Пример #1
0
        /// <summary>
        /// Generates a base material distribution for the terrain grid.
        /// </summary>
        public void GenerateMaterialLayer(GridMaterial mat)
        {
            int s2 = Size * 2;

            Materials = new GridMaterial[s2, Size];
            for (int i = 1; i < s2; i++)
            {
                for (int j = 0; j < Size; j++)
                {
                    Materials[i, j] = mat;
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Applies a random material distribution to the terrain grid.
        /// </summary>
        public void ApplyMaterialLayer(GridMaterial mat, float scale, Vector2 seed, float chance)
        {
            int s2 = Size * 2;

            for (int i = 1; i < s2; i++)
            {
                for (int j = 0; j < Size; j++)
                {
                    GridFace face = new GridFace(i, j);
                    Vector2  pos  = face.ToCartesianCoords2D();
                    // pos += face.PointsUp() ? new Vector2(0f, 0.333f * 0.866f) : pos += new Vector2(0f, 0.667f * 0.866f);
                    if (SimplexNoise.Generate(seed.X + pos.X * scale, seed.Y + pos.Y * scale) < chance)
                    {
                        Materials[i, j] = mat;
                    }
                }
            }
        }
Пример #3
0
        /// <summary>
        /// Applies a material distribution to the terrain grid, based on height.
        /// </summary>
        public void ApplyLowMaterialLayer(GridMaterial mat, float scale, Vector2 seed, float clamp, float mul)
        {
            int s2 = Size * 2;

            for (int i = 1; i < s2; i++)
            {
                for (int j = 0; j < Size; j++)
                {
                    GridFace face = new GridFace(i, j);
                    double   h    = 0;
                    foreach (GridVertex vert in face.Corners())
                    {
                        h += HeightMap[vert.U, vert.V];
                    }
                    h *= 0.333f;
                    Vector2 pos = face.ToCartesianCoords2D();
                    // pos += face.PointsUp() ? new Vector2(0f, 0.333f * 0.866f) : pos += new Vector2(0f, 0.667f * 0.866f);
                    if ((SimplexNoise.Generate(seed.X + pos.X * scale, seed.Y + pos.Y * scale) - 0.5) * mul + h < clamp)
                    {
                        Materials[i, j] = mat;
                    }
                }
            }
        }