Updated project to unity 5, finalized terrain generation

This commit is contained in:
Tiberiu Chibici 2015-05-08 11:09:28 +03:00
parent 76527c2619
commit b1a8da324d
748 changed files with 20345 additions and 1571 deletions

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<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;UNITY_64;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
@ -39,22 +39,26 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FlyCam.js" />
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
<None Include="Assets\Data\Config\tergen.xml" />
<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
<Reference Include="UnityEngine.UI">
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

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@ -0,0 +1,19 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TransportGame.Model;
namespace Assets.Scripts.Generator
{
public class RoadGenerator
{
public RoadGenerator()
{
}
public void Generate(Map map)
{
}
}
}

View File

@ -1,234 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TransportGame.Business;
using TransportGame.Model;
namespace TransportGame.Generator
{
/// <summary>
/// Simulates water erosion
/// </summary>
public class TerrainEroder
{
#region Constants
/// <summary> Direction vector (X)</summary>
/// <remarks>
/// In order: Center, North, North-East, East, South-East, South, South-West, West, North-West
/// </remarks>
readonly static private int[] DirectionsX = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
/// <summary> Direction vector (Y)</summary>
/// <remarks>
/// In order: Center, North, North-East, East, South-East, South, South-West, West, North-West
/// </remarks>
readonly static private int[] DirectionsY = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
#endregion
#region Public properties
/// <summary>
/// Gets the terrain to erode
/// </summary>
public Map Terrain { get; private set; }
#endregion
protected int SpringCount { get { return ConfigurationManager.TerrGenConfig.ErodePoints; } }
protected int IterationCount { get { return ConfigurationManager.TerrGenConfig.ErodeIterations; } }
protected float ErosionAmount { get { return ConfigurationManager.TerrGenConfig.ErodeAmountPercent; } }
#region Private variables
private Random random = new Random();
private float[,] water;
private int[] springsX;
private int[] springsY;
#endregion
public TerrainEroder(Map terrain)
{
this.Terrain = terrain;
}
public void Erode()
{
Initialize();
GenerateSprings();
for (int i = 0; i < IterationCount; i++)
NextIteration();
}
private void Initialize()
{
// Initialize matrices
water = new float[Terrain.Width, Terrain.Height];
}
private void GenerateSprings()
{
// Step 1: Generate random points, which will be the water springs
springsX = new int[SpringCount];
springsY = new int[SpringCount];
for (int i = 0; i < SpringCount; i++)
{
springsX[i] = random.Next(0, Terrain.Width);
springsY[i] = random.Next(0, Terrain.Height);
}
// Step 2: Find local maximums, where the springs are placed
bool changed;
int iterations = 100;
do
{
changed = false;
for (int i = 0; i < SpringCount; i++)
{
// Find best neighbour
float maxHeight = Terrain[springsX[i], springsY[i]];
int maxDir = 0;
ForEachDirection(springsX[i], springsY[i], (dx, dy, dir) =>
{
if (Terrain[dx, dy] >= maxHeight)
{
maxHeight = Terrain[dx, dy];
maxDir = dir;
}
});
if (maxDir > 0)
{
springsX[i] += DirectionsX[maxDir];
springsY[i] += DirectionsY[maxDir];
changed = true;
}
}
--iterations;
} while (changed && iterations > 0);
}
private void NextIteration()
{
Step1_RainAndErode();
Step2_MoveWater();
Step3_Evaporate();
}
private void Step1_RainAndErode()
{
// Springs generate a lot of water
for (int i = 0; i < SpringCount; i++)
water[springsX[i], springsY[i]] += 100f;
// Rain in the rest of the terrain
for (int x = 0; x < Terrain.Width; x++)
for (int y = 0; y < Terrain.Height; y++)
{
water[x, y] += 1f;
// Erode some terrain
Terrain[x, y] -= ErosionAmount * water[x, y];
}
}
private void Step2_MoveWater()
{
for (int x = 0; x < Terrain.Width; x++)
for (int y = 0; y < Terrain.Height; y++)
{
List<int> directions = new List<int>();
// Find relevant directions
ForEachDirection(x, y, (dx, dy, dir) =>
{
if (Level(x, y) > Level(dx, dy))
directions.Add(dir);
});
// Order directions by level
directions.Sort((dir1, dir2) =>
{
float level1 = Level(x + DirectionsX[dir1], y + DirectionsY[dir1]);
float level2 = Level(x + DirectionsX[dir2], y + DirectionsY[dir2]);
return Convert.ToInt32(100 * (level1 - level2));
});
// Distribute water
for (int dirIndex = 0; dirIndex < directions.Count; dirIndex++)
{
int dir = directions[dirIndex];
// We distribute all the water equally to cells from
// directions 0..dir.
float distributeAmount = water[x, y] / (dirIndex + 1);
// If the resulting level is higher than the level of the next direction,
// we only add the level difference
if (dirIndex < directions.Count - 1)
{
int dx = x + DirectionsX[dir], dy = y + DirectionsY[dir];
int dx1 = x + DirectionsX[directions[dirIndex + 1]], dy1 = y + DirectionsY[directions[dirIndex + 1]];
distributeAmount = Math.Min(distributeAmount, Level(dx1, dy1) - Level(dx, dy));
}
// Distribute water & sediment
for (int dirDistribIndex = 0; dirDistribIndex < dirIndex; dirDistribIndex++)
{
int dirDistrib = directions[dirDistribIndex];
water[x + DirectionsX[dirDistrib], y + DirectionsY[dirDistrib]] += distributeAmount;
}
// Subtract from current cell
water[x, y] -= distributeAmount * (dirIndex + 1);
}
}
}
private void Step3_Evaporate()
{
for (int x = 0; x < Terrain.Width; x++)
for (int y = 0; y < Terrain.Height; y++)
{
// Some sediment deposits
Terrain[x, y] += water[x, y] * ErosionAmount;
// Water evaporates
water[x, y] *= .5f;
}
}
private void ForEachDirection(int x, int y, Action<int, int, int> action)
{
for (int dir = 1; dir < DirectionsX.Length; dir++)
{
int dx = x + DirectionsX[dir];
int dy = y + DirectionsY[dir];
if (Terrain.IsInside(dx, dy))
action(dx, dy, dir);
}
}
/// <summary>
/// Gets the soil + water level
/// </summary>
/// <param name="x">x coordinate</param>
/// <param name="y">y coordinate</param>
/// <returns>level</returns>
private float Level(int x, int y)
{
return Terrain[x, y] + water[x, y];
}
}
}

View File

@ -27,7 +27,7 @@ namespace TransportGame.Generator
Noise = new PerlinNoiseGenerator();
if (ConfigurationManager.TerrGenConfig == null)
throw new Exception("WTF?");
throw new Exception("Not initialized!");
Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
@ -50,12 +50,6 @@ namespace TransportGame.Generator
float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
map.WaterLevel = Mathf.Pow(waterAmount, ConfigurationManager.TerrGenConfig.WaterNonLinearPower) * map.Biome.Height;
DumpData(map, "1generated.map");
// Simulate water erosion
new TerrainEroder(map).Erode();
DumpData(map, "2eroded.map");
return map;
}

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@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: c1e1bcc13284685449456c96db1d1754
timeCreated: 1425647800
licenseType: Free
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@ -0,0 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Assets.Scripts.Model
{
class Texture
{
}
}

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@ -1,8 +0,0 @@
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@ -10,8 +10,8 @@ public class TerrainGeneratorScript : MonoBehaviour
{
private Map map = null;
public int TerrainWidth = 256;
public int TerrainHeight = 256;
public int TerrainWidth = 1024;
public int TerrainHeight = 1024;
public GameObject WaterObject;
// Use this for initialization
@ -20,7 +20,7 @@ public class TerrainGeneratorScript : MonoBehaviour
StartCoroutine(GenerateMap());
}
private void GenerateMapThread()
private void GenerateTerrainThread()
{
TerrainGenerator generator = new TerrainGenerator();
map = generator.Generate(TerrainWidth, TerrainHeight);
@ -51,7 +51,7 @@ public class TerrainGeneratorScript : MonoBehaviour
private IEnumerator GenerateMap()
{
// Wait for the map generation thread
foreach (var i in Task.RunAsync(GenerateMapThread))
foreach (var i in Task.RunAsync(GenerateTerrainThread))
yield return i;
// Generate terrain data
@ -78,6 +78,9 @@ public class TerrainGeneratorScript : MonoBehaviour
MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
waterMesh.mesh = GenerateWater();
}
// Set up textures
}
// Update is called once per frame

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@ -0,0 +1,67 @@
 /*
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
Simple flycam I made, since I couldn't find any others made public.
Made simple to use (drag and drop, done) for regular keyboard layout
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
var mainSpeed : float = 100.0; //regular speed
var shiftAdd : float = 250.0; //multiplied by how long shift is held. Basically running
var maxShift : float = 1000.0; //Maximum speed when holdin gshift
var camSens : float = 0.25; //How sensitive it with mouse
private var lastMouse = Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private var totalRun : float = 1.0;
function Update () {
lastMouse = Input.mousePosition - lastMouse ;
lastMouse = Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
lastMouse = Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
//Mouse camera angle done.
//Keyboard commands
var f : float = 0.0;
var p = GetBaseInput();
if (Input.GetKey (KeyCode.LeftShift)){
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else{
totalRun = Mathf.Clamp(totalRun * 0.5, 1, 1000);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
f = transform.position.y;
transform.Translate(p);
transform.position.y = f;
}
else{
transform.Translate( p);
}
}
private function GetBaseInput() : Vector3 { //returns the basic values, if it's 0 than it's not active.
var p_Velocity : Vector3;
if (Input.GetKey (KeyCode.W)){
p_Velocity += Vector3(0, 0 , 1);
}
if (Input.GetKey (KeyCode.S)){
p_Velocity += Vector3(0, 0 , -1);
}
if (Input.GetKey (KeyCode.A)){
p_Velocity += Vector3(-1, 0 , 0);
}
if (Input.GetKey (KeyCode.D)){
p_Velocity += Vector3(1, 0 , 0);
}
return p_Velocity;
}

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@ -1,7 +1,18 @@
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timeCreated: 1431071541
licenseType: Free
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@ -1,9 +1,12 @@
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<File FileName="Assets\Scripts\Test.cs" Line="7" Column="4" />
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