public override void ApplyTerrainMaterial(TerrainChunkNode chunk)
        {
            List <Geometry> geoms = Rendering.Util.RenderUtil.GatherGeometry(chunk);

            foreach (Geometry g in geoms)
            {
                g.Material = GetMaterial();
            }
        }
 public override TerrainChunkNode CreateNewChunk(PhysicsWorld physicsWorld, TerrainComponent parentT, int x, int z, Vector3f scale, int chunkSize, TerrainChunkNode[] neighbors)
 {
     string assetLoc = directory + "\\" + defaultName + "_" + x.ToString() + "_" + z.ToString() + defaultExt;
     GameObject loadedObj = null;
     if (System.IO.File.Exists(assetLoc))
     {
         loadedObj = Assets.AssetManager.LoadModel(assetLoc);
     }
     else
     {
         assetLoc = directory + "\\" + defaultName + "_0_0" + defaultExt;
         if (System.IO.File.Exists(assetLoc))
         {
             loadedObj = Assets.AssetManager.LoadModel(assetLoc);
         }
     }
     return new ModelTerrainChunkNode(loadedObj, physicsWorld, (ModelTerrainComponent)parentT, x, z, scale, chunkSize, (ModelTerrainChunkNode[])neighbors);
 }
 public override TerrainChunkNode CreateNewChunk(PhysicsWorld physicsWorld, TerrainComponent parentT, int x, int z, Vector3f scale, int chunkSize, TerrainChunkNode[] neighbors)
 {
     return new SimplexTerrainChunkNode(physicsWorld, (SimplexTerrainComponent)parentT, x, z, scale, chunkSize, (SimplexTerrainChunkNode[])neighbors, biomesEnabled);
 }
 public override void ApplyTerrainMaterial(TerrainChunkNode chunk)
 {
     chunk.GetChildGeom(0).Material = GetMaterial().Clone();
 }
示例#5
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 public void GenPatches(TerrainChunkNode terrain, int numPatches, int numEntityPerChunk)
 {
     GenPatches(terrain, new Vector2f(0, 0), new Vector2f(0, 0), numPatches, numEntityPerChunk, terrain.ChunkSize * terrain.Scale.x);
 }
 public override void ApplyTerrainMaterial(TerrainChunkNode chunk)
 {
     chunk.GetChildGeom(0).Material = GetMaterial().Clone();
 }
 public override void ApplyTerrainMaterial(TerrainChunkNode chunk)
 {
     List<Geometry> geoms = Rendering.Util.RenderUtil.GatherGeometry(chunk);
     foreach (Geometry g in geoms)
         g.Material = GetMaterial();
 }