyRectangle(526 * 90, 582 * 90, 90, 90);


            HabitatToGrassIntensityMapGenerator habitatToGrassIntensityMapGenerator =
                new HabitatToGrassIntensityMapGenerator(ComputeShaderContainer,
                                                        new UnityThreadComputeShaderExecutorObject(), new CommonExecutorUTProxy(),
                                                        new HabitatToGrassIntensityMapGenerator.HabitatToGrassIntensityMapGeneratorConfiguration()
            {
                GrassTypeToSourceHabitats = new Dictionary <GrassType, List <HabitatType> >()
                {
                    { GrassType.Debug1, new List <HabitatType>()
                      {
                          HabitatType.Forest
                      } },
                    { GrassType.Debug2, new List <HabitatType>()
                      {
                          HabitatType.Meadow, HabitatType.Fell
                      } },
                },
                OutputPixelsPerUnit = 1
            });

            HabitatMapDbProxy habitatDbProxy = new HabitatMapDbProxy(new HabitatMapDb(
                                                                         new HabitatMapDb.HabitatMapDbInitializationInfo()
            {
                RootSerializationPath = @"C:\inz\habitating2\"
            }));

            var mapsGenerator = new Grass2IntensityMapGenerator(
                habitatToGrassIntensityMapGenerator,
                new HabitatTexturesGenerator(habitatDbProxy,
                                             new HabitatTexturesGenerator.HabitatTexturesGeneratorConfiguration()
            {
                HabitatMargin       = 5,
                HabitatSamplingUnit = 3
            }, new TextureConcieverUTProxy()),
                new Grass2IntensityMapGenerator.Grass2IntensityMapGeneratorConfiguration()
            {
                HabitatSamplingUnit = 3
            }, null);

            var db = new SpatialDb <List <Grass2TypeWithIntensity> >(mapsGenerator,
                                                                     new SpatialDbConfiguration()
            {
                QueryingCellSize = new Vector2(90, 90)
            });

            var retrivedMap = db.ProvidePartsAt(queryingArea).Result.CoordedPart.Part;

            Debug.Log("Ret: " + retrivedMap.Count);

            retrivedMap.Select(c => new Grass2TypeWithIntensity()
            {
                GrassType       = c.GrassType,
                IntensityFigure = c.IntensityFigure
            }).Select((c, i) =>
            {
                HabitatToGrassIntensityMapGeneratorDebugObject.CreateDebugObject(c, i);
                return(0);
            }).ToList();
        }