void Awake()
    {
        UnityEngine.Debug.Log("OCWorldGenerator::Awake!");
        map = GetComponent <OpenCog.Map.OCMap>();

        if (MapName != string.Empty)
        {
            //Debug.Log ("In WorldGenerator, MapName defined");
            OCFileTerrainGenerator fileTerrainGenerator = new OCFileTerrainGenerator(map, MapName);

            fileTerrainGenerator.LoadLevel();
        }
        else
        {
            terrainGenerator = new OCTerrainGenerator(map);

            OCBlock[] woodBlocks   = map.GetBlockSet().GetBlocks("Wood");
            OCBlock[] leavesBlocks = map.GetBlockSet().GetBlocks("Leaves");

            treeGenerator = new OCTreeGenerator[Math.Max(woodBlocks.Length, leavesBlocks.Length)];
            for (int i = 0; i < treeGenerator.Length; i++)
            {
                OCBlock wood   = woodBlocks[i % woodBlocks.Length];
                OCBlock leaves = leavesBlocks[i % leavesBlocks.Length];
                treeGenerator[i] = new OCTreeGenerator(map, wood, leaves);
            }
        }
    }
public OCFileTerrainGenerator(OpenCog.Map.OCMap map, string mapName)
{
		System.Console.WriteLine(OCLogSymbol.CREATE + this.GetType().ToString ());

        map.MapName = mapName;

        _map = map;
		
        UnityEngine.Object[] objects = Resources.LoadAll(mapName + "/level");
		
        //Debug.Log("Objects Loaded: ");
        foreach(UnityEngine.Object obj in objects)
        {
			System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + obj.ToString() + "was Loaded.");
        }
		
        string dataPath;

//		if(Application.isEditor)
//		{
//			dataPath = UnityEngine.Application.dataPath + "/OpenCog Assets/Maps/StreamingAssets/";
//		}
//		else
        {
                dataPath = Application.streamingAssetsPath;
        }
		
        System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + "Data Path:" + dataPath);
		
        _fullMapPath = System.IO.Path.Combine(dataPath, mapName);
}
    public OCFileTerrainGenerator(OpenCog.Map.OCMap map, string mapName)
    {
        map.MapName = mapName;

        _map = map;

        UnityEngine.Object[] objects = Resources.LoadAll(mapName + "/level");

        Debug.Log("Objects Loaded: ");
        foreach (UnityEngine.Object obj in objects)
        {
            Debug.Log(obj.ToString());
        }

        string dataPath;

//		if(Application.isEditor)
//		{
//			dataPath = UnityEngine.Application.dataPath + "/OpenCog Assets/Maps/StreamingAssets/";
//		}
//		else
        {
            dataPath = Application.streamingAssetsPath;
        }

        Debug.Log(dataPath);

        _fullMapPath = System.IO.Path.Combine(dataPath, mapName);
    }
public OCFileTerrainGenerator(OpenCog.Map.OCMap map, string mapName)
{
        map.MapName = mapName;

        _map = map;
		
        UnityEngine.Object[] objects = Resources.LoadAll(mapName + "/level");
		
        Debug.Log("Objects Loaded: ");
        foreach(UnityEngine.Object obj in objects)
        {
                Debug.Log(obj.ToString());
        }
		
        string dataPath;

//		if(Application.isEditor)
//		{
//			dataPath = UnityEngine.Application.dataPath + "/OpenCog Assets/Maps/StreamingAssets/";
//		}
//		else
        {
                dataPath = Application.streamingAssetsPath;
        }
		
        Debug.Log(dataPath);
		
        _fullMapPath = System.IO.Path.Combine(dataPath, mapName);
}
示例#5
0
 public OCTreeGenerator(OpenCog.Map.OCMap map)
 {
     this.map = map;
     OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
     wood   = blockSet.GetBlock("Wood");
     leaves = blockSet.GetBlock("Leaves");
 }
示例#6
0
        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Private Member Functions

        //---------------------------------------------------------------------------

        private static void Build(OpenCog.Map.OCChunk chunk, bool onlyLight)
        {
            OpenCog.Map.OCMap map = chunk.GetMap();
            _meshData.Clear();
            for (int z = 0; z < OpenCog.Map.OCChunk.SIZE_Z; z++)
            {
                for (int y = 0; y < OpenCog.Map.OCChunk.SIZE_Y; y++)
                {
                    for (int x = 0; x < OpenCog.Map.OCChunk.SIZE_X; x++)
                    {
                        OCBlockData blockData = chunk.GetBlock(x, y, z);
                        if (blockData != null)
                        {
                            OCBlock block = blockData.block;
                            if (block != null)
                            {
                                Vector3i localPos = new Vector3i(x, y, z);
                                Vector3i worldPos = OpenCog.Map.OCChunk.ToWorldPosition(chunk.GetPosition(), localPos);
                                if (worldPos.y > 0)
                                {
                                    block.Build(localPos, worldPos, map, _meshData, onlyLight);
                                }
                            }
                        }
                    }
                }
            }
        }
示例#7
0
        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Private Member Functions

        //---------------------------------------------------------------------------

        /// <summary>
        /// Initializes this instance.  Set default values here.
        /// </summary>
        private void Initialize()
        {
            _cameraTrans       = transform.GetComponentInChildren <UnityEngine.Camera>().transform;
            _characterCollider = GetComponent <CharacterController>();
            _map    = OpenCog.Map.OCMap.Instance; //(OpenCog.Map.OCMap)UnityEngine.GameObject.FindObjectOfType(typeof(OpenCog.Map.OCMap));
            _cursor = (UnityEngine.GameObject)UnityEngine.GameObject.Instantiate(_cursor);
        }
示例#8
0
    public OCTerrainGenerator(OpenCog.Map.OCMap map)
    {
        this.map = map;
        Debug.Log("OCTerrainGenerator is getting the BlockSet from the Map.");
        OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
        Debug.Log("BlockSet retrieved...");

        water = blockSet.GetBlock("Water");

        grass = blockSet.GetBlock("Grass");

        if (grass == null)
        {
            Debug.Log("We have no Grass! :(");

            for (int i = 0; i < blockSet.Blocks.Length; i++)
            {
                Debug.Log("But we have " + blockSet.Blocks[i].GetName());
            }
        }
        dirt  = blockSet.GetBlock("Dirt");
        sand  = blockSet.GetBlock("Sand");
        stone = blockSet.GetBlock("Stone");

        snow = blockSet.GetBlock("Snow");
        ice  = blockSet.GetBlock("Ice");
    }
示例#9
0
    public OCFileTerrainGenerator(OpenCog.Map.OCMap map, string mapName)
    {
        System.Console.WriteLine(OCLogSymbol.CREATE + this.GetType().ToString());

        map.MapName = mapName;

        _map = map;

        UnityEngine.Object[] objects = Resources.LoadAll(mapName + "/level");

        //Debug.Log("Objects Loaded: ");
        foreach (UnityEngine.Object obj in objects)
        {
            System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + obj.ToString() + "was Loaded.");
        }

        string dataPath;

//		if(Application.isEditor)
//		{
//			dataPath = UnityEngine.Application.dataPath + "/OpenCog Assets/Maps/StreamingAssets/";
//		}
//		else
        {
            dataPath = Application.streamingAssetsPath;
        }

        System.Console.WriteLine(OCLogSymbol.DETAILEDINFO + "Data Path:" + dataPath);

        _fullMapPath = System.IO.Path.Combine(dataPath, mapName);
    }
    public static Vector3?Intersection(OpenCog.Map.OCMap map, Ray ray, float distance)
    {
        Vector3 start  = ray.origin;
        Vector3 end    = ray.origin + ray.direction * distance;
        int     startX = Mathf.RoundToInt(start.x);
        int     startY = Mathf.RoundToInt(start.y);
        int     startZ = Mathf.RoundToInt(start.z);
        int     endX   = Mathf.RoundToInt(end.x);
        int     endY   = Mathf.RoundToInt(end.y);
        int     endZ   = Mathf.RoundToInt(end.z);

        if (startX > endX)
        {
            int tmp = startX;
            startX = endX;
            endX   = tmp;
        }

        if (startY > endY)
        {
            int tmp = startY;
            startY = endY;
            endY   = tmp;
        }

        if (startZ > endZ)
        {
            int tmp = startZ;
            startZ = endZ;
            endZ   = tmp;
        }

        float minDistance = distance;

        for (int z = startZ; z <= endZ; z++)
        {
            for (int y = startY; y <= endY; y++)
            {
                for (int x = startX; x <= endX; x++)
                {
                    OpenCog.Map.OCBlockData block = map.GetBlock(x, y, z);
                    if (block == null || block.IsEmpty() || block.IsFluid())
                    {
                        continue;
                    }
                    float dis = BlockRayIntersection(new Vector3(x, y, z), ray);
                    minDistance = Mathf.Min(minDistance, dis);
                }
            }
        }

        if (minDistance != distance)
        {
            return(ray.origin + ray.direction * minDistance);
        }
        return(null);
    }
示例#11
0
        //---------------------------------------------------------------------------

        #endregion

        //---------------------------------------------------------------------------

        #region Private Member Functions

        //---------------------------------------------------------------------------

        private static bool IsFaceVisible(OpenCog.Map.OCMap map, Vector3i nearPos)
        {
            OCBlockData blockData = map.GetBlock(nearPos);

            if (blockData == null)
            {
                return(false);
            }
            OCBlock block = blockData.block;

            return(!(block is OCCubeBlock) || block.IsAlpha());
        }
    void Awake()
    {
        UnityEngine.Debug.Log("OCWorldGenerator::Awake!");
        map = GetComponent <OpenCog.Map.OCMap>();
        //map = OCMap.Instance;

        if (MapName != string.Empty)
        {
            //Debug.Log ("In WorldGenerator, MapName defined");
            OCFileTerrainGenerator fileTerrainGenerator = new OCFileTerrainGenerator(map, MapName);

            fileTerrainGenerator.LoadLevel();
        }
        else
        {
            terrainGenerator = new OCTerrainGenerator(map);

            OCBlock[] woodBlocks   = map.GetBlockSet().GetBlocks("Wood");
            OCBlock[] leavesBlocks = map.GetBlockSet().GetBlocks("Leaves");

            treeGenerator = new OCTreeGenerator[Math.Max(woodBlocks.Length, leavesBlocks.Length)];
            for (int i = 0; i < treeGenerator.Length; i++)
            {
                OCBlock wood   = woodBlocks[i % woodBlocks.Length];
                OCBlock leaves = leavesBlocks[i % leavesBlocks.Length];
                treeGenerator[i] = new OCTreeGenerator(map, wood, leaves);
            }
        }

        TextAsset configFile = (TextAsset)Resources.Load("embodiment");

        if (configFile != null)
        {
            OCConfig.Instance.LoadFromTextAsset(configFile);
        }
        OCConfig.Instance.LoadFromCommandLine();

        string testValue = OCConfig.Instance.get("test");
        string quitValue = OCConfig.Instance.get("quit");

        if (testValue == "internal_XGA")
        {
            Screen.SetResolution(1024, 768, false);
            Console.WriteLine("Level Loaded...");
        }

        if (quitValue == "true")
        {
            Application.Quit();
        }
    }
示例#13
0
 public static void Collision(OpenCog.Map.OCMap map, CharacterController controller)
 {
     for (int i = 0; i < 3; i++)
     {
         Contact?_contact = GetClosestContact(map, controller);
         if (!_contact.HasValue)
         {
             break;
         }
         Contact contact = _contact.Value;
         controller.transform.position += contact.delta;
         //@TODO: Figure out a better way to do map / character collisions...
         //controller.collider.OnCollision(contact.b, contact.delta.normalized);
     }
 }
示例#14
0
 public OCChunk(OCMap map, Vector3i position)
 {
     this.map      = map;
     this.position = position;
     for (int x = blocks.GetMinX(); x < blocks.GetMaxX(); ++x)
     {
         for (int y = blocks.GetMinY(); y < blocks.GetMaxY(); ++y)
         {
             for (int z = blocks.GetMinZ(); z < blocks.GetMaxZ(); ++z)
             {
                 Vector3i pos = new Vector3i(x, y, z);
                 blocks.Set(OCBlockData.CreateInstance <OCBlockData>().Init(null, pos), pos);
             }
         }
     }
 }
	void Awake() {
		UnityEngine.Debug.Log ("OCWorldGenerator::Awake!");
		map = GetComponent<OpenCog.Map.OCMap>();
		//map = OCMap.Instance;

		if (MapName != string.Empty)
		{
			//Debug.Log ("In WorldGenerator, MapName defined");
			OCFileTerrainGenerator fileTerrainGenerator = new OCFileTerrainGenerator(map, MapName);
			
			fileTerrainGenerator.LoadLevel();
		}
		else
		{
			terrainGenerator = new OCTerrainGenerator(map);
			
			OCBlock[] woodBlocks = map.GetBlockSet().GetBlocks("Wood");
			OCBlock[] leavesBlocks = map.GetBlockSet().GetBlocks("Leaves");
			
			treeGenerator = new OCTreeGenerator[ Math.Max(woodBlocks.Length, leavesBlocks.Length) ];
			for(int i=0; i<treeGenerator.Length; i++) {
				OCBlock wood = woodBlocks[ i%woodBlocks.Length ];
				OCBlock leaves = leavesBlocks[ i%leavesBlocks.Length ];
				treeGenerator[i] = new OCTreeGenerator(map, wood, leaves);
			}	
		}
		
		TextAsset configFile = (TextAsset)Resources.Load("embodiment");
        if(configFile != null) OCConfig.Instance.LoadFromTextAsset(configFile);
				OCConfig.Instance.LoadFromCommandLine();
		
		string testValue = OCConfig.Instance.get("test");
		string quitValue = OCConfig.Instance.get("quit");
		
		if(testValue == "internal_XGA")
		{
			Screen.SetResolution(1024, 768, false);
			Console.WriteLine("Level Loaded...");
		}
		
		if(quitValue == "true")
		{
			Application.Quit();
		}
	}
示例#16
0
    private static Contact?GetClosestContact(OpenCog.Map.OCMap map, CharacterController controller)
    {
        Vector3 pos = controller.transform.position;
        int     x1  = Mathf.FloorToInt(pos.x - controller.radius);
        int     y1  = Mathf.FloorToInt(pos.y);
        int     z1  = Mathf.FloorToInt(pos.z - controller.radius);

        int x2 = Mathf.CeilToInt(pos.x + controller.radius);
        int y2 = Mathf.CeilToInt(pos.y + controller.height);
        int z2 = Mathf.CeilToInt(pos.z + controller.radius);

        Contact?contact = null;

        for (int x = x1; x <= x2; x++)
        {
            for (int y = y1; y <= y2; y++)
            {
                for (int z = z1; z <= z2; z++)
                {
                    OpenCog.Map.OCBlockData block = map.GetBlock(x, y, z);
                    if (block.IsSolid())
                    {
                        Contact?_newContact = BlockCharacterCollision.GetContactBlockCharacter(new Vector3i(x, y, z), pos, controller);
                        if (_newContact.HasValue && _newContact.Value.delta.magnitude > float.Epsilon)
                        {
                            Contact newContact = _newContact.Value;
                            if (!contact.HasValue || newContact.sqrDistance > contact.Value.sqrDistance)
                            {
                                contact = newContact;
                            }
                        }
                    }
                }
            }
        }

        return(contact);
//		return null;
    }
示例#17
0
        public static void Build(Vector3i localPos, Vector3i worldPos, OpenCog.Map.OCMap map, OpenCog.Builder.OCMeshBuilder mesh, bool onlyLight)
        {
            OpenCog.Map.OCBlockData block = map.GetBlock(worldPos);
            OCCubeBlock             cube  = (OCCubeBlock)block.block;

            OpenCog.Map.OCBlockDirection direction = block.GetDirection();

            for (int i = 0; i < 6; i++)
            {
                OCCubeBlock.CubeFace face    = faces[i];
                Vector3i             dir     = directions[i];
                Vector3i             nearPos = worldPos + dir;
                if (IsFaceVisible(map, nearPos))
                {
                    if (!onlyLight)
                    {
                        BuildFace(face, cube, direction, localPos, mesh);
                    }
                    BuildFaceLight(face, map, worldPos, mesh);
                }
            }
        }
	public OCTreeGenerator(OpenCog.Map.OCMap map) {
		this.map = map;
		OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
		wood = blockSet.GetBlock("Wood");
		leaves = blockSet.GetBlock("Leaves");
	}
示例#19
0
 private static void BuildFaceLight(OpenCog.BlockSet.BaseBlockSet.OCCubeBlock.CubeFace face, OpenCog.Map.OCMap map, Vector3i pos, OpenCog.Builder.OCMeshBuilder mesh)
 {
     foreach (Vector3 ver in vertices[(int)face])
     {
         Color color = OpenCog.Builder.OCBuildUtils.GetSmoothVertexLight(map, pos, ver, face);
         mesh.AddColor(color);
     }
 }
	public OCTreeGenerator(OpenCog.Map.OCMap map, OpenCog.BlockSet.BaseBlockSet.OCBlock wood, OpenCog.BlockSet.BaseBlockSet.OCBlock leaves) {
		this.map = map;
		this.wood = wood;
		this.leaves = leaves;
	}
示例#21
0
 public OCChunk(OCMap map, Vector3i position)
 {
     this.map      = map;
     this.position = position;
 }
示例#22
0
 public OCTreeGenerator(OpenCog.Map.OCMap map, OpenCog.BlockSet.BaseBlockSet.OCBlock wood, OpenCog.BlockSet.BaseBlockSet.OCBlock leaves)
 {
     this.map    = map;
     this.wood   = wood;
     this.leaves = leaves;
 }
示例#23
0
	//---------------------------------------------------------------------------

	#endregion

	//---------------------------------------------------------------------------

	#region Private Member Functions

	//---------------------------------------------------------------------------
	
	/// <summary>
	/// Initializes this instance.  Set default values here.
	/// </summary>
	private void Initialize()
	{
		_cameraTrans = transform.GetComponentInChildren<UnityEngine.Camera>().transform;
		_characterCollider = GetComponent<CharacterController>();
		_map = OpenCog.Map.OCMap.Instance;//(OpenCog.Map.OCMap)UnityEngine.GameObject.FindObjectOfType(typeof(OpenCog.Map.OCMap));
		_cursor = (UnityEngine.GameObject)UnityEngine.GameObject.Instantiate(_cursor);
	}