Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using UnityEngine;
- using System.Collections;
- using System;
- using System.Threading;
- using System.Collections.Generic;
- public class MapGenerator : MonoBehaviour {
- public enum DrawMode {NoiseMap, ColourMap, Mesh, FalloffMap};
- public DrawMode drawMode;
- public Noise.NormalizeMode normalizeMode;
- public const int mapChunkSize = 239;
- [Range(0,6)]
- public int editorPreviewLOD;
- public float noiseScale;
- public int octaves;
- [Range(0,1)]
- public float persistance;
- public float lacunarity;
- public int seed;
- public Vector2 offset;
- public bool useFalloff;
- public float meshHeightMultiplier;
- public AnimationCurve meshHeightCurve;
- public bool autoUpdate;
- public TerrainType[] regions;
- float[,] falloffMap;
- bool falloffMapGenerated;
- Queue<MapThreadInfo<MapData>> mapDataThreadInfoQueue = new Queue<MapThreadInfo<MapData>>();
- Queue<MapThreadInfo<MeshData>> meshDataThreadInfoQueue = new Queue<MapThreadInfo<MeshData>>();
- void GenerateFalloffMap() {
- if (useFalloff && !falloffMapGenerated) {
- falloffMap = FalloffGenerator.GenerateFalloffMap (mapChunkSize + 2);
- falloffMapGenerated = true;
- }
- }
- public void DrawMapInEditor() {
- MapData mapData = GenerateMapData (Vector2.zero);
- MapDisplay display = FindObjectOfType<MapDisplay> ();
- if (drawMode == DrawMode.NoiseMap) {
- display.DrawTexture (TextureGenerator.TextureFromHeightMap (mapData.heightMap));
- } else if (drawMode == DrawMode.ColourMap) {
- display.DrawTexture (TextureGenerator.TextureFromColourMap (mapData.colourMap, mapChunkSize, mapChunkSize));
- } else if (drawMode == DrawMode.Mesh) {
- display.DrawMesh (MeshGenerator.GenerateTerrainMesh (mapData.heightMap, meshHeightMultiplier, meshHeightCurve, editorPreviewLOD), TextureGenerator.TextureFromColourMap (mapData.colourMap, mapChunkSize, mapChunkSize));
- } else if (drawMode == DrawMode.FalloffMap) {
- display.DrawTexture(TextureGenerator.TextureFromHeightMap(FalloffGenerator.GenerateFalloffMap(mapChunkSize)));
- }
- }
- public void RequestMapData(Vector2 centre, Action<MapData> callback) {
- ThreadStart threadStart = delegate {
- MapDataThread (centre, callback);
- };
- new Thread (threadStart).Start ();
- }
- void MapDataThread(Vector2 centre, Action<MapData> callback) {
- MapData mapData = GenerateMapData (centre);
- lock (mapDataThreadInfoQueue) {
- mapDataThreadInfoQueue.Enqueue (new MapThreadInfo<MapData> (callback, mapData));
- }
- }
- public void RequestMeshData(MapData mapData, int lod, Action<MeshData> callback) {
- ThreadStart threadStart = delegate {
- MeshDataThread (mapData, lod, callback);
- };
- new Thread (threadStart).Start ();
- }
- void MeshDataThread(MapData mapData, int lod, Action<MeshData> callback) {
- MeshData meshData = MeshGenerator.GenerateTerrainMesh (mapData.heightMap, meshHeightMultiplier, meshHeightCurve, lod);
- lock (meshDataThreadInfoQueue) {
- meshDataThreadInfoQueue.Enqueue (new MapThreadInfo<MeshData> (callback, meshData));
- }
- }
- void Update() {
- if (mapDataThreadInfoQueue.Count > 0) {
- for (int i = 0; i < mapDataThreadInfoQueue.Count; i++) {
- MapThreadInfo<MapData> threadInfo = mapDataThreadInfoQueue.Dequeue ();
- threadInfo.callback (threadInfo.parameter);
- }
- }
- if (meshDataThreadInfoQueue.Count > 0) {
- for (int i = 0; i < meshDataThreadInfoQueue.Count; i++) {
- MapThreadInfo<MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue ();
- threadInfo.callback (threadInfo.parameter);
- }
- }
- }
- MapData GenerateMapData(Vector2 centre) {
- GenerateFalloffMap ();
- float[,] noiseMap = Noise.GenerateNoiseMap (mapChunkSize + 2, mapChunkSize + 2, seed, noiseScale, octaves, persistance, lacunarity, centre + offset, normalizeMode);
- Color[] colourMap = new Color[mapChunkSize * mapChunkSize];
- for (int y = 0; y < mapChunkSize+2; y++) {
- for (int x = 0; x < mapChunkSize+2; x++) {
- if (useFalloff) {
- noiseMap [x, y] = Mathf.Clamp01(noiseMap [x, y] - falloffMap [x, y]);
- }
- if (x < mapChunkSize && y < mapChunkSize) {
- float currentHeight = noiseMap [x, y];
- for (int i = 0; i < regions.Length; i++) {
- if (currentHeight >= regions [i].height) {
- colourMap [y * mapChunkSize + x] = regions [i].colour;
- } else {
- break;
- }
- }
- }
- }
- }
- return new MapData (noiseMap, colourMap);
- }
- void OnValidate() {
- if (lacunarity < 1) {
- lacunarity = 1;
- }
- if (octaves < 0) {
- octaves = 0;
- }
- falloffMapGenerated = false;
- }
- struct MapThreadInfo<T> {
- public readonly Action<T> callback;
- public readonly T parameter;
- public MapThreadInfo (Action<T> callback, T parameter)
- {
- this.callback = callback;
- this.parameter = parameter;
- }
- }
- }
- [System.Serializable]
- public struct TerrainType {
- public string name;
- public float height;
- public Color colour;
- }
- public struct MapData {
- public readonly float[,] heightMap;
- public readonly Color[] colourMap;
- public MapData (float[,] heightMap, Color[] colourMap)
- {
- this.heightMap = heightMap;
- this.colourMap = colourMap;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment