200 lines
6.4 KiB
C#
200 lines
6.4 KiB
C#
using System;
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using System.Collections;
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using System.Linq;
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using TransportGame.Generator;
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using TransportGame.Model;
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using TransportGame.Utils;
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using UnityEngine;
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public class TerrainGeneratorScript : MonoBehaviour
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{
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private Map map = null;
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public int TerrainWidth = 1024;
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public int TerrainHeight = 1024;
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public GameObject WaterObject;
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public Texture2D[] Textures;
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// Use this for initialization
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void Start()
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{
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StartCoroutine(GenerateMap());
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}
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private void GenerateTerrainThread()
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{
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CityGenerator generator = new CityGenerator();
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map = generator.Generate(TerrainWidth, TerrainHeight);
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}
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private Mesh GenerateWater()
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{
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Mesh water = new Mesh();
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water.name = "water";
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water.vertices = new[] {
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new Vector3(0, map.WaterLevel, 0),
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new Vector3(0, map.WaterLevel, map.Height),
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new Vector3(map.Width, map.WaterLevel, 0),
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new Vector3(map.Width, map.WaterLevel, map.Height)
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};
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water.triangles = new[] { 0, 1, 2, 2, 1, 3 };
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water.uv = new[] {
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new UnityEngine.Vector2(0, 0),
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new UnityEngine.Vector2(0, 1),
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new UnityEngine.Vector2(1, 0),
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new UnityEngine.Vector2(1, 1)
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};
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water.RecalculateNormals();
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return water;
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}
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private IEnumerator GenerateMap()
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{
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// Generate terrain
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foreach (var i in Task.RunAsync(GenerateTerrainThread))
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yield return i;
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// Generate terrain data
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TerrainData terrainData = new TerrainData();
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terrainData.heightmapResolution = Mathf.Max(map.Height, map.Width) + 1;
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terrainData.size = new Vector3(map.Width, map.Biome.Height, map.Height);
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terrainData.SetDetailResolution(1024, 8);
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terrainData.SetHeights(0, 0, map.Heightmap);
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terrainData.name = "Generated Terrain Data";
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yield return null;
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if (map.Biome.Textures != null)
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{
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SplatPrototype[] prototypes = new SplatPrototype[map.Biome.Textures.Length];
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for (int i = 0; i < map.Biome.Textures.Length; i++)
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{
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Texture2D texture = Textures.FirstOrDefault(tex => tex != null && tex.name == map.Biome.Textures[i].Source);
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if (texture == null)
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throw new Exception("Texture " + map.Biome.Textures[i].Source + " not found!");
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prototypes[i] = new SplatPrototype();
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prototypes[i].texture = texture;
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}
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terrainData.splatPrototypes = prototypes;
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yield return null;
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}
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// Create terrain object
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GameObject terrain = Terrain.CreateTerrainGameObject(terrainData);
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terrain.name = "Generated Terrain";
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yield return null;
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Terrain terrainComp = terrain.GetComponent<Terrain>();
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terrainComp.heightmapPixelError = 1;
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yield return null;
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// Set water
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if (WaterObject != null)
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{
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MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
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waterMesh.mesh = GenerateWater();
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}
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yield return null;
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// Set up textures
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//SetupSplatmaps(terrainData);
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// -- DEBUG --
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foreach (var center in map.PopulationCenters)
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Debug.DrawLine(new Vector3(center.Y, 0, center.X), new Vector3(center.Y, map.Biome.Height, center.X), Color.yellow, 100000);
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// Debug - draw lines
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if (map != null && map.RoadNetwork != null)
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{
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foreach (var segment in map.RoadNetwork.ArticulationSegments)
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{
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Color color = (segment.Value.LanesTo1 >= 3) ? Color.magenta : Color.red;
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Debug.DrawLine(new Vector3(segment.Value.Terminal1.Y, map.Biome.Height / 2, segment.Value.Terminal1.X), new Vector3(segment.Value.Terminal2.Y, map.Biome.Height / 2, segment.Value.Terminal2.X), color, 10000);
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}
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foreach (var node in map.RoadNetwork.Nodes)
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{
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Debug.DrawLine(new Vector3(node.Value.Y, map.Biome.Height / 2, node.Value.X), new Vector3(node.Value.Y, map.Biome.Height / 2 + 5, node.Value.X), Color.blue, 10000);
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}
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}
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}
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private void SetupSplatmaps(TerrainData terrainData)
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{
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float[, ,] splatData = new float[terrainData.alphamapWidth, terrainData.alphamapHeight, terrainData.alphamapLayers];
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Expression[] expressions = new Expression[terrainData.alphamapLayers];
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for (int y = 0; y < terrainData.alphamapHeight; y++)
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for (int x = 0; x < terrainData.alphamapWidth; x++)
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{
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float y_01 = (float)y / (float)terrainData.alphamapHeight;
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float x_01 = (float)x / (float)terrainData.alphamapWidth;
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int ix = Mathf.RoundToInt(x_01 * TerrainWidth);
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int iy = Mathf.RoundToInt(y_01 * TerrainHeight);
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// Get height
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float height = map.GetHeight(ix, iy);
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// Get steepness
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float steepness = map.GetSteepness(ix, iy);
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// Go through each texture layer
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float[] weights = new float[terrainData.alphamapLayers];
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float sum = 0;
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for (int t = 0; t < terrainData.alphamapLayers; t++)
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{
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// Set up expression
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if (expressions[t] == null)
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{
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expressions[t] = new Expression(map.Biome.Textures[t].Expression);
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expressions[t].ParseExpression();
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}
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expressions[t].Variables["height"] = height;
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expressions[t].Variables["steepness"] = steepness;
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expressions[t].Variables["maxHeight"] = terrainData.size.y;
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expressions[t].Variables["waterLevel"] = map.WaterLevel - 1f;
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// Obtain weight
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weights[t] = expressions[t].Evaluate();
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sum += weights[t];
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}
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// Normalize and copy weights
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for (int t = 0; t < terrainData.alphamapLayers; t++)
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{
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splatData[x, y, t] = weights[t] / sum;
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}
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}
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terrainData.SetAlphamaps(0, 0, splatData);
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}
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// Update is called once per frame
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void Update()
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{
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}
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void OnGUI()
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{
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Event e = Event.current;
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if (e.type == EventType.KeyDown)
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{
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if (e.keyCode == KeyCode.Home)
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{
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Logger.Warning("Writing to file...");
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Logger.DumpMap(map, "map.map");
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Logger.Warning("Wrote map to file.");
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}
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}
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}
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}
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