MapGenerator.cs 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202
  1. using UnityEngine;
  2. using System.Threading;
  3. using System;
  4. using System.Collections.Generic;
  5. public class MapGenerator : MonoBehaviour
  6. {
  7. public enum DrawMode {NoiseMap, ColorMap, Mesh, FalloffMap};
  8. public DrawMode drawMode;
  9. public Noise.NormalizeMode normalizeMode;
  10. public const int mapChunkSize = 241;
  11. [Range(0,6)]
  12. public int levelOfDetail;
  13. public float noiseScale;
  14. public int octaves;
  15. [Range(0, 1)]
  16. public float persistance;
  17. public float lacunarity;
  18. public int seed;
  19. public Vector2 offset;
  20. public bool useFalloff;
  21. public float meshHeightMultiplier;
  22. public AnimationCurve meshHeightCurve;
  23. public bool autoUpdate;
  24. public TerrainType[] regions;
  25. float[,] falloffMap;
  26. Queue<MapThreadInfo<MapData>> mapDataThreadInfoQueue = new Queue<MapThreadInfo<MapData>>();
  27. Queue<MapThreadInfo<MeshData>> meshDataThreadInfoQueue = new Queue<MapThreadInfo<MeshData>>();
  28. private void Awake()
  29. {
  30. falloffMap = FalloffGenerator.GenerateFalloffMap(mapChunkSize);
  31. }
  32. public void DrawMapInEditor()
  33. {
  34. MapData mapData = GenerateMapData(Vector2.zero);
  35. MapDisplay display = FindFirstObjectByType<MapDisplay>();
  36. if (drawMode == DrawMode.NoiseMap)
  37. {
  38. display.DrawTexture(TextureGenerator.TextureFromHeightMap(mapData.heightMap));
  39. }
  40. else if (drawMode == DrawMode.ColorMap)
  41. {
  42. display.DrawTexture(TextureGenerator.TextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize));
  43. }
  44. else if (drawMode == DrawMode.Mesh)
  45. {
  46. display.DrawMesh(MeshGenerator.GenerateTerrainMesh(mapData.heightMap, meshHeightMultiplier, meshHeightCurve, levelOfDetail), TextureGenerator.TextureFromColorMap(mapData.colorMap, mapChunkSize, mapChunkSize));
  47. }
  48. else if(drawMode == DrawMode.FalloffMap)
  49. {
  50. display.DrawTexture(TextureGenerator.TextureFromHeightMap(FalloffGenerator.GenerateFalloffMap(mapChunkSize)));
  51. }
  52. }
  53. public void RequestMapData(Vector2 centre, Action<MapData> callback)
  54. {
  55. ThreadStart threadStart = delegate
  56. {
  57. MapDataThread(centre, callback);
  58. };
  59. new Thread(threadStart).Start();
  60. }
  61. void MapDataThread(Vector2 centre, Action<MapData> callback)
  62. {
  63. MapData mapData = GenerateMapData(centre);
  64. lock (mapDataThreadInfoQueue)
  65. {
  66. mapDataThreadInfoQueue.Enqueue(new MapThreadInfo<MapData>(callback, mapData));
  67. }
  68. }
  69. public void RequestMeshData(MapData mapData, int lod, Action<MeshData> callback)
  70. {
  71. ThreadStart threadStart = delegate {
  72. MeshDataThread(mapData, lod, callback);
  73. };
  74. new Thread(threadStart).Start();
  75. }
  76. void MeshDataThread(MapData mapData, int lod, Action<MeshData> callback)
  77. {
  78. MeshData meshData = MeshGenerator.GenerateTerrainMesh(mapData.heightMap, meshHeightMultiplier, meshHeightCurve, lod);
  79. lock (meshDataThreadInfoQueue)
  80. {
  81. meshDataThreadInfoQueue.Enqueue(new MapThreadInfo<MeshData>(callback, meshData));
  82. }
  83. }
  84. private void Update()
  85. {
  86. if(mapDataThreadInfoQueue.Count > 0)
  87. {
  88. for(int i = 0; i < mapDataThreadInfoQueue.Count; i++)
  89. {
  90. MapThreadInfo<MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
  91. threadInfo.callback(threadInfo.parameter);
  92. }
  93. }
  94. if (meshDataThreadInfoQueue.Count > 0) {
  95. for(int i = 0; i < meshDataThreadInfoQueue.Count; i++)
  96. {
  97. MapThreadInfo<MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
  98. threadInfo.callback(threadInfo.parameter);
  99. }
  100. }
  101. }
  102. MapData GenerateMapData(Vector2 centre)
  103. {
  104. float[,] noiseMap = Noise.GenerateNoiseMap(mapChunkSize, mapChunkSize, seed, noiseScale, octaves, persistance, lacunarity, centre + offset, normalizeMode);
  105. Color[] colorMap = new Color[mapChunkSize * mapChunkSize];
  106. for (int y = 0; y < mapChunkSize; y++)
  107. {
  108. for (int x = 0; x < mapChunkSize; x++)
  109. {
  110. if (useFalloff)
  111. {
  112. noiseMap[x, y] = Mathf.Clamp01(noiseMap[x, y] - falloffMap[x, y]);
  113. }
  114. float currentHeight = noiseMap[x, y];
  115. for(int i = 0; i < regions.Length; i++)
  116. {
  117. if(currentHeight >= regions[i].height)
  118. {
  119. colorMap[y * mapChunkSize + x] = regions[i].color;
  120. }
  121. else
  122. {
  123. break;
  124. }
  125. }
  126. }
  127. }
  128. return new MapData(noiseMap, colorMap);
  129. }
  130. private void OnValidate()
  131. {
  132. if(lacunarity < 1)
  133. {
  134. lacunarity = 1;
  135. }
  136. if(octaves < 0)
  137. {
  138. octaves = 0;
  139. }
  140. falloffMap = FalloffGenerator.GenerateFalloffMap(mapChunkSize);
  141. }
  142. struct MapThreadInfo<T>
  143. {
  144. public readonly Action<T> callback;
  145. public readonly T parameter;
  146. public MapThreadInfo(Action<T> callback, T parameter)
  147. {
  148. this.callback = callback;
  149. this.parameter = parameter;
  150. }
  151. }
  152. }
  153. [System.Serializable]
  154. public struct TerrainType
  155. {
  156. public string name;
  157. public float height;
  158. public Color color;
  159. }
  160. public struct MapData
  161. {
  162. public readonly float[,] heightMap;
  163. public readonly Color[] colorMap;
  164. public MapData(float[,] heightMap, Color[] colorMap)
  165. {
  166. this.heightMap = heightMap;
  167. this.colorMap = colorMap;
  168. }
  169. }