示例#1
0
        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
                    )
                );
        }
示例#2
0
 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;
 }
示例#3
0
        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);
        }