示例#1
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    public Quad SetupSubQuad(QuadPosition quadPosition)
    {
        var go = new GameObject(string.Format("Quad_{0}", quadPosition));

        var mesh = GodManager.Instance.PrototypeMesh;

        mesh.bounds = new Bounds(Vector3.zero, new Vector3(PlanetRadius * 2, PlanetRadius * 2, PlanetRadius * 2));

        var quadComponent = go.AddComponent <Quad>();

        quadComponent.Planetoid = this;
        quadComponent.QuadMesh  = mesh;
        quadComponent.SetupCorners(quadPosition);

        var gc = QuadGenerationConstants.Init(TerrainMaxHeight);

        gc.planetRadius = PlanetRadius;

        quadComponent.Position            = quadPosition;
        quadComponent.generationConstants = gc;
        quadComponent.ShouldDraw          = false;

        if (qdtccc == null)
        {
            qdtccc = new QuadDistanceToClosestCornerComparer();
        }

        Quads.Add(quadComponent);
        Quads.Sort(qdtccc);

        return(quadComponent);
    }
示例#2
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    public static Vector3 CubeCoord(QuadGenerationConstants constants, int VerticesPerSide, Vector3i id, int mod, float spacing)
    {
        double eastValue  = (id.X - ((VerticesPerSide - mod) * 0.5)) * spacing;
        double northValue = (id.Y - ((VerticesPerSide - mod) * 0.5)) * spacing;

        Vector3 cubeCoordEast  = constants.cubeFaceEastDirection * (float)eastValue;
        Vector3 cubeCoordNorth = constants.cubeFaceNorthDirection * (float)northValue;

        Vector3 cubeCoord = cubeCoordEast + cubeCoordNorth + constants.patchCubeCenter;

        return(cubeCoord);
    }
示例#3
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    public static QuadGenerationConstants Init(float terrainMaxHeight)
    {
        QuadGenerationConstants temp = new QuadGenerationConstants();

        temp.meshSettings = new Vector4(QuadSettings.VerticesPerSide, QuadSettings.VerticesPerSideWithBorder, QuadSettings.VerticesPerSideFull, QuadSettings.VerticesPerSideWithBorderFull);
        temp.borderMod    = new Vector2(QuadSettings.BorderModMesh, QuadSettings.BorderModTexture);

        temp.spacing          = QuadSettings.Spacing;
        temp.spacingFull      = QuadSettings.SpacingFull;
        temp.terrainMaxHeight = terrainMaxHeight;

        return(temp);
    }
示例#4
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    public void SetupMainQuad(QuadPosition quadPosition)
    {
        GameObject go = new GameObject(string.Format("Quad_{0}", quadPosition));

        go.transform.parent        = QuadsRoot.transform;
        go.transform.position      = Vector3.zero;
        go.transform.rotation      = Quaternion.identity;
        go.transform.localPosition = Vector3.zero;
        go.transform.localRotation = Quaternion.identity;

        Mesh mesh = GetMesh(quadPosition);

        mesh.bounds = new Bounds(Vector3.zero, new Vector3(PlanetRadius * 2, PlanetRadius * 2, PlanetRadius * 2));

        Material material = MaterialHelper.CreateTemp(ColorShader, "Quad");

        Quad quadComponent = go.AddComponent <Quad>();

        quadComponent.Planetoid    = this;
        quadComponent.QuadMesh     = mesh;
        quadComponent.QuadMaterial = material;

        if (Atmosphere != null)
        {
            Atmosphere.InitUniforms(null, quadComponent.QuadMaterial, false);
        }

        QuadGenerationConstants gc = QuadGenerationConstants.Init(TerrainMaxHeight);

        gc.planetRadius = PlanetRadius;

        gc.cubeFaceEastDirection  = quadComponent.GetCubeFaceEastDirection(quadPosition);
        gc.cubeFaceNorthDirection = quadComponent.GetCubeFaceNorthDirection(quadPosition);
        gc.patchCubeCenter        = quadComponent.GetPatchCubeCenter(quadPosition);

        quadComponent.Position            = quadPosition;
        quadComponent.ID                  = QuadID.One;
        quadComponent.generationConstants = gc;
        quadComponent.SetupCorners(quadPosition);
        quadComponent.ShouldDraw       = true;
        quadComponent.ReadyForDispatch = true;

        Quads.Add(quadComponent);
        MainQuads.Add(quadComponent);
    }
示例#5
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    public Quad SetupSubQuad(QuadPosition quadPosition)
    {
        GameObject go = new GameObject(string.Format("Quad_{0}", quadPosition));

        Mesh mesh = GetMesh(quadPosition);

        mesh.bounds = new Bounds(Vector3.zero, new Vector3(PlanetRadius * 2, PlanetRadius * 2, PlanetRadius * 2));

        Material material = MaterialHelper.CreateTemp(ColorShader, "Quad");

        Quad quadComponent = go.AddComponent <Quad>();

        quadComponent.Planetoid    = this;
        quadComponent.QuadMesh     = mesh;
        quadComponent.QuadMaterial = material;
        quadComponent.SetupCorners(quadPosition);

        if (Atmosphere != null)
        {
            Atmosphere.InitUniforms(null, quadComponent.QuadMaterial, false);
        }

        QuadGenerationConstants gc = QuadGenerationConstants.Init(TerrainMaxHeight);

        gc.planetRadius = PlanetRadius;

        quadComponent.Position            = quadPosition;
        quadComponent.generationConstants = gc;
        quadComponent.ShouldDraw          = false;

        if (qdtccc == null)
        {
            qdtccc = new QuadDistanceToClosestCornerComparer();
        }

        Quads.Add(quadComponent);
        Quads.Sort(qdtccc);

        return(quadComponent);
    }
示例#6
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    public static void HeightMain(QuadGenerationConstants constants, int nVerticesPerSideWithBorder, out OutputStruct[] patchPreOutput)
    {
        patchPreOutput = new OutputStruct[nVerticesPerSideWithBorder * nVerticesPerSideWithBorder];

        Vector3i id = Vector3i.Zero;

        for (int x = id.X; x < nVerticesPerSideWithBorder; x++)
        {
            for (int y = id.Y; y < nVerticesPerSideWithBorder; y++)
            {
                int outBuffOffset = id.X + id.Y * nVerticesPerSideWithBorder;

                Vector3 cubeCoord = CubeCoord(constants, nVerticesPerSideWithBorder, id, (int)constants.borderMod.x, constants.spacing);

                Vector3 patchCenter          = constants.patchCubeCenter.normalized * constants.planetRadius;
                Vector3 patchNormalizedCoord = cubeCoord.normalized;

                Vector3 patchCoord                 = constants.planetRadius * patchNormalizedCoord;
                Vector3 patchCoordCentered         = patchCoord - patchCenter;
                Vector3 patchCubeCoordCentered     = patchNormalizedCoord;
                Vector3 patchCubeCoordCenteredFlat = patchNormalizedCoord;

                float noise = 1;

                float height = noise * constants.terrainMaxHeight;

                patchCoordCentered         += patchNormalizedCoord * height;
                patchCubeCoordCentered     += patchNormalizedCoord * height;
                patchCubeCoordCenteredFlat += patchNormalizedCoord;

                Vector4 output     = new Vector4(patchCoordCentered.x, patchCoordCentered.y, patchCoordCentered.z, 0.0f);
                Vector4 cubeOutput = new Vector4(patchCubeCoordCentered.x, patchCubeCoordCentered.y, patchCubeCoordCentered.z, 0.0f);

                patchPreOutput[outBuffOffset].noise        = noise;
                patchPreOutput[outBuffOffset].patchCenter  = patchCenter;
                patchPreOutput[outBuffOffset].position     = output;
                patchPreOutput[outBuffOffset].cubePosition = cubeOutput;
            }
        }
    }
示例#7
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    private void SetupMainQuad(QuadPosition quadPosition)
    {
        var go = new GameObject(string.Format("Quad_{0}", quadPosition));

        go.transform.parent        = QuadsRoot.transform;
        go.transform.position      = Vector3.zero;
        go.transform.rotation      = Quaternion.identity;
        go.transform.localPosition = Vector3.zero;
        go.transform.localRotation = Quaternion.identity;

        var mesh = GodManager.Instance.PrototypeMesh;

        mesh.bounds = new Bounds(Vector3.zero, new Vector3(PlanetRadius * 2, PlanetRadius * 2, PlanetRadius * 2));

        var quadComponent = go.AddComponent <Quad>();

        quadComponent.Planetoid = this;
        quadComponent.QuadMesh  = mesh;

        var gc = QuadGenerationConstants.Init(TerrainMaxHeight);

        gc.planetRadius = PlanetRadius;

        gc.cubeFaceEastDirection  = quadComponent.GetCubeFaceEastDirection(quadPosition);
        gc.cubeFaceNorthDirection = quadComponent.GetCubeFaceNorthDirection(quadPosition);
        gc.patchCubeCenter        = quadComponent.GetPatchCubeCenter(quadPosition);

        quadComponent.Position            = quadPosition;
        quadComponent.ID                  = QuadID.One;
        quadComponent.generationConstants = gc;
        quadComponent.SetupCorners(quadPosition);
        quadComponent.ShouldDraw       = true;
        quadComponent.ReadyForDispatch = true;

        Quads.Add(quadComponent);
        MainQuads.Add(quadComponent);
    }