public PlanetFace(PlanetFaceDirection direction, IMeshService ms, IDetailer ds, float baseRadius, int minDistance, int treeDepth, Zone3 range, ITextureService textureService) { //Apply params this.direction = direction; this.maxResolutionAt = minDistance; this.maxDepth = treeDepth; this.textureService = textureService; this.meshService = ms; this.detailService = ds; this.radius = baseRadius; //Create Gameobjects go = new GameObject("PlanetFace"); //Create quadtree root = new QuadNode <ChunkData>(range); Vector2 topLeft = new Vector2(0, 1); Vector2 topRight = new Vector2(1, 1); Vector2 bottomRight = new Vector2(1, 0); Vector2 bottomLeft = new Vector2(0, 0); GenerateChunkdata( root, //Default zone for root quadnode - covers whole 0:1 range new Zone2( topLeft, topRight, bottomRight, bottomLeft ) ); }
public PlanetConfig(PlanetConfig other) { this.name = other.name; this.radius = other.radius; this.lodDepth = other.lodDepth; this.highestQualityAtDistance = other.highestQualityAtDistance; this.generationService = other.generationService; this.textureService = other.textureService; this.detailService = other.detailService; }
public PlanetFace(IMeshService ms, IDetailer ds, float baseRadius, int minDistance, int treeDepth, Range3d range, Material material) { //Apply params this.maxResolutionAt = minDistance; this.maxDepth = treeDepth; this.material = material; this.meshService = ms; this.detailService = ds; this.radius = baseRadius; //Create Gameobjects go = new GameObject("PlanetFace"); //Create quadtree root = new QuadNode <ChunkData>(range); GenerateChunkdata(root); }