Started to implement road generation.
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Documentation/Lucrare Licenta.docx
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BIN
Documentation/Lucrare Licenta.docx
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@ -53,6 +53,9 @@
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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@ -65,6 +68,7 @@
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\XmlHelper.cs" />
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@ -53,6 +53,9 @@
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
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<Compile Include="Assets\Scripts\Model\Map.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
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<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
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<Compile Include="Assets\Scripts\Model\Texture.cs" />
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<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
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<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
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@ -65,6 +68,7 @@
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\XmlHelper.cs" />
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Binary file not shown.
@ -21,7 +21,7 @@ namespace TransportGame.Business
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public static void LoadConfiguration()
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{
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// Load terrgen config
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TerrGenConfig = XmlHelper.Deserialize<TerrainGeneratorConfig>(Path.Combine(ConfigurationDirectory, TerrGenConfigFile));
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TerrGenConfig = SerializationHelper.Deserialize<TerrainGeneratorConfig>(Path.Combine(ConfigurationDirectory, TerrGenConfigFile));
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}
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}
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}
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@ -50,6 +50,8 @@ namespace TransportGame.Generator
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float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
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map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
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DumpData(map, "dump.map");
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return map;
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}
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@ -65,7 +67,7 @@ namespace TransportGame.Generator
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{
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for (int x = 0; x < map.Width; ++x)
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for (int y = 0; y < map.Height; ++y)
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map.Heights[x, y] = Noise.Generate(x, y, 0, 1);
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map.Heightmap[x, y] = Noise.Generate(x, y, 0, 1);
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}
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private void DumpData(Map map, string filename)
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@ -3,6 +3,8 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using TransportGame.Model.Road;
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using TransportGame.Utils;
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namespace TransportGame.Model
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{
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@ -10,12 +12,9 @@ namespace TransportGame.Model
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public class Map
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{
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private float[,] grid;
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private float[,] population;
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/// <summary>
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/// Gets or sets the water level
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/// </summary>
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[XmlElement("waterLevel")]
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public float WaterLevel { get; set; }
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#region Properties
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/// <summary>
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/// Gets or sets the biome
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@ -23,11 +22,17 @@ namespace TransportGame.Model
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[XmlElement("biome")]
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public Biome Biome { get; set; }
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/// <summary>
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/// Gets or sets the water level
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/// </summary>
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[XmlElement("waterLevel")]
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public float WaterLevel { get; set; }
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/// <summary>
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/// Gets the heights array in range [0,1]
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/// </summary>
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[XmlIgnore()]
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public float[,] Heights
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public float[,] Heightmap
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{
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get
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{
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@ -38,49 +43,85 @@ namespace TransportGame.Model
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/// <summary>
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/// Gets or sets the heights as raw bytes
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/// </summary>
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/// <remarks>
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/// Bytes are stored as such:
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///
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/// Offset Size Content
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/// ------------------------
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/// 0 4 Width
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/// 4 8 Height
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/// 8 var 32bit floating point values
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///
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/// </remarks>
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[XmlElement("heights")]
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public byte[] HeightsRaw
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[XmlElement("heightmap")]
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public byte[] HeightmapRaw
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{
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get
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{
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List<byte> bytes = new List<byte>();
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bytes.AddRange(BitConverter.GetBytes(Width));
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bytes.AddRange(BitConverter.GetBytes(Height));
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for (int x = 0; x < Width; x++)
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for (int y = 0; y < Height; y++)
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bytes.AddRange(BitConverter.GetBytes(grid[x, y]));
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return bytes.ToArray();
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return grid.ToByteArray();
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}
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set
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{
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int pos = 0;
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int w = BitConverter.ToInt32(value, pos); pos += sizeof(int);
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int h = BitConverter.ToInt32(value, pos); pos += sizeof(int);
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grid = new float[w, h];
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for (int x = 0; x < w; x++)
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for (int y = 0; y < h; y++)
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{
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grid[x, y] = BitConverter.ToSingle(value, pos);
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pos += sizeof(float);
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}
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grid = value.GetFloatMatrix();
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}
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}
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/// <summary>
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/// Gets width of heightmap
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/// </summary>
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[XmlIgnore]
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public int Width { get { return (grid == null) ? 0 : grid.GetLength(0); } }
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/// <summary>
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/// Gets height of heightmap
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/// </summary>
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[XmlIgnore]
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public int Height { get { return (grid == null) ? 0 : grid.GetLength(1); } }
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/// <summary>
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/// Gets the population map
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/// </summary>
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[XmlIgnore()]
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public float[,] Population
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{
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get
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{
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return population;
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}
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set
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{
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population = value;
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}
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}
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/// <summary>
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/// Gets or sets the population as raw bytes
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/// </summary>
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[XmlElement("population")]
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public byte[] PopulationRaw
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{
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get
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{
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return population.ToByteArray();
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}
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set
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{
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population = value.GetFloatMatrix();
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}
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}
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/// <summary>
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/// Gets width of population map
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/// </summary>
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[XmlIgnore]
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public int PopulationWidth { get { return (population == null) ? 0 : population.GetLength(0); } }
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/// <summary>
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/// Gets height of population map
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/// </summary>
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[XmlIgnore]
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public int PopulationHeight { get { return (population == null) ? 0 : population.GetLength(1); } }
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/// <summary>
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/// Gets or sets the articulation road network
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/// </summary>
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[XmlElement("roadNetwork")]
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public RoadNetwork RoadNetwork { get; set; }
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#endregion
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#region Constructors
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/// <summary>
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/// Initializes the map
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/// </summary>
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@ -94,43 +135,36 @@ namespace TransportGame.Model
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/// <summary>
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/// Initializes the map
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/// </summary>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <param name="width">Width</param>
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/// <param name="height">Height</param>
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public Map(int width, int height)
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{
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grid = new float[width, height];
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}
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#endregion
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/// <summary>
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/// Gets or sets the cell at specified position in range [0, Biome.Height]
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/// Gets the cell at specified position in range [0, Biome.Height]
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/// </summary>
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/// <param name="x">X</param>
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/// <param name="y">Y</param>
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/// <returns>Cell</returns>
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[XmlIgnore]
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public float this[int x, int y]
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/// <returns>Value</returns>
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public float GetHeight(int x, int y)
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{
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get
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{
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return grid[x, y] * Biome.Height;
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}
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set
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{
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grid[x, y] = value / Biome.Height;
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}
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return grid[x, y] * Biome.Height;
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}
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/// <summary>
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/// Gets width of map
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/// Sets the height at specified position in range [0, Biome.Height]
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/// </summary>
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[XmlIgnore]
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public int Width { get { return grid.GetLength(0); } }
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/// <summary>
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/// Gets height of map
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/// </summary>
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[XmlIgnore]
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public int Height { get { return grid.GetLength(1); } }
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/// <param name="x">X</param>
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/// <param name="y">Y</param>
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/// <param name="value">Value</param>
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public void SetHeight(int x, int y, float value)
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{
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grid[x, y] = value / Biome.Height;
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}
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/// <summary>
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/// Returns true if specified cell is a water cell
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@ -140,7 +174,7 @@ namespace TransportGame.Model
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/// <returns></returns>
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public bool IsWater(int x, int y)
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{
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return this[x, y] <= WaterLevel;
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return GetHeight(x, y) <= WaterLevel;
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}
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/// <summary>
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9
Game/Assets/Scripts/Model/Road.meta
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9
Game/Assets/Scripts/Model/Road.meta
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: dc46a301e57a8af41872e48f0b2cbd61
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folderAsset: yes
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timeCreated: 1431600774
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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147
Game/Assets/Scripts/Model/Road/RoadNetwork.cs
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147
Game/Assets/Scripts/Model/Road/RoadNetwork.cs
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@ -0,0 +1,147 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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namespace TransportGame.Model.Road
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{
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[XmlRoot("roadNetwork")]
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public class RoadNetwork
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{
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private int lastNodeId = -1, lastSegmentId = -1;
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/// <summary>
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/// Gets or sets the road nodes
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/// </summary>
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[XmlIgnore]
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public Dictionary<int, RoadNode> Nodes { get; private set; }
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/// <summary>
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/// Gets or sets the road segments for the articulation graph
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/// </summary>
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[XmlIgnore]
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public Dictionary<int, RoadSegment> ArticulationSegments { get; private set; }
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/// <summary>
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/// Gets or sets the road segments for the intersection graph
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/// </summary>
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[XmlIgnore]
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public Dictionary<int, RoadSegment> IntersectionSegments { get; private set; }
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/// <summary>
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/// Gets or sets the nodes
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/// </summary>
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[XmlArray("nodes")]
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public RoadNode[] NodesArray
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{
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get
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{
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return Nodes.Values.ToArray();
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}
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set
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{
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Nodes.Clear();
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foreach (var node in value)
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Nodes.Add(node.Id, node);
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}
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}
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/// <summary>
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/// Gets or sets the segments
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/// </summary>
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[XmlArray("articulationGraph")]
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public RoadSegment[] ArticulationSegmentsArray
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{
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get
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{
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return ArticulationSegments.Values.ToArray();
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}
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set
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{
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ArticulationSegments.Clear();
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foreach (var segment in value)
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ArticulationSegments.Add(segment.Id, segment);
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}
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}
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/// <summary>
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/// Gets or sets the segments
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/// </summary>
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[XmlArray("intersectionGraph")]
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public RoadSegment[] IntersectionSegmentsArray
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{
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get
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{
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return ArticulationSegments.Values.ToArray();
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}
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set
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{
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ArticulationSegments.Clear();
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foreach (var segment in value)
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ArticulationSegments.Add(segment.Id, segment);
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}
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}
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/// <summary>
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/// Creates a node and returns it
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/// </summary>
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/// <returns>Created node</returns>
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public RoadNode CreateNode()
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{
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// Skip IDs that already exist
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while (Nodes.ContainsKey(++lastNodeId)) ;
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// Create node
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RoadNode node = new RoadNode()
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{
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Id = lastNodeId,
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ParentNetwork = this
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};
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Nodes.Add(node.Id, node);
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return node;
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}
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/// <summary>
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/// Creates a segment and returns it
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/// </summary>
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/// <returns>Created segment</returns>
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public RoadSegment CreateArticulationSegment()
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{
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// Skip IDs that already exist
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while (ArticulationSegments.ContainsKey(++lastSegmentId)) ;
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// Create segment
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RoadSegment segment = new RoadSegment()
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{
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Id = lastSegmentId,
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ParentNetwork = this
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};
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ArticulationSegments.Add(segment.Id, segment);
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return segment;
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}
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/// <summary>
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/// Creates a segment and returns it
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/// </summary>
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/// <returns>Created segment</returns>
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public RoadSegment CreateIntersectionSegment()
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{
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// Skip IDs that already exist
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while (IntersectionSegments.ContainsKey(++lastSegmentId)) ;
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// Create segment
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RoadSegment segment = new RoadSegment()
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{
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Id = lastSegmentId,
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ParentNetwork = this
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};
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IntersectionSegments.Add(segment.Id, segment);
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return segment;
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}
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}
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}
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@ -1,6 +1,6 @@
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fileFormatVersion: 2
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||||
guid: a4d12846fa3e22f4fbd829e42582d6a9
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||||
timeCreated: 1425647029
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||||
guid: bc333e8a29fbb8242856e43239c57425
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||||
timeCreated: 1431612790
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||||
licenseType: Free
|
||||
MonoImporter:
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||||
serializedVersion: 2
|
86
Game/Assets/Scripts/Model/Road/RoadNode.cs
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86
Game/Assets/Scripts/Model/Road/RoadNode.cs
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@ -0,0 +1,86 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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|
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namespace TransportGame.Model.Road
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{
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/// <summary>
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/// Road node
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/// </summary>
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[XmlRoot("node")]
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public class RoadNode
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{
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/// <summary>
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/// Gets or sets a unique identifier for this node
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/// </summary>
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[XmlAttribute("id")]
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||||
public int Id { get; set; }
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||||
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||||
/// <summary>
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||||
/// Gets or sets the X coordinate of the node
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/// </summary>
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||||
[XmlAttribute("x")]
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||||
public float X { get; set; }
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||||
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||||
/// <summary>
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||||
/// Gets or sets the Y coordinate of the node
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||||
/// </summary>
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||||
[XmlAttribute("y")]
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||||
public float Y { get; set; }
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||||
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||||
/// <summary>
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||||
/// Gets or sets the adjacent articulation segment IDs
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/// </summary>
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||||
[XmlArray("articulationSegments")]
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[XmlArrayItem("id")]
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||||
public List<int> ArticulationSegmentIds { get; set; }
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||||
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||||
/// <summary>
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||||
/// Gets or sets the adjacent articulation segment IDs
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||||
/// </summary>
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||||
[XmlArray("intersectionSegments")]
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||||
[XmlArrayItem("id")]
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||||
public List<int> IntersectionSegmentIds { get; set; }
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||||
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||||
/// <summary>
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||||
/// Gets or sets the parent network
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||||
/// </summary>
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||||
[XmlIgnore]
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||||
public RoadNetwork ParentNetwork { get; set; }
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||||
|
||||
/// <summary>
|
||||
/// Gets the adjacent articulation segments
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public IEnumerable<RoadSegment> ArticulationSegments
|
||||
{
|
||||
get
|
||||
{
|
||||
return ArticulationSegmentIds.Select(id => ParentNetwork.ArticulationSegments[id]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the adjacent setments
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public IEnumerable<RoadSegment> Segments
|
||||
{
|
||||
get
|
||||
{
|
||||
return IntersectionSegmentIds.Select(id => ParentNetwork.ArticulationSegments[id]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the node
|
||||
/// </summary>
|
||||
public RoadNode()
|
||||
{
|
||||
ArticulationSegmentIds = new List<int>();
|
||||
IntersectionSegmentIds = new List<int>();
|
||||
}
|
||||
}
|
||||
}
|
12
Game/Assets/Scripts/Model/Road/RoadNode.cs.meta
Normal file
12
Game/Assets/Scripts/Model/Road/RoadNode.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5be58fb83def956479e9e3af7e96a347
|
||||
timeCreated: 1431600782
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
92
Game/Assets/Scripts/Model/Road/RoadSegment.cs
Normal file
92
Game/Assets/Scripts/Model/Road/RoadSegment.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Model.Road
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a road segment
|
||||
/// </summary>
|
||||
[XmlRoot("segment")]
|
||||
public class RoadSegment
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets the id
|
||||
/// </summary>
|
||||
[XmlAttribute("id")]
|
||||
public int Id { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the parent network
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public RoadNetwork ParentNetwork { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the id of the first terminal
|
||||
/// </summary>
|
||||
[XmlAttribute("term1")]
|
||||
public int Terminal1Id { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the id of the second terminal
|
||||
/// </summary>
|
||||
[XmlAttribute("term2")]
|
||||
public int Terminal2Id { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the first terminal
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public RoadNode Terminal1
|
||||
{
|
||||
get
|
||||
{
|
||||
return ParentNetwork.Nodes[Terminal1Id];
|
||||
}
|
||||
set
|
||||
{
|
||||
Terminal1Id = value.Id;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the second terminal
|
||||
/// </summary>
|
||||
[XmlIgnore]
|
||||
public RoadNode Terminal2
|
||||
{
|
||||
get
|
||||
{
|
||||
return ParentNetwork.Nodes[Terminal2Id];
|
||||
}
|
||||
set
|
||||
{
|
||||
Terminal2Id = value.Id;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the number of lanes going from terminal 1 to terminal 2
|
||||
/// </summary>
|
||||
[XmlAttribute("lanesTo2")]
|
||||
public int LanesTo2 { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the number of lanes going form terminal 2 to terminal 1
|
||||
/// </summary>
|
||||
[XmlAttribute("lanesTo1")]
|
||||
public int LanesTo1 { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Initializes road segment
|
||||
/// </summary>
|
||||
public RoadSegment()
|
||||
{
|
||||
LanesTo1 = 1;
|
||||
LanesTo2 = 1;
|
||||
}
|
||||
}
|
||||
}
|
12
Game/Assets/Scripts/Model/Road/RoadSegment.cs.meta
Normal file
12
Game/Assets/Scripts/Model/Road/RoadSegment.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51c5431eea527e34a8de870e7648758c
|
||||
timeCreated: 1431600775
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -51,7 +51,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
|
||||
private IEnumerator GenerateMap()
|
||||
{
|
||||
// Wait for the map generation thread
|
||||
// Generate terrain
|
||||
foreach (var i in Task.RunAsync(GenerateTerrainThread))
|
||||
yield return i;
|
||||
|
||||
@ -60,7 +60,7 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
terrainData.heightmapResolution = Mathf.Max(map.Height, map.Width) + 1;
|
||||
terrainData.size = new Vector3(map.Width, map.Biome.Height, map.Height);
|
||||
terrainData.SetDetailResolution(1024, 8);
|
||||
terrainData.SetHeights(0, 0, map.Heights);
|
||||
terrainData.SetHeights(0, 0, map.Heightmap);
|
||||
terrainData.name = "Generated Terrain Data";
|
||||
yield return null;
|
||||
|
||||
@ -120,21 +120,20 @@ public class TerrainGeneratorScript : MonoBehaviour
|
||||
int iy = Mathf.RoundToInt(y_01 * TerrainHeight);
|
||||
|
||||
// Get height
|
||||
float height = map.Heights[ix, iy] * terrainData.size.y;
|
||||
float height = map.GetHeight(ix, iy);
|
||||
|
||||
// Get steepness
|
||||
int safex = (ix == 0) ? 1 : ix;
|
||||
int safey = (iy == 0) ? 1 : iy;
|
||||
|
||||
float dx = map.Heights[safex - 1, safey] * map.Biome.Height - height;
|
||||
float dy = map.Heights[safex, safey - 1] * map.Biome.Height - height;
|
||||
float dx = map.GetHeight(safex - 1, safey) - height;
|
||||
float dy = map.GetHeight(safex, safey - 1) - height;
|
||||
float steepness = dx * dx + dy * dy;
|
||||
|
||||
|
||||
// Go through each texture layer
|
||||
float[] weights = new float[terrainData.alphamapLayers];
|
||||
float sum = 0;
|
||||
|
||||
// Go through each texture layer
|
||||
for (int t = 0; t < terrainData.alphamapLayers; t++)
|
||||
{
|
||||
// Set up expression
|
||||
|
96
Game/Assets/Scripts/Utils/SerializationHelper.cs
Normal file
96
Game/Assets/Scripts/Utils/SerializationHelper.cs
Normal file
@ -0,0 +1,96 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class SerializationHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts float matrix to byte array
|
||||
/// </summary>
|
||||
/// <param name="matrix">Matrix to convert</param>
|
||||
/// <remarks>
|
||||
/// Bytes are stored as such:
|
||||
///
|
||||
/// Offset Size Content
|
||||
/// ------------------------
|
||||
/// 0 4 Width
|
||||
/// 4 8 Height
|
||||
/// 8 var 32bit floating point values
|
||||
///
|
||||
/// </remarks>
|
||||
/// <returns>Byte array</returns>
|
||||
public static byte[] ToByteArray(this float[,] matrix)
|
||||
{
|
||||
if (matrix == null)
|
||||
return null;
|
||||
|
||||
int w = matrix.GetLength(0);
|
||||
int h = matrix.GetLength(1);
|
||||
|
||||
List<byte> bytes = new List<byte>();
|
||||
|
||||
bytes.AddRange(BitConverter.GetBytes(w));
|
||||
bytes.AddRange(BitConverter.GetBytes(h));
|
||||
|
||||
for (int x = 0; x < w; x++)
|
||||
for (int y = 0; y < h; y++)
|
||||
bytes.AddRange(BitConverter.GetBytes(matrix[x, y]));
|
||||
|
||||
return bytes.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts byte array to float matrix
|
||||
/// </summary>
|
||||
/// <param name="array">Byte array</param>
|
||||
/// /// <remarks>
|
||||
/// Bytes are expected to be stored as such:
|
||||
///
|
||||
/// Offset Size Content
|
||||
/// ------------------------
|
||||
/// 0 4 Width
|
||||
/// 4 8 Height
|
||||
/// 8 var 32bit floating point values
|
||||
///
|
||||
/// </remarks>
|
||||
/// <returns>Float matrix</returns>
|
||||
public static float[,] GetFloatMatrix(this byte[] array)
|
||||
{
|
||||
if (array == null)
|
||||
return null;
|
||||
|
||||
int pos = 0;
|
||||
int w = BitConverter.ToInt32(array, pos); pos += sizeof(int);
|
||||
int h = BitConverter.ToInt32(array, pos); pos += sizeof(int);
|
||||
|
||||
float[,] grid = new float[w, h];
|
||||
|
||||
for (int x = 0; x < w; x++)
|
||||
for (int y = 0; y < h; y++)
|
||||
{
|
||||
grid[x, y] = BitConverter.ToSingle(array, pos);
|
||||
pos += sizeof(float);
|
||||
}
|
||||
|
||||
return grid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deserializes a file
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||
/// <param name="filename">File name</param>
|
||||
/// <returns>Deserialized object</returns>
|
||||
public static T Deserialize<T>(string filename)
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||
var stream = new StreamReader(filename);
|
||||
return (T)serializer.Deserialize(stream);
|
||||
}
|
||||
}
|
||||
}
|
12
Game/Assets/Scripts/Utils/SerializationHelper.cs.meta
Normal file
12
Game/Assets/Scripts/Utils/SerializationHelper.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56d534d0f2e8f454698a8650dab0afb4
|
||||
timeCreated: 1431612790
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,25 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class XmlHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Deserializes a file
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||
/// <param name="filename">File name</param>
|
||||
/// <returns>Deserialized object</returns>
|
||||
public static T Deserialize<T>(string filename)
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||
var stream = new StreamReader(filename);
|
||||
return (T)serializer.Deserialize(stream);
|
||||
}
|
||||
}
|
||||
}
|
@ -23,7 +23,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
|
@ -29,7 +29,7 @@ Global
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
|
@ -7,14 +7,16 @@
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{02576F1D-BE9C-CFA7-763D-1EBF63B36977}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<RootNamespace></RootNamespace>
|
||||
<RootNamespace>
|
||||
</RootNamespace>
|
||||
<AssemblyName>Assembly-CSharp</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<TargetFrameworkIdentifier>.NETFramework</TargetFrameworkIdentifier>
|
||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>Unity Subset v3.5</TargetFrameworkProfile>
|
||||
<CompilerResponseFile></CompilerResponseFile>
|
||||
<CompilerResponseFile>
|
||||
</CompilerResponseFile>
|
||||
<UnityProjectType>Game:1</UnityProjectType>
|
||||
<UnityBuildTarget>StandaloneWindows64:19</UnityBuildTarget>
|
||||
<UnityVersion>5.0.1f1</UnityVersion>
|
||||
@ -75,6 +77,9 @@
|
||||
<Compile Include="Assets\Scripts\Model\Biome.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Config\TerrainGeneratorConfig.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Map.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNetwork.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadNode.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Road\RoadSegment.cs" />
|
||||
<Compile Include="Assets\Scripts\Model\Texture.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\NoiseGenerator.cs" />
|
||||
<Compile Include="Assets\Scripts\Noise\PerlinNoiseGenerator.cs" />
|
||||
@ -87,9 +92,9 @@
|
||||
<Compile Include="Assets\Scripts\Utils\Logger.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Range.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\SerializationHelper.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Task.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\Texture2DExtensions.cs" />
|
||||
<Compile Include="Assets\Scripts\Utils\XmlHelper.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Assets\Data\Biomes\Grassland.xml" />
|
||||
|
@ -1,8 +1,12 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 2012
|
||||
# Visual Studio 2013
|
||||
VisualStudioVersion = 12.0.31101.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MapViewer", "MapViewer\MapViewer.csproj", "{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnityVS.Game.CSharp", "..\..\Game\UnityVS.Game.CSharp.csproj", "{02576F1D-BE9C-CFA7-763D-1EBF63B36977}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
@ -13,6 +17,10 @@ Global
|
||||
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A6DA2104-18B4-4A9A-BAD7-5AC8C98A5086}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{02576F1D-BE9C-CFA7-763D-1EBF63B36977}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{02576F1D-BE9C-CFA7-763D-1EBF63B36977}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{02576F1D-BE9C-CFA7-763D-1EBF63B36977}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{02576F1D-BE9C-CFA7-763D-1EBF63B36977}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -79,7 +79,7 @@ namespace TransportGame.MapViewer
|
||||
// Draw elevation
|
||||
else if (elevation)
|
||||
{
|
||||
float alpha = map.Heights[mapX, mapY]; // map.Heights range is [0,1]
|
||||
float alpha = map.Heightmap[mapX, mapY]; // map.Heights range is [0,1]
|
||||
bitmap[x, y] = Color.Multiply(ElevationTerrainColor, alpha);
|
||||
}
|
||||
|
||||
|
@ -53,12 +53,6 @@
|
||||
<Generator>MSBuild:Compile</Generator>
|
||||
<SubType>Designer</SubType>
|
||||
</ApplicationDefinition>
|
||||
<Compile Include="..\..\..\Game\Assets\Scripts\Model\Biome.cs">
|
||||
<Link>Model\Biome.cs</Link>
|
||||
</Compile>
|
||||
<Compile Include="..\..\..\Game\Assets\Scripts\Model\Map.cs">
|
||||
<Link>Model\Map.cs</Link>
|
||||
</Compile>
|
||||
<Compile Include="Business\BitmapExtensions.cs" />
|
||||
<Compile Include="Model\Bitmap24.cs" />
|
||||
<Compile Include="Storage\MapStorage.cs" />
|
||||
@ -66,9 +60,6 @@
|
||||
<Generator>MSBuild:Compile</Generator>
|
||||
<SubType>Designer</SubType>
|
||||
</Page>
|
||||
<Compile Include="..\..\..\Game\Assets\Scripts\Utils\Range.cs">
|
||||
<Link>Utils\Range.cs</Link>
|
||||
</Compile>
|
||||
<Compile Include="App.xaml.cs">
|
||||
<DependentUpon>App.xaml</DependentUpon>
|
||||
<SubType>Code</SubType>
|
||||
@ -116,6 +107,15 @@
|
||||
<Resource Include="Resources\zoom_in.png" />
|
||||
<Resource Include="Resources\zoom_out.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\..\Game\UnityVS.Game.CSharp.csproj">
|
||||
<Project>{02576f1d-be9c-cfa7-763d-1ebf63b36977}</Project>
|
||||
<Name>UnityVS.Game.CSharp</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Utils\" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
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Reference in New Issue
Block a user