示例#1
0
        public void UpdateBiomeRepartitionPreview(BiomeData biomeData)
        {
            if (currentSampler == null || biomeRepartitionPreview == null)
            {
                return;
            }

            float min   = currentSampler.min;
            float max   = currentSampler.max;
            float range = max - min;

            //clear the current texture:
            for (int x = 0; x < previewTextureWidth; x++)
            {
                biomeRepartitionPreview.SetPixel(x, 0, Color.white);
            }

            localCoveragePercent = 0;
            int i = 0;

            foreach (var switchData in switchDatas)
            {
                float switchMin = Mathf.Max(switchData.min, min);
                float switchMax = Mathf.Min(switchData.max, max);
                float rMin      = ((switchMin - min) / range) * previewTextureWidth;
                float rMax      = ((switchMax - min) / range) * previewTextureWidth;
                localCoveragePercent += (rMax - rMin) / previewTextureWidth * 100;

                //Clamp values to image size:
                rMin = Mathf.Clamp(rMin, 0, biomeRepartitionPreview.width);
                rMax = Mathf.Clamp(rMax, 0, biomeRepartitionPreview.width);

                for (int x = (int)rMin; x < (int)rMax; x++)
                {
                    biomeRepartitionPreview.SetPixel(x, 0, switchData.color);
                }
                i++;
            }

            //add water if there is and if switch mode is height:
            if (!biomeData.isWaterless && currentSamplerName == BiomeSamplerName.terrainHeight)
            {
                float rMax = (biomeData.waterLevel / range) * previewTextureWidth;

                rMax = Mathf.Clamp(rMax, 0, biomeRepartitionPreview.width);

                for (int x = 0; x < rMax; x++)
                {
                    biomeRepartitionPreview.SetPixel(x, 0, Color.blue);
                }
            }

            biomeRepartitionPreview.Apply();
        }
示例#2
0
        void FillParamRange(BiomeData biomeData)
        {
            builtSamplers.Clear();

            for (int i = 0; i < biomeData.length; i++)
            {
                var dataSampler = biomeData.GetDataSampler(i);

                paramRanges.ranges[i] = new Vector2(dataSampler.dataRef.min, dataSampler.dataRef.max);
                builtSamplers.Add(dataSampler.dataRef);
            }
        }
示例#3
0
        public void UpdateIfNeeded(BiomeData biomeData)
        {
            if (blendEnabled != null && biomeData.length == blendEnabled.Length)
            {
                return;
            }

            blendEnabled = new bool[biomeData.length];

            //set all blendEnabled value to true
            for (int i = 0; i < biomeData.length; i++)
            {
                blendEnabled[i] = true;
            }

            int waterIndex = biomeData.GetBiomeIndex(BiomeSamplerName.waterHeight);

            if (waterIndex != -1)
            {
                blendEnabled[waterIndex] = false;
            }
        }
示例#4
0
        public void OnGUI(BiomeData biomeData)
        {
            PWGUI.StartFrame(new Rect(0, 0, 0, 0));

            if (biomeRepartitionPreview == null)
            {
                biomeRepartitionPreview = new Texture2D(previewTextureWidth, 1);
                UpdateBiomeRepartitionPreview(biomeData);
            }

            using (DefaultGUISkin.Get())
            {
                reorderableSwitchDataList.DoLayoutList();
            }

            EditorGUILayout.LabelField("repartition map: (" + localCoveragePercent.ToString("F1") + "%)");
            Rect previewRect = EditorGUILayout.GetControlRect(GUILayout.ExpandWidth(true), GUILayout.Height(0));

            previewRect.height = previewTextureHeight;
            GUILayout.Space(previewTextureHeight);

            PWGUI.TexturePreview(previewRect, biomeRepartitionPreview, false);
            PWGUI.SetScaleModeForField(-1, ScaleMode.StretchToFill);
        }
示例#5
0
        public static void DrawBiomeInfos(Rect view, BiomeData b)
        {
            if (b == null)
            {
                EditorGUILayout.LabelField("Null biome data");
                return;
            }

            PWGUI.StartFrame(view);

            if (samplerFoldouts == null || samplerFoldouts.Length != b.length)
            {
                samplerFoldouts = new bool[b.length];
            }

            // update = GUILayout.Button("Update maps");

            //2D maps:
            int i = 0;

            foreach (var samplerDataKP in b.biomeSamplerNameMap)
            {
                if (!samplerDataKP.Value.is3D)
                {
                    samplerFoldouts[i] = EditorGUILayout.Foldout(samplerFoldouts[i], samplerDataKP.Key);

                    if (samplerFoldouts[i])
                    {
                        PWGUI.Sampler2DPreview(samplerDataKP.Value.data2D);
                    }
                }
                //TODO: 3D maps preview

                i++;
            }
        }
        public void FillBiomeMap(int biomeBlendCount, BiomeData biomeData)
        {
            bool is3DBiomes  = false;
            bool is3DTerrain = biomeData.terrain3D != null;

            Biome[] nearestBiomes = new Biome[biomeBlendCount];

            //TODO: biome blend count > 1 management

            //TODO: biomeData.datas3D null check
            if (biomeData.air3D != null || biomeData.wind3D != null || biomeData.wetness3D != null || biomeData.temperature3D != null)
            {
                is3DBiomes = true;
            }

            if (biomeData.terrainRef == null)
            {
                return;
            }

            int   terrainSize = (is3DTerrain) ? biomeData.terrain3D.size : biomeData.terrain.size;
            float terrainStep = (is3DTerrain) ? biomeData.terrain3D.step : biomeData.terrain.step;

            if (is3DBiomes)
            {
                biomeData.biomeIds3D = new BiomeMap3D(terrainSize, terrainStep);
            }
            else
            {
                biomeData.biomeIds = new BiomeMap2D(terrainSize, terrainStep);
            }

            if (is3DBiomes)
            {
                //TODO
            }
            else
            {
                for (int x = 0; x < terrainSize; x++)
                {
                    for (int y = 0; y < terrainSize; y++)
                    {
                        bool  water = (biomeData.isWaterless) ? false : biomeData.waterHeight[x, y] > 0;
                        float temp  = (biomeData.temperature != null) ? biomeData.temperature[x, y] : 0;
                        float wet   = (biomeData.wetness != null) ? biomeData.wetness[x, y] : 0;
                        // Debug.Log("map [" + x + "/" + y + "] = " + biomeData.terrain[x, y]);
                        //TODO: 3D terrain management
                        float           height  = (is3DTerrain) ? 0 : biomeData.terrain[x, y];
                        BiomeSwitchNode current = root;
                        while (true)
                        {
nextChild:
                            if (current.biome != null)
                            {
                                break;
                            }
                            int childCount = current.GetChildCount();
                            for (int i = 0; i < childCount; i++)
                            {
                                var child = current.GetChildAt(i);
                                switch (child.biomeSwitchMode)
                                {
                                case BiomeSwitchMode.Water:
                                    if (child.value == water)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Height:
                                    if (height > child.min && height <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Temperature:
                                    if (temp > child.min && temp <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;

                                case BiomeSwitchMode.Wetness:
                                    if (wet > child.min && wet <= child.max)
                                    {
                                        current = child; goto nextChild;
                                    }
                                    break;
                                }
                            }
                            //if flow reach this part, values are missing in the biome graph so biome can't be chosen.
                            break;
                        }
                        //TODO: blending with second biome
                        if (current.biome != null)
                        {
                            biomeData.biomeIds.SetFirstBiomeId(x, y, current.biome.id);
                        }
                        else
                        {
                            //FIXME!!!!
                            biomeData.biomeIds.SetFirstBiomeId(x, y, -1);
                            // PWUtils.LogWarningMax("Can't choose biome with water:" + water + ", temp: " + temp + ", wet: " + wet + ", height: " + height, 200);
                            PWUtils.LogWarningMax("Can't choose biome with water:" + water + ", temp: " + temp + ", wet: " + wet + ", height: " + height, 300);
                            continue;
                        }
                    }
                }
            }
        }
示例#7
0
        public bool BuildGraph(BiomeData biomeData)
        {
            ResetGraph();

            PWNode rootNode = biomeData.biomeSwitchGraphStartPoint;

            Stack <PWNode> biomeNodes = new Stack <PWNode>();

            biomeNodes.Push(rootNode);

            BiomeSwitchCell currentCell = null;

            //fill param range dictionary (used to compute weights)
            FillParamRange(biomeData);

            while (biomeNodes.Count > 0)
            {
                PWNode currentNode = biomeNodes.Pop();
                Type   nodeType    = currentNode.GetType();

                if (nodeType == typeof(PWNodeBiome))
                {
                    //get all precedent switch data in the order of the tree (start from rootNode)
                    var precedentSwitchDatas = GetPrecedentSwitchDatas(currentNode, rootNode);

                    var biomeNode  = currentNode as PWNodeBiome;
                    var lastSwitch = precedentSwitchDatas.Last();
                    currentCell = new BiomeSwitchCell();

                    //Set cell and partial biome remaining empty params
                    currentCell.name   = biomeNode.outputBiome.name = lastSwitch.name;
                    currentCell.id     = biomeNode.outputBiome.id = biomeIdCount++;
                    currentCell.color  = biomeNode.outputBiome.previewColor = lastSwitch.color;
                    currentCell.weight = currentCell.GetWeight(paramRanges);

                    //add the partial biome to utility dictionary accessors:
                    partialBiomePerName[currentCell.name] = biomeNode.outputBiome;
                    partialBiomePerId[currentCell.id]     = biomeNode.outputBiome;

                    //load all access condition for this biome switch
                    foreach (var sd in precedentSwitchDatas)
                    {
                        int index = biomeData.GetBiomeIndex(sd.samplerName);
                        var param = currentCell.switchParams.switchParams[index];

                        param.enabled         = true;
                        param.min             = sd.min;
                        param.max             = sd.max;
                        biomeCoverage[index] += (sd.max - sd.min) / (sd.absoluteMax - sd.absoluteMin);
                    }
                }
                else if (nodeType == typeof(PWNodeBiomeBlender))
                {
                    if (currentCell == null)
                    {
                        throw new Exception("[PWBiomeSwitchGraph] idk what happened but this is really bad");
                    }

                    //if the flow reaches the biomeblender everything is OK and add the current cell to the graph
                    cells.Add(currentCell);
                    continue;
                }

                foreach (var outputNode in currentNode.GetOutputNodes())
                {
                    biomeNodes.Push(outputNode);
                }
            }

            //Generate links between all linkable nodes
            BuildLinks();

            rootCell = cells.First();

            if (!CheckValid())
            {
                return(false);
            }

            isBuilt = true;

            return(true);
        }
示例#8
0
        public void FillBiomeMap(BiomeData biomeData, BiomeBlendList blendMatrix, float blendPercent = .15f)
        {
            Sampler terrain           = biomeData.GetSampler(BiomeSamplerName.terrainHeight);
            var     biomeSwitchValues = new BiomeSwitchValues();

            //TODO: 3D Biome fill map

            if (biomeData.biomeMap == null || biomeData.biomeMap.NeedResize(terrain.size, terrain.step))
            {
                biomeData.biomeMap = new BiomeMap2D(terrain.size, terrain.step);
            }

            Profiler.BeginSample("FillBiomeMap");

            var blendParams = new BiomeSwitchCellParams();

            //getter for range (faster than dictionary)
            float[] ranges = new float[biomeData.length];
            for (int i = 0; i < biomeData.length; i++)
            {
                ranges[i] = paramRanges.ranges[i].y - paramRanges.ranges[i].x;
            }

            for (int x = 0; x < terrain.size; x++)
            {
                for (int y = 0; y < terrain.size; y++)
                {
                    //fill biomeSwitchValue and blendParams with the current biomeData sampler values
                    for (int i = 0; i < biomeData.length; i++)
                    {
                        var val = biomeSwitchValues[i] = biomeData.biomeSamplers[i].data2D[x, y];
                        var r   = ranges[i];
                        var spc = blendParams.switchParams[i];
                        spc.min     = val - (r * blendPercent);
                        spc.max     = val + (r * blendPercent);
                        spc.enabled = true;
                    }

                    var biomeSwitchCell = FindBiome(biomeSwitchValues);

                    if (biomeSwitchCell == null)
                    {
                        Debug.LogError("Biome can't be found for values: " + biomeSwitchValues);
                        return;
                    }

                    short biomeId = biomeSwitchCell.id;

                    biomeData.ids.Add(biomeId);

                    biomeData.biomeMap.SetPrimaryBiomeId(x, y, biomeId);

                    //add biome that can be blended with the primary biome,
                    if (blendPercent > 0)
                    {
                        foreach (var link in biomeSwitchCell.links)
                        {
                            if (link.Overlaps(blendParams))
                            {
                                float blend = link.ComputeBlend(blendMatrix, paramRanges, biomeSwitchValues, blendPercent);
                                if (blend > 0.001f)
                                {
                                    biomeData.biomeMap.AddBiome(x, y, link.id, blend);
                                }
                            }
                        }
                    }
                }
            }

            Profiler.EndSample();
        }