//Heightmaps are RGB packed, generated by Generator app float HeightColorToHeight(int x, int y) { int pos = (y * x_res + x) * 4; //byte r = Heightmap.rgbValues[pos + 2]; //byte g = Heightmap.rgbValues[pos + 1]; //byte b = Heightmap.rgbValues[pos]; if (Heightmap == null) { return(0); } float[] col = Heightmap.GetPixel(x, y); byte r = (byte)(col[0] * 255); byte g = (byte)(col[1] * 255); byte b = (byte)(col[2] * 255); float height = -10000 + ((r * 256 * 256 + g * 256 + b) * 0.1f); return(height); }
public void PlantTrees(MAstroBody planet, MTerrainTile tile) { //DistanceThreshold = tile.DistanceThreshold; Tile = tile; if (tile.material == null) { return; } MTexture tex = Tile.Biome; if (tex == null) { return; } this.transform.Position = tile.transform.Position; Random ran = new Random(1234); Matrix4d TreeRotation = Matrix4d.CreateFromQuaternion(Globals.LocalUpRotation()); int i = 0; for (int z = 0; z < tile.z_res - 1; z++) { for (int x = 0; x < tile.x_res - 1; x++) { float[] c = tex.GetPixel(x, z); float r = c[0]; float g = c[1]; float b = c[2]; float a = c[3]; float t = 0; //if ((b > r) && (b > g)) t = g; if ((r < 0.05) && (g > 0.1) && (b < 0.05)) { t = g; } else { continue; } if (ran.NextDouble() > Settings.TreeDensity) { continue; } //if (g < 0.7) continue; //Console.WriteLine(c[0] + " " + c[1] + " " + c[2] + " " + c[3]); if (i >= Settings.MaxTreesPerTerrain) { break; } Vector3d Treepos = new Vector3d(x, 0, z); //Vector3d PlantingPos = planet.GetNearestPointOnSphere(Treepos, 0); Matrix4d TreeScale = Matrix4d.Scale(1 + ran.NextDouble(), 1 + ran.NextDouble() * 2, 1 + ran.NextDouble()); Vector3d PlantingPos = Tile.GetPointOnSurfaceFromGrid(Treepos); //; + new Vector3d(r.NextDouble()*5, r.NextDouble() * 5, r.NextDouble()*5); Matrix4d TreePosition = Matrix4d.CreateTranslation(PlantingPos); //find point at y with raycast Matrix4 final = MTransform.GetFloatMatrix(TreeScale * TreeRotation * TreePosition); mats[i] = final; i++; } } TotalInstances = i; for (int j = TotalInstances; j < Settings.MaxTreesPerTerrain; j++) { Matrix4 final = Matrix4.CreateTranslation(j, 0, 0); mats[j] = final; } //Setup(); //UploadBuffer(); Planted = false; }