示例#1
0
        /// <summary>
        /// Convert a texture to an sbtye array compatible with ApplyData().
        /// </summary>
        /// <param name="texture">Texture to convert.</param>
        /// <param name="tester"></param>
        /// <returns></returns>
        public static sbyte[,] ConvertTextureToData(Texture2D texture, TerrainTester tester)
        {
            sbyte[,] data = new sbyte[texture.Width, texture.Height];
            Color[] colorData = new Color[texture.Width * texture.Height];

            texture.GetData(colorData);

            for (int y = 0; y < texture.Height; y++)
            {
                for (int x = 0; x < texture.Width; x++)
                {
                    bool inside = tester(colorData[(y * texture.Width) + x]);

                    if (!inside)
                    {
                        data[x, y] = 1;
                    }
                    else
                    {
                        data[x, y] = -1;
                    }
                }
            }

            return(data);
        }
示例#2
0
        /// <summary>
        /// Apply a texture to the terrain using the specified TerrainTester.
        /// </summary>
        /// <param name="texture">Texture to apply.</param>
        /// <param name="position">Top left position of the texture relative to the terrain.</param>
        /// <param name="tester">Delegate method used to determine what colors should be included in the terrain.</param>
        public void ApplyTexture(Texture2D texture, Vector2 position, TerrainTester tester)
        {
            Color[] colorData = new Color[texture.Width * texture.Height];

            texture.GetData(colorData);

            for (int y = (int)position.Y; y < texture.Height + (int)position.Y; y++)
            {
                for (int x = (int)position.X; x < texture.Width + (int)position.X; x++)
                {
                    if (x >= 0 && x < _localWidth && y >= 0 && y < _localHeight)
                    {
                        bool inside = tester(colorData[((y - (int)position.Y) * texture.Width) + (x - (int)position.X)]);

                        if (!inside)
                        {
                            _terrainMap[x, y] = 1;
                        }
                        else
                        {
                            _terrainMap[x, y] = -1;
                        }
                    }
                }
            }

            // generate terrain
            for (int gy = 0; gy < _ynum; gy++)
            {
                for (int gx = 0; gx < _xnum; gx++)
                {
                    //remove old terrain object at grid cell
                    if (_bodyMap[gx, gy] != null)
                    {
                        for (int i = 0; i < _bodyMap[gx, gy].Count; i++)
                        {
                            World.RemoveBody(_bodyMap[gx, gy][i]);
                        }
                    }

                    _bodyMap[gx, gy] = null;

                    //generate new one
                    GenerateTerrain(gx, gy);
                }
            }
        }
示例#3
0
        /// <summary>
        /// Apply a texture to the terrain using the specified TerrainTester.
        /// </summary>
        /// <param name="texture">Texture to apply.</param>
        /// <param name="position">Top left position of the texture relative to the terrain.</param>
        /// <param name="tester">Delegate method used to determine what colors should be included in the terrain.</param>
        public void ApplyTexture(int texture, Vector2 position, TerrainTester tester)
        {
            throw new System.NotImplementedException();
            //Color[] colorData = new Color[texture.Width * texture.Height];

            //texture.GetData(colorData);

            //for (int y = (int)position.Y; y < texture.Height + (int)position.Y; y++)
            //{
            //    for (int x = (int)position.X; x < texture.Width + (int)position.X; x++)
            //    {
            //        if (x >= 0 && x < _localWidth && y >= 0 && y < _localHeight)
            //        {
            //            bool inside = tester(colorData[((y - (int)position.Y) * texture.Width) + (x - (int)position.X)]);

            //            if (!inside)
            //                _terrainMap[x, y] = 1;
            //            else
            //                _terrainMap[x, y] = -1;
            //        }
            //    }
            //}

            //// generate terrain
            //for (int gy = 0; gy < _ynum; gy++)
            //{
            //    for (int gx = 0; gx < _xnum; gx++)
            //    {
            //        //remove old terrain object at grid cell
            //        if (_bodyMap[gx, gy] != null)
            //        {
            //            for (int i = 0; i < _bodyMap[gx, gy].Count; i++)
            //            {
            //                World.RemoveBody(_bodyMap[gx, gy][i]);
            //            }
            //        }

            //        _bodyMap[gx, gy] = null;

            //        //generate new one
            //        GenerateTerrain(gx, gy);
            //    }
            //}
        }
示例#4
0
        /// <summary>
        /// Convert a texture to an sbtye array compatible with ApplyData().
        /// </summary>
        /// <param name="texture">Texture to convert.</param>
        /// <param name="tester"></param>
        public static sbyte[,] ConvertTextureToData(int texture, TerrainTester tester)
        {
            throw new System.NotImplementedException();
            //sbyte[,] data = new sbyte[texture.Width, texture.Height];
            //Color[] colorData = new Color[texture.Width * texture.Height];

            //texture.GetData(colorData);

            //for (int y = 0; y < texture.Height; y++)
            //{
            //    for (int x = 0; x < texture.Width; x++)
            //    {
            //        bool inside = tester(colorData[(y * texture.Width) + x]);

            //        if (!inside)
            //            data[x, y] = 1;
            //        else
            //            data[x, y] = -1;
            //    }
            //}

            //return data;
        }
示例#5
0
        /// <summary>
        /// Apply a texture to the terrain using the specified TerrainTester.
        /// </summary>
        /// <param name="texture">Texture to apply.</param>
        /// <param name="position">Top left position of the texture relative to the terrain.</param>
        /// <param name="tester">Delegate method used to determine what colors should be included in the terrain.</param>
        public void ApplyTexture(Texture2D texture, Vector2 position, TerrainTester tester)
        {
            Color[] colorData = new Color[texture.Width * texture.Height];

            texture.GetData(colorData);

            for (int y = (int)position.Y; y < texture.Height + (int)position.Y; y++)
            {
                for (int x = (int)position.X; x < texture.Width + (int)position.X; x++)
                {
                    if (x >= 0 && x < _localWidth && y >= 0 && y < _localHeight)
                    {
                        bool inside = tester(colorData[((y - (int)position.Y) * texture.Width) + (x - (int)position.X)]);

                        if (!inside)
                            _terrainMap[x, y] = 1;
                        else
                            _terrainMap[x, y] = -1;
                    }
                }
            }

            // generate terrain
            for (int gy = 0; gy < _ynum; gy++)
            {
                for (int gx = 0; gx < _xnum; gx++)
                {
                    //remove old terrain object at grid cell
                    if (_bodyMap[gx, gy] != null)
                    {
                        for (int i = 0; i < _bodyMap[gx, gy].Count; i++)
                        {
                            World.RemoveBody(_bodyMap[gx, gy][i]);
                        }
                    }

                    _bodyMap[gx, gy] = null;

                    //generate new one
                    GenerateTerrain(gx, gy);
                }
            }
        }
示例#6
0
        /// <summary>
        /// Convert a texture to an sbtye array compatible with ApplyData().
        /// </summary>
        /// <param name="texture">Texture to convert.</param>
        /// <param name="tester"></param>
        /// <returns></returns>
        public static sbyte[,] ConvertTextureToData(Texture2D texture, TerrainTester tester)
        {
            sbyte[,] data = new sbyte[texture.Width, texture.Height];
            Color[] colorData = new Color[texture.Width * texture.Height];

            texture.GetData(colorData);

            for (int y = 0; y < texture.Height; y++)
            {
                for (int x = 0; x < texture.Width; x++)
                {
                    bool inside = tester(colorData[(y * texture.Width) + x]);

                    if (!inside)
                        data[x, y] = 1;
                    else
                        data[x, y] = -1;
                }
            }

            return data;
        }
        /// <summary>
        /// Convert a texture to an sbtye array compatible with ApplyData().
        /// </summary>
        /// <param name="texture">Texture to convert.</param>
        /// <param name="tester"></param>
        /// <returns></returns>
        public static sbyte[,] ConvertTextureToData(int texture, TerrainTester tester)
        {
			throw new System.NotImplementedException();
			//sbyte[,] data = new sbyte[texture.Width, texture.Height];
			//Color[] colorData = new Color[texture.Width * texture.Height];

			//texture.GetData(colorData);

			//for (int y = 0; y < texture.Height; y++)
			//{
			//    for (int x = 0; x < texture.Width; x++)
			//    {
			//        bool inside = tester(colorData[(y * texture.Width) + x]);

			//        if (!inside)
			//            data[x, y] = 1;
			//        else
			//            data[x, y] = -1;
			//    }
			//}

			//return data;
        }
        /// <summary>
        /// Apply a texture to the terrain using the specified TerrainTester.
        /// </summary>
        /// <param name="texture">Texture to apply.</param>
        /// <param name="position">Top left position of the texture relative to the terrain.</param>
        /// <param name="tester">Delegate method used to determine what colors should be included in the terrain.</param>
        public void ApplyTexture(int texture, Vector2 position, TerrainTester tester)
        {
			throw new System.NotImplementedException();
			//Color[] colorData = new Color[texture.Width * texture.Height];

			//texture.GetData(colorData);

			//for (int y = (int)position.Y; y < texture.Height + (int)position.Y; y++)
			//{
			//    for (int x = (int)position.X; x < texture.Width + (int)position.X; x++)
			//    {
			//        if (x >= 0 && x < _localWidth && y >= 0 && y < _localHeight)
			//        {
			//            bool inside = tester(colorData[((y - (int)position.Y) * texture.Width) + (x - (int)position.X)]);

			//            if (!inside)
			//                _terrainMap[x, y] = 1;
			//            else
			//                _terrainMap[x, y] = -1;
			//        }
			//    }
			//}

			//// generate terrain
			//for (int gy = 0; gy < _ynum; gy++)
			//{
			//    for (int gx = 0; gx < _xnum; gx++)
			//    {
			//        //remove old terrain object at grid cell
			//        if (_bodyMap[gx, gy] != null)
			//        {
			//            for (int i = 0; i < _bodyMap[gx, gy].Count; i++)
			//            {
			//                World.RemoveBody(_bodyMap[gx, gy][i]);
			//            }
			//        }

			//        _bodyMap[gx, gy] = null;

			//        //generate new one
			//        GenerateTerrain(gx, gy);
			//    }
			//}
        }