我的地形管理器遇到了一个问题,我得到了这些奇怪的尖刺列,而不是普通地形(如果这种生成有正常情况),有什么想法吗?
图像:http://bit.ly/1IVVsET
代码:
public class TerrainManager : MonoBehaviour, ICameraObserver {
public Terrain mainTerrain;
public float terrainChangeRate = 0.0001f;
public int brushArea = 20;
public static int viewDistance = 9;
public static Vector2 VECTOR_WILDCARD = new Vector2(-10000, -10000);
int resolutionX;
int resolutionY;
float[,] heights;
int heightEdit = 1;
//Chunks
List<Vector2> loadedChunks = new List<Vector2>();
Vector2[] visibleChunks = null;
Terrain[] chunkGraphics = new Terrain[viewDistance];
Vector2 curChunkIndex = new Vector2();
int chunkSizeX = 256;
int chunkSizeY = 256;
// Use this for initialization
void Start () {
resolutionX = mainTerrain.terrainData.heightmapWidth;
resolutionY = mainTerrain.terrainData.heightmapHeight;
heights = mainTerrain.terrainData.GetHeights(0, 0, resolutionX, resolutionY);
Camera.main.GetComponent<RTSCamera>().Subscribe(this);
GameObject world = new GameObject();
world.name = "World";
for (int i = 0; i < viewDistance; i++)
{
GameObject go = new GameObject();
go.name = "Chunk_" + i;
go.transform.SetParent(world.transform);
chunkGraphics[i] = go.AddComponent<Terrain>();
chunkGraphics[i].terrainData = new TerrainData();
go.AddComponent<TerrainCollider>().terrainData = chunkGraphics[i].terrainData;
chunkGraphics[i].terrainData.size = new Vector3((int)(chunkSizeX / 4), 600, (int)(chunkSizeY / 4));
chunkGraphics[i].terrainData.heightmapResolution = (int)(chunkSizeX / 2);
}
onCameraMove(Camera.main.transform.position);
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
editTerrainHeight(hit.point, terrainChangeRate, brushArea);
}
}
}
void editTerrainHeight(Vector3 position, float amount, int diameter)
{
int terrainPosX = (int)((position.x / mainTerrain.terrainData.size.x) * resolutionX);
int terrainPosY = (int)((position.z / mainTerrain.terrainData.size.z) * resolutionY);
float[,] heightChange = new float[diameter, diameter];
int radius = diameter / 2;
if (Input.GetKey(KeyCode.LeftShift))
{
heightEdit = -1;
}
else
{
heightEdit = 1;
}
amount = amount * heightEdit;
for (int x = 0; x < diameter; x++)
{
for (int y = 0; y < diameter; y++)
{
int x2 = x - radius;
int y2 = y - radius;
heightChange[y, x] = heights[terrainPosY + y2, terrainPosX + x2] + amount;
heights[terrainPosY + y2, terrainPosX + x2] = heightChange[y, x];
}
}
mainTerrain.terrainData.SetHeights(terrainPosX - radius, terrainPosY - radius, heightChange);
}
public void onCameraMove(Vector3 newCameraPosition)
{
int chunkIndexX = Mathf.FloorToInt(newCameraPosition.x / chunkSizeX);
int chunkIndexY = Mathf.FloorToInt(newCameraPosition.z / chunkSizeY);
if (curChunkIndex.x == chunkIndexX && curChunkIndex.y == chunkIndexY)
{
return;
}
curChunkIndex.x = chunkIndexX;
curChunkIndex.y = chunkIndexY;
Vector2[] newVisibleChunks = new Vector2[viewDistance];
newVisibleChunks[0] = new Vector2(chunkIndexX - 1, chunkIndexY +1);
newVisibleChunks[1] = new Vector2(chunkIndexX, chunkIndexY +1);
newVisibleChunks[2] = new Vector2(chunkIndexX + 1, chunkIndexY +1);
newVisibleChunks[3] = new Vector2(chunkIndexX -1, chunkIndexY);
newVisibleChunks[4] = new Vector2(chunkIndexX, chunkIndexY);
newVisibleChunks[5] = new Vector2(chunkIndexX + 1, chunkIndexY);
newVisibleChunks[6] = new Vector2(chunkIndexX - 1, chunkIndexY -1);
newVisibleChunks[7] = new Vector2(chunkIndexX, chunkIndexY -1);
newVisibleChunks[8] = new Vector2(chunkIndexX + 1, chunkIndexY -1);
Terrain[] newChunkGraphics = new Terrain[viewDistance];
List<int> freeTerrains = new List<int>();
List<int> loadingIndexes = new List<int>();
for (int i = 0; i < viewDistance; i++)
{
bool found = false;
for (int j = 0; j < viewDistance; j++)
{
if (visibleChunks == null)
{
break;
}
if (newVisibleChunks[i].Equals(visibleChunks[j]))
{
visibleChunks[j] = VECTOR_WILDCARD;
newChunkGraphics[i] = chunkGraphics[j];
found = true;
break;
}
}
if (!found)
{
loadingIndexes.Add(i);
}
}
if (visibleChunks != null)
{
for (int i = 0; i < viewDistance; i++)
{
if (visibleChunks[i] != VECTOR_WILDCARD)
{
freeTerrains.Add(i);
saveChunkToMemory(chunkGraphics[i], visibleChunks[i]);
}
}
}
else
{
for (int i = 0; i < viewDistance; i++)
{
freeTerrains.Add(i);
}
}
for (int i = 0; i < loadingIndexes.Count; i++)
{
loadChunkFromMemory(newVisibleChunks[loadingIndexes[i]], freeTerrains[i]);
newChunkGraphics[loadingIndexes[i]] = chunkGraphics[freeTerrains[i]];
}
visibleChunks = newVisibleChunks;
chunkGraphics = newChunkGraphics;
}
void loadChunkFromMemory(Vector2 cordIndex, int graphicIndex)
{
bool found = false;
foreach (Vector2 v in loadedChunks)
{
if (v == cordIndex)
{
found = true;
break;
}
}
GameObject terrainGO;
if (!found)
{
terrainGO = generateChunk(cordIndex, graphicIndex);
}
else
{
//Load Chunk from Memory
Debug.Log("Loading Chunk(" + cordIndex.x + "," + cordIndex.y + ")");
terrainGO = chunkGraphics[graphicIndex].gameObject;
}
terrainGO.transform.position = new Vector3(chunkSizeX * cordIndex.x, 0, chunkSizeY * cordIndex.y);
}
GameObject generateChunk(Vector2 cordIndex, int graphicIndex)
{
GameObject terrainGO = chunkGraphics[graphicIndex].gameObject;
loadedChunks.Add(cordIndex);
setTerrainHeightMap(terrainGO.GetComponent<Terrain>(), cordIndex);
return terrainGO;
}
void setTerrainHeightMap(Terrain terrain, Vector2 cordIndex)
{
float[,] heights = new float[terrain.terrainData.heightmapHeight, terrain.terrainData.heightmapWidth];
heights[0, 0] = 0.5f;
heights[terrain.terrainData.heightmapWidth - 1, 0] = 0.5f;
heights[0, terrain.terrainData.heightmapHeight - 1] = 0.5f;
heights[terrain.terrainData.heightmapWidth - 1, terrain.terrainData.heightmapHeight - 1] = 0.5f;
heights = diamondSquare(heights, 0, 0, terrain.terrainData.heightmapWidth - 1, 0);
terrain.terrainData.SetHeights(0, 0, heights);
}
float[,] getTerrainHeightMap(Vector2 cordIndex)
{
return null;
}
float[,] diamondSquare(float[,] heights, int offSetX, int offSetY, int squareSize, int depth)
{
if (squareSize == 1)
{
return heights;
}
float topLeft = heights[offSetY, offSetX];
float topRight = heights[offSetY, offSetX + squareSize];
float bottomLeft = heights[offSetY + squareSize, offSetX];
float bottomRight = heights[offSetY + squareSize, offSetX + squareSize];
int size = squareSize / 2;
if (topLeft == 0 || topRight == 0 || bottomLeft == 0 || bottomRight == 0)
{
Debug.LogError("One or more Corner Seeds have not been set..");
}
if (heights[offSetY + size, offSetX + size] == 0)
{
heights[offSetY + size, offSetX + size] = getRandomHeight(depth + (int)averagePoints(topLeft, topRight, bottomLeft, bottomRight));
}
float centrePoint = heights[offSetY + size, offSetX + size];
//left Diamond
float runningAverage = averagePoints(topLeft, centrePoint, bottomLeft);
if (offSetX - size > 0 && heights[offSetY + size, offSetX - size] != 0)
{
runningAverage = averagePoints(topLeft, centrePoint, bottomLeft, heights[offSetY + size, offSetX - size]);
}
if (heights[offSetY + size, offSetX] == 0)
{
heights[offSetY + size, offSetX] = runningAverage + getRandomHeight(depth);
}
//right Diamond
runningAverage = averagePoints(topRight, centrePoint, bottomRight);
if (offSetX + (squareSize * 1.5f) < heights.GetLength(1) && heights[offSetY + size, offSetX + (int)(squareSize * 1.5f)] != 0)
{
runningAverage = averagePoints(topRight, centrePoint, bottomRight, heights[offSetY + size, offSetX + (int)(squareSize * 1.5f)]);
}
if (heights[offSetY + size, offSetX + squareSize] == 0)
{
heights[offSetY + size, offSetX + squareSize] = runningAverage + getRandomHeight(depth);
}
//top Diamond
runningAverage = averagePoints(topLeft, centrePoint, topRight);
if (offSetY - size > 0 && heights[offSetY - size, offSetX + size] != 0)
{
runningAverage = averagePoints(topLeft, centrePoint, topRight, heights[offSetY - size, offSetX + size]);
}
if (heights[offSetY, offSetX + size] == 0)
{
heights[offSetY, offSetX + size] = runningAverage + getRandomHeight(depth);
}
//bottom Diamond
runningAverage = averagePoints(bottomRight, centrePoint, bottomLeft);
if (offSetY + (squareSize * 1.5f) < heights.GetLength(0) && heights[offSetY + (int)(squareSize * 1.5f), offSetX + size] != 0)
{
runningAverage = averagePoints(bottomRight, centrePoint, topRight, heights[offSetY + (int)(squareSize * 1.5f), offSetX + size]);
}
if (heights[offSetY + squareSize, offSetX + size] == 0)
{
heights[offSetY + squareSize, offSetX + size] = runningAverage + getRandomHeight(depth);
}
heights = diamondSquare(heights, offSetX, offSetY, size, depth + 1);
heights = diamondSquare(heights, offSetX + size, offSetY, size, depth + 1);
heights = diamondSquare(heights, offSetX, offSetY + size, size, depth + 1);
heights = diamondSquare(heights, offSetX + size, offSetY + size, size, depth + 1);
return heights;
}
float averagePoints(float p1, float p2, float p3, float p4)
{
return (p1 + p2 + p3 + p4) * 0.25f;
}
float averagePoints(float p1, float p2, float p3)
{
return (p1 + p2 + p3) * 0.3333f;
}
float getRandomHeight(int depth)
{
return Random.Range(-0.1f, 0.0f) / Mathf.Pow(2, depth);
}
void saveChunkToMemory(Terrain chunk, Vector2 index)
{
Debug.Log("Unloading Chunk(" + index.x + "," + index.y + ")");
}
}
所以几个小时后,这里有一个修复:D
public class TerrainManager : MonoBehaviour, ICameraObserver {
public Terrain mainTerrain;
public float terrainChangeRate = 0.0001f;
public int brushArea = 20;
public static int viewDistance = 9;
public static Vector2 VECTOR_WILDCARD = new Vector2(-10000, -10000);
int resolutionX;
int resolutionY;
float[,] heights;
int heightEdit = 1;
//Chunks
List<Vector2> loadedChunks = new List<Vector2>();
Vector2[] visibleChunks = null;
Terrain[] chunkGraphics = new Terrain[viewDistance];
Vector2 curChunkIndex = new Vector2();
int chunkSizeX = 256;
int chunkSizeY = 256;
// Use this for initialization
void Start () {
resolutionX = mainTerrain.terrainData.heightmapWidth;
resolutionY = mainTerrain.terrainData.heightmapHeight;
heights = mainTerrain.terrainData.GetHeights(0, 0, resolutionX, resolutionY);
Camera.main.GetComponent<RTSCamera>().Subscribe(this);
GameObject world = new GameObject();
world.name = "World";
for (int i = 0; i < viewDistance; i++)
{
GameObject go = new GameObject();
go.name = "Chunk_" + i;
go.transform.SetParent(world.transform);
chunkGraphics[i] = go.AddComponent<Terrain>();
chunkGraphics[i].terrainData = new TerrainData();
go.AddComponent<TerrainCollider>().terrainData = chunkGraphics[i].terrainData;
chunkGraphics[i].terrainData.size = new Vector3((int)(chunkSizeX / 4), 600, (int)(chunkSizeY / 4));
chunkGraphics[i].terrainData.heightmapResolution = (int)(chunkSizeX / 2);
}
onCameraMove(Camera.main.transform.position);
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
editTerrainHeight(hit.point, terrainChangeRate, brushArea);
}
}
}
void editTerrainHeight(Vector3 position, float amount, int diameter)
{
int terrainPosX = (int)((position.x / mainTerrain.terrainData.size.x) * resolutionX);
int terrainPosY = (int)((position.z / mainTerrain.terrainData.size.z) * resolutionY);
float[,] heightChange = new float[diameter, diameter];
int radius = diameter / 2;
if (Input.GetKey(KeyCode.LeftShift))
{
heightEdit = -1;
}
else
{
heightEdit = 1;
}
amount = amount * heightEdit;
for (int x = 0; x < diameter; x++)
{
for (int y = 0; y < diameter; y++)
{
int x2 = x - radius;
int y2 = y - radius;
heightChange[y, x] = heights[terrainPosY + y2, terrainPosX + x2] + amount;
heights[terrainPosY + y2, terrainPosX + x2] = heightChange[y, x];
}
}
mainTerrain.terrainData.SetHeights(terrainPosX - radius, terrainPosY - radius, heightChange);
}
public void onCameraMove(Vector3 newCameraPosition)
{
//Debug.Log ("Camera Moved");
int chunkIndexX = Mathf.FloorToInt (newCameraPosition.x / chunkSizeX);
int chunkIndexY = Mathf.FloorToInt (newCameraPosition.z / chunkSizeY);
if (curChunkIndex.x == chunkIndexX && curChunkIndex.y == chunkIndexY) {
return;
}
curChunkIndex.x = chunkIndexX;
curChunkIndex.y = chunkIndexY;
//Debug.Log ("Chunk Index ( " + chunkIndexX + ", " + chunkIndexY + " )");
Vector2[] newVisibleChunks = new Vector2[9];
newVisibleChunks [0] = new Vector2 (chunkIndexX -1, chunkIndexY +1);
newVisibleChunks [1] = new Vector2 (chunkIndexX, chunkIndexY +1);
newVisibleChunks [2] = new Vector2 (chunkIndexX +1, chunkIndexY +1);
newVisibleChunks [3] = new Vector2 (chunkIndexX -1, chunkIndexY);
newVisibleChunks [4] = new Vector2 (chunkIndexX, chunkIndexY);
newVisibleChunks [5] = new Vector2 (chunkIndexX +1, chunkIndexY);
newVisibleChunks [6] = new Vector2 (chunkIndexX -1, chunkIndexY -1);
newVisibleChunks [7] = new Vector2 (chunkIndexX, chunkIndexY -1);
newVisibleChunks [8] = new Vector2 (chunkIndexX +1, chunkIndexY -1);
Terrain[] newChunkGraphics = new Terrain[chunkGraphics.Length];
List<int> freeTerrains = new List<int>();
List<int> loadingIndexes = new List<int>();
//List<int> newIndex = new List<int>();
for (int i =0; i <9; i++) {
bool found = false;
for (int j =0; j <9; j++) {
if (visibleChunks == null)
break;
if (newVisibleChunks[i].Equals (visibleChunks[j])){
visibleChunks[j] = VECTOR_WILDCARD;
newChunkGraphics[i] = chunkGraphics[j];
found = true;
break;
}
}
if (!found){
loadingIndexes.Add (i);
}
}
if (visibleChunks != null) {
for (int i = 0; i< 9; i++) {
if (visibleChunks [i] != VECTOR_WILDCARD) {
freeTerrains.Add (i);
saveChunkToMemory (chunkGraphics [i], visibleChunks [i]);
}
}
} else {
for (int i = 0; i< 9; i++) {
freeTerrains.Add (i);
}
}
for (int i = 0; i < loadingIndexes.Count; i++) {
newChunkGraphics[loadingIndexes[i]] = chunkGraphics[freeTerrains[i]];
}
visibleChunks = newVisibleChunks;
chunkGraphics = newChunkGraphics;
for (int i = 0; i < loadingIndexes.Count; i++) {
loadChunkFromMemory(visibleChunks[loadingIndexes[i]], loadingIndexes[i]);
}
}
void loadChunkFromMemory(Vector2 cordIndex, int graphicIndex)
{
bool found = false;
foreach (Vector2 v in loadedChunks)
{
if (v == cordIndex)
{
found = true;
break;
}
}
GameObject terrainGO;
if (!found)
{
terrainGO = generateChunk(cordIndex, graphicIndex);
}
else
{
//Load Chunk from Memory
Debug.Log("Loading Chunk(" + cordIndex.x + "," + cordIndex.y + ")");
terrainGO = chunkGraphics[graphicIndex].gameObject;
}
terrainGO.transform.position = new Vector3(chunkSizeX * cordIndex.x, 0, chunkSizeY * cordIndex.y);
}
GameObject generateChunk(Vector2 cordIndex, int graphicIndex)
{
GameObject terrainGO = chunkGraphics[graphicIndex].gameObject;
loadedChunks.Add(cordIndex);
setTerrainHeightMap(terrainGO.GetComponent<Terrain>(), cordIndex);
return terrainGO;
}
void setTerrainHeightMap(Terrain terrain, Vector2 cordIndex)
{
float[,] heights = new float[terrain.terrainData.heightmapHeight, terrain.terrainData.heightmapWidth];
bool left = false;
bool right = false;
bool top = false;
bool bottom = false;
//left
float[,] hm = getTerrainHeightMap(new Vector2(cordIndex.x - 1, cordIndex.y));
if(hm != null)
{
left = true;
for (int i = 0; i < hm.GetLength(0); i++)
{
heights[i, 0] = hm[i, hm.GetLength(1) - 1];
}
}
//Right
hm = getTerrainHeightMap(new Vector2(cordIndex.x + 1, cordIndex.y));
if (hm != null)
{
right = true;
for (int i = 0; i < hm.GetLength(0); i++)
{
heights[i, heights.GetLength(1) - 1] = hm[i, 0];
}
}
hm = getTerrainHeightMap(new Vector2(cordIndex.x, cordIndex.y - 1));
if (hm != null)
{
top = true;
for (int i = 0; i < hm.GetLength(1); i++)
{
heights[i, 0] = hm[hm.GetLength(0) - 1, i];
}
}
hm = getTerrainHeightMap(new Vector2(cordIndex.x, cordIndex.y + 1));
if (hm != null)
{
bottom = true;
for (int i = 0; i < hm.GetLength(0); i++)
{
heights[heights.GetLength(1) - 1, i] = hm [0, i];
}
}
if (!top && !left)
{
heights[0, 0] = 0.2f;
}
if (!bottom && !left)
{
heights[terrain.terrainData.heightmapHeight - 1, 0] = 0.2f;
}
if (!top && !right)
{
heights[0, terrain.terrainData.heightmapWidth - 1] = 0.2f;
}
if (!bottom && !right)
{
heights[terrain.terrainData.heightmapHeight - 1, terrain.terrainData.heightmapWidth - 1] = 0.2f;
}
heights[0, 0] = 0.2f;
heights[terrain.terrainData.heightmapHeight - 1, 0] = 0.2f;
heights[0, terrain.terrainData.heightmapWidth - 1] = 0.2f;
heights[terrain.terrainData.heightmapHeight - 1, terrain.terrainData.heightmapWidth - 1] = 0.2f;
heights = diamondSquare(heights, 0, 0, terrain.terrainData.heightmapWidth - 1, 0);
terrain.terrainData.SetHeights(0, 0, heights);
}
float[,] getTerrainHeightMap(Vector2 cordIndex)
{
if (loadedChunks.Contains(cordIndex))
{
for (int i = 0; i < visibleChunks.Length; i++)
{
if (visibleChunks[i].x == cordIndex.x && visibleChunks[i].y == cordIndex.y)
{
return chunkGraphics[i].terrainData.GetHeights(0, 0, chunkGraphics[i].terrainData.heightmapWidth, chunkGraphics[i].terrainData.heightmapWidth);
}
}
return loadHeightMapFromMemory(cordIndex);
}
else
{
return null;
}
}
float[,] loadHeightMapFromMemory(Vector2 cordIndex)
{
return null;
}
float[,] diamondSquare(float[,] heights, int offSetX, int offSetY, int squareSize, int depth)
{
if (squareSize == 1)
return heights;
float topLeft = heights[offSetY, offSetX];
float topRight = heights[offSetY, offSetX + squareSize];
float bottomLeft = heights[offSetY + squareSize, offSetX];
float bottomRight = heights[offSetY + squareSize, offSetX + squareSize];
if (topLeft == 0 || topRight == 0 || bottomLeft == 0 || bottomRight == 0)
{
Debug.LogError("One or more Corner Seed Values is not set");
}
if (heights[offSetY + (squareSize / 2), offSetX + (squareSize / 2)] == 0)
{
heights[offSetY + (squareSize / 2), offSetX + (squareSize / 2)] = getRandomHeight(depth) + averagePoints(topLeft, topRight, bottomLeft, bottomRight);
}
float centrePoint = heights[offSetY + (squareSize / 2), offSetX + (squareSize / 2)];
//left diamond
float runningAverage = averagePoints(topLeft, centrePoint, bottomLeft);
if (offSetX - (squareSize / 2) > 0 && heights[offSetY + (squareSize / 2), offSetX - (squareSize / 2)] != 0)
{
runningAverage = averagePoints(topLeft, centrePoint, bottomLeft, heights[offSetY + (squareSize / 2), offSetX - (squareSize / 2)]);
}
if (heights[offSetY + (squareSize / 2), offSetX] == 0)
{
heights[offSetY + (squareSize / 2), offSetX] = runningAverage + getRandomHeight(depth);
}
//right diamond
runningAverage = averagePoints(topRight, centrePoint, bottomRight);
if (offSetX + (squareSize * 1.5f) < heights.GetLength(1) && heights[offSetY + (squareSize / 2), offSetX + (int)(squareSize * 1.5f)] != 0)
{
runningAverage = averagePoints(topRight, centrePoint, bottomRight, heights[offSetY + (squareSize / 2), offSetX + (int)(squareSize * 1.5f)]);
}
if (heights[offSetY + (squareSize / 2), offSetX + squareSize] == 0)
{
heights[offSetY + (squareSize / 2), offSetX + squareSize] = runningAverage + getRandomHeight(depth);
}
//top diamond
runningAverage = averagePoints(topLeft, centrePoint, topRight);
if (offSetY - (squareSize / 2) > 0 && heights[offSetY - (squareSize / 2), offSetX + (squareSize / 2)] != 0)
{
runningAverage = averagePoints(topLeft, centrePoint, topRight, heights[offSetY - (squareSize / 2), offSetX + (squareSize / 2)]);
}
if (heights[offSetY, offSetX + (squareSize / 2)] == 0)
{
heights[offSetY, offSetX + (squareSize / 2)] = runningAverage + getRandomHeight(depth);
}
//bottom diamond
runningAverage = averagePoints(bottomRight, centrePoint, bottomLeft);
if (offSetY + (int)(squareSize * 1.5f) < heights.GetLength(0) && heights[offSetY + (int)(squareSize * 1.5f), offSetX + (squareSize / 2)] != 0)
{
runningAverage = averagePoints(bottomRight, centrePoint, topRight, heights[offSetY + (int)(squareSize * 1.5f), offSetX + (squareSize / 2)]);
}
if (heights[offSetY + squareSize, offSetX + (squareSize / 2)] == 0)
{
heights[offSetY + squareSize, offSetX + (squareSize / 2)] = runningAverage + getRandomHeight(depth);
}
heights = diamondSquare(heights, offSetX, offSetY, squareSize / 2, depth + 1);//top left
heights = diamondSquare(heights, offSetX + (squareSize / 2), offSetY, squareSize / 2, depth + 1);//top right
heights = diamondSquare(heights, offSetX, offSetY + (squareSize / 2), squareSize / 2, depth + 1);//bottom left
heights = diamondSquare(heights, offSetX + (squareSize / 2), offSetY + (squareSize / 2), squareSize / 2, depth + 1);//bottom right'
return heights;
}
float averagePoints(float p1, float p2, float p3, float p4)
{
return (p1 + p2 + p3 + p4) / 4;
}
float averagePoints(float p1, float p2, float p3)
{
return (p1 + p2 + p3) / 3;
}
float getRandomHeight(int depth)
{
return Random.Range(-0.1f, 0.1f) / Mathf.Pow(2, depth);
}
void saveChunkToMemory(Terrain chunk, Vector2 index)
{
Debug.Log("Unloading Chunk(" + index.x + "," + index.y + ")");
}