示例#1
0
    void OnEnable()
    {
        this.m_noiseModelPresets = Noise.Presets.PresetNoises.Keys.ToArray();
        m_noiseDisplay           = serializedObject.targetObject as NoiseDisplay;
        if (m_noiseDisplay != null)
        {
            m_noiseModelPresetsIndex = m_noiseDisplay.NoisePresetIndex;
        }

        m_groupInformation = new AnimBool(true);
        m_groupInformation.valueChanged.AddListener(Repaint);
    }
    public override void OnInspectorGUI()
    {
        NoiseDisplay script = (NoiseDisplay)target;

        if (DrawDefaultInspector() && script.autoUpdate)
        {
            script.SetNoiseMap();
        }

        if (GUILayout.Button("Generate Noisemap"))
        {
            script.SetNoiseMap();
        }
    }
示例#3
0
    public void DrawNoise()
    {
        float[,] heightMap = GenerateHeightMap();

        NoiseDisplay display = FindObjectOfType <NoiseDisplay>();

        if (drawMode == DrawMode.Line)
        {
            display.DrawLine(TextureGenerator.LinePositionsFromHeightMap(heightMap, meshHeightMultiplier), colorGradient);
        }
        else if (drawMode == DrawMode.Plane)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(heightMap, colorGradient));
        }
        else
        {
            display.DrawMesh(MeshGenerator.GenerateTerrainMesh(heightMap, meshHeightMultiplier, meshHeightCurve, colorGradient, LOD, useFlatShading));
            display.DrawStand(MeshGenerator.GenerateTerrainMeshStand(heightMap, meshHeightMultiplier, meshHeightCurve, colorGradient, LOD, useFlatShading));
        }
    }
示例#4
0
    public void GenerateNoiseMap()
    {
        float start = Time.realtimeSinceStartup;

        float[,] noiseMap = Noise.GenerateNoiseMap(width, height, seed, scale, octaves, persistance, lacanarity, offset);

        Color[] normalMap = Noise.CreateNormalMap(noiseMap);


        //float[,] noiseMap = Noise.GenerateIslandMask(width, height, 20f);

        Color[] colorMap = new Color[width * height];
        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                float currentHeight = noiseMap [x, y];

                if (currentHeight < .05f)
                {
                    colorMap [y * width + x] = new Color(0, 0, .7f);
                }
                else if (currentHeight < .1f)
                {
                    colorMap [y * width + x] = new Color(0, 0, .8f);
                }
                else if (currentHeight < .2f)
                {
                    colorMap [y * width + x] = new Color(0, 0, .9f);
                }
                else if (currentHeight < .3f)
                {
                    colorMap [y * width + x] = new Color(0, 0, 1f);
                }
                else if (currentHeight < .33f)
                {
                    colorMap [y * width + x] = new Color(1f, 1f, 0);
                }
                else if (currentHeight < .4f)
                {
                    colorMap [y * width + x] = new Color(0f, 1f, 0f);
                }
                else if (currentHeight < .55f)
                {
                    colorMap [y * width + x] = new Color(0f, .9f, 0f);
                }
                else if (currentHeight < .6f)
                {
                    colorMap [y * width + x] = new Color(.5f, .5f, .5f);
                }
                else if (currentHeight < .7f)
                {
                    colorMap [y * width + x] = new Color(.7f, .7f, .7f);
                }
                else
                {
                    colorMap [y * width + x] = new Color(.97f, .97f, 1f);
                }
            }
        }
        NoiseDisplay display = FindObjectOfType <NoiseDisplay> ();

        if (drawMode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (drawMode == DrawMode.ColorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(colorMap, width, height));
        }
        else if (drawMode == DrawMode.NormalMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromColorMap(normalMap, width, height));
        }
        else if (drawMode == DrawMode.GameMap)
        {
            display.DrawTexture(WorldController.Instance.noiseTexture);
        }

        float end = Time.realtimeSinceStartup;

        Debug.Log("Generated Map in " + (end - start) + " seconds");
    }