Instantiate but I want floats - c#

I am currently instantiating a GetTile prefab using Vector3 but I am trying to plot it in a hex grid so I want Vector3 to output floats. ie I want to be able to divide y by 2 and get 1.5, 2 , 2.5 etc. but it can only output int values (1,2,2).
For context this is the code:
public void Draw(Cell[,] state) /// this is creates the board by using the tiles given from GetTile and SetTile
{
int width = state.GetLength(0);
int height = state.GetLength(1);
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
Cell cell = state[x, y];
//tilemap.SetTile(cell.position, GetTile(cell));
Instantiate(GetTile(cell),new Vector3(x,y,0), Quaternion.identity) ;
}
}
}
Is there a workaround for this? Or this because of the nature of Instantiate. Honestly lost so would appreciate the help.

Instantiate receives Vector3 and it supports floats.
If I'm reading your issue correctly, you're trying to divide the value by 2. Since x and y are defined in the for loop as int, you are getting int values.
So instead of dividing by 2, try dividing by 2f, e.g.
Instantiate(GetTile(cell),new Vector3(x / 2f, y / 2f, 0), Quaternion.identity);

Related

Raycast not capturing all Vector coordinates

I have a gameobject that occupies the whole screen just for testing purposes. I'm drawing a line btw. What I'm trying to achieve is if the mouse position hits a gameobject it will store the vector2 coordinates in a list. But raycast is not storing all the coordinates. Below is my code
private void Update()
{
if (Input.GetMouseButton(0))
{
Vector2 mousePos = Input.mousePosition;
Vector2 Pos = _camera.ScreenToWorldPoint(mousePos);
if(!mousePositions.Contains(Pos))
mousePositions.Add(Pos);
if (Physics.Raycast(Camera.main.ScreenPointToRay(mousePos), out RaycastHit hit))
{
Vector2 textureCoord = hit.textureCoord;
int pixelX = (int)(textureCoord.x * _templateDirtMask.width);
int pixelY = (int)(textureCoord.y * _templateDirtMask.height);
Vector2Int paintPixelPosition = new Vector2Int(pixelX, pixelY);
if (!linePositions.Contains(paintPixelPosition))
linePositions.Add(paintPixelPosition);
foreach (Vector2Int pos in linePositions)
{
int pixelXOffset = pos.x - (_brush.width / 2);
int pixelYOffset = pos.y - (_brush.height / 2);
for (int x = 0; x < _brush.width; x++)
{
for (int y = 0; y < _brush.height; y++)
{
_templateDirtMask.SetPixel(
pixelXOffset + x,
pixelYOffset + y,
Color.black
);
}
}
}
_templateDirtMask.Apply();
}
}
}
Everytime I checked the element count mousePositions are always greater than linePositions. I don't know what's causing this
the element count mousePositions are always greater than linePosition
well it is quite simple: In
int pixelX = (int)(textureCoord.x * _templateDirtMask.width);
int pixelY = (int)(textureCoord.y * _templateDirtMask.height);
you are casting to int and cut off any decimals after the comma (basically like doing Mathf.FloorToInt).
So you can totally have multiple mouse positions which result in float pixel positions like e.g.
1.2, 1.2
1.4, 1.7
1.02, 1.93
...
all these will map to
Vector2Int paintPixelPosition = new Vector2Int(1, 1);
Besides, you might want to look at some better line drawing algorithms like e.g. this simple one
And then note that calling SetPixel repeatedly is quite expensive. You want to do a single SetPixels call like e.g.
var pixels = _templateDirtMask.GetPixels();
foreach (Vector2Int pos in linePositions)
{
int pixelXOffset = pos.x - (_brush.width / 2);
int pixelYOffset = pos.y - (_brush.height / 2);
for (int x = 0; x < _brush.width; x++)
{
for (int y = 0; y < _brush.height; y++)
{
pixels[(pixelXOffset + x) + (pixelYOffset + y) * _templateDirtMask.width] = Color.black;
}
}
}
_templateDirtMask.SetPixels(pixels);
_templateDirtMask.Apply();
It happens because there is really could be a case, when several elements from mousePositions are associated with one elment from linePositions.
Rough example: your texture resolution is only 1x1px. In this case you linePositons will contain only one element. And this element will be associated with all elements from mosePositions.
So, relation of the number of elements in these lists depends on relation of your texture and screen resolutions.

Getting weird results from terrain generation sys using 2D Perlin Noise

I am trying to make a terrain generation system in Unity, similar to Minecraft's, but using Unity's Perlin Noise function (so only 2D noise).
So I have a 16x16x16 chunk with a vector2int that has it's position (so like, if x & z = 0, then the blocks inside are from 0 to 16 in world coordinates).
This is how I'm trying to generate the height map of a chunk:
public void generate(float scale) {
GameObject root = new GameObject("Root");
// this.z & this.x are the chunk coordinates, size is 16
for(int z = this.z * size; z < (this.z + size); ++z) {
for (int x = this.x * size; x < (this.x + size); ++x) {
float[] coord = new float[2] { (float)x / size * scale,
(float)z / size * scale };
Debug.LogFormat("<color='blue'>Perlin coords |</color> x: {0}; y: {1}", coord[0], coord[1]);
float value = Mathf.PerlinNoise(coord[0], coord[1]);
// temporary
GameObject Cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
Cube.transform.position = new Vector3(x, value, z);
Cube.transform.parent = root.transform;
}
}
return;
}
The results are... bad. See for yourself:
What can I do?
It looks good, looks just scrunched on the y transform.
float value = Mathf.PerlinNoise(coord[0], coord[1]);
This is going to give you problems, I'm not sure what coord[0] and coord[1] are but Mathf.PerlinNoise will return a random float between coord[0] and coord[1], so a random float will never be able to produce well aligned tiles.
Better off doing something like
int numTilesHigh = Random.Range(0,15);
for (int i = 0; i < numTilesHigh; i++) {
GameObject Cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
Cube.transform.position = new Vector3(x, <cube height> * i, z);
Cube.transform.parent = root.transform;
}
ps I kind of like your screen shot, not in a minecraft way but it does look cool : - )

Using Perlin Noise across multiple Unity Terrain objects

I have a class project in which we are supposed to use Unities Terrain 3D objects and create a 3x3 smoothly generated terrain. For this we have been told to create a central Terrain the has adjacent terrains in the 8 cardinal directions. I have gotten the Perlin Noise to work through this method
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TerrainNoiseGeneration : MonoBehaviour
{
private TerrainData myTerrainData;
public Vector3 worldSize;
public int resolution = 129;
private float userInput = (float)4.2;
public float offsetX;
public float offsetZ;
// Start is called before the first frame update
void Start()
{
myTerrainData = gameObject.GetComponent<TerrainCollider>().terrainData;
worldSize = new Vector3(100, 50, 100);
myTerrainData.size = worldSize;
myTerrainData.heightmapResolution = resolution;
float[,] heightArray = new float[resolution, resolution];
heightArray = PerlinNoise(userInput, offsetX, offsetZ);
myTerrainData.SetHeights(0, 0, heightArray);
}
// Update is called once per frame
void Update()
{
float[,] heightArray = new float[resolution, resolution];
heightArray = PerlinNoise(userInput, offsetX, offsetZ);
myTerrainData.SetHeights(0, 0, heightArray);
}
float[,] PerlinNoise(float userInput, float offsetX, float offsetZ)
{
float[,] heights = new float[resolution, resolution];
for (int z = 0; z < resolution; z++)
{
for (int x = 0; x < resolution; x++)
{
float nx = (x + offsetX) / resolution * userInput;
float ny = (z + offsetZ) / resolution * userInput;
heights[z, x] = Mathf.PerlinNoise(nx, ny);
}
}
return heights;
}
This code allows me to Generate a smooth terrain in the first Terrain object but when I try entering the offset values so that the edges can line-up they do not have the same values.
I would appreciate any assistance on this issue as I have tried a lot of different solutions, none of which are working
Update: I was able to solve the problem with a rather simple solution of the fact that I needed to use my resolution as the offset not the distance between the terrains
I needed to set the OffsetX and OffsetZ equal to that of their respective resolution positions instead of their unity positions.
For example my terrains are 100x100 so I was setting offset to 100 or -100 depending on its location but instead I needed to use 128 or -128 to keep it in line with the resolution

Unity - instantiate objects in a loop with spacing between each other

I generate a grid of cubes by 10x10. My cells are different, I choose them out of an array.
What I need is a small spacing between each cell.
This is my code so far
private void Start()
{
for (int x = 0; x < data.MapSize.x; x++)
{
for (int y = 0; y < data.MapSize.y; y++)
{
Instantiate(data.Cells[Random.Range(0, data.Cells.Length)]), new Vector3(x, 0, z), Quaternion.identity); // Create a specific cell on position (x,y)
}
}
}
So what I've tried out:
new Vector3(x + 1, 0, z + 1)
new Vector3(x * 0.1f, 0, z * 0.1f)
but obviously it won't change anything.
So I tried out this:
Before the start method I created a variable
int counter = 0;
and within the loops
counter += 0.1f;
new Vector3(x + counter, 0, z + counter)
but then there appears no grid, I get an parallelogram.
First define your spacing length, so you can easily change it later.
float spacing = 0.1f;
Then use this to get the desired result.
Instantiate(data.Cells[Random.Range(0, data.Cells.Length)]), new Vector3(x + (x*spacing), 0, y + (y*spacing)), Quaternion.identity); // Create a specific cell on position (x,y)
Notice I changed z to y.
The answer to this depends on whether or not you want your grid to remain exactly 10 units across, in world space.
If the size of the grid doesn't matter, you can just add the padding to your x and y increments (and use a floating point instead of integer). You will also have to increase data.MapSize to take into account the padding:
for (float x = 0; x < data.MapSize.x; x += 1.1f)
{
for (float y = 0; y < data.MapSize.y; y += 1.1f)
{
Alternatively, you might want to consider scaling down the objects that you're storing in data.Cells in order to create the space without affecting the grid size. You could either scale down the prefab, or do it as they're being instantiated:
GameObject newCell = (GameObject)Instantiate(data.Cells[Random.Range(0, data.Cells.Length)]), new Vector3(x, 0, y), Quaternion.identity); // Create a specific cell on position (x,y)
newCell.transform.localScale = new Vector3(0.9, 0.9, 0.9);
Edit: Lestat's solution is a cleaner version of the first option, so if the final size of the grid doesn't matter then I would go with that instead of modifying the x and y variables.

XNA is pulling the wrong texture?

I am making (another) MineCraft clone, and I've run into an interesting problem. I have a public enum that lists all the cube types a particular cube can be, and I have a 3d array that holds cubes. Each cube has a specific type, and I iterate through this array to get the vertices for each cube, then pass those vertices to a vertex buffer designated for a particular cube type. When I create a random array of cubes, or a single cube, and tell it what texture it should be everything draws as expected. I'm now trying to figure out how to draw a random "surface" of grass cubes, and fill everything below those on the y-axis with dirt cubes. The strangest thing is happening though, the top most cube is dirt and it fills all the bottom ones with grass cubes! When I disable the loop to fill the underground with dirt, the top most cube is displaying grass as intended.
Here is what I believe to be the relevant parts of the code. Here is where the cube type is set:
// Create a random surface level
Perlin perlin = new Perlin();
for (int x = 0; x < Game.ChunkWidth_X; x++)
{
for (int z = 0; z < Game.ChunkDepth_Z; z++)
{
double XVal = Convert.ToDouble(x) * 1.1;
double ZVal = Convert.ToDouble(z) * 1.1;
double YVal = Game.ChunkHeight_Y / 2 * 1.1;
double PerlinValue = perlin.GetValue(XVal, YVal, ZVal);
int YVal_new = Convert.ToInt32(YVal + (PerlinValue * 10));
if (YVal_new > Game.ChunkHeight_Y - 1) { YVal_new = Game.ChunkHeight_Y - 1; }
if (YVal_new < 0) { YVal_new = 0; }
// Set the grass cube
Cube NewCube = new Cube(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(x, YVal_new, z));
NewCube.cubeType = CubeType.Grass;
CubeGrid[x, YVal_new, z] = NewCube;
// Fill below it with dirt
for (int y = YVal_new - 1; y >= 0; y--)
{
Cube NewCube2 = new Cube(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(x, y, z));
NewCube2.cubeType = CubeType.Dirt;
CubeGrid[x, y, z] = NewCube2;
}
// Fill above it with air
for (int y = YVal_new + 1; y < Game.ChunkHeight_Y; y++)
{
Cube NewCube2 = new Cube(new Vector3(0.5f, 0.5f, 0.5f), new Vector3(x, y, z));
NewCube2.cubeType = CubeType.Air;
CubeGrid[x, y, z] = NewCube2;
}
}
}
This is where I pull the vertices to put into the appropriate buffer:
Dictionary<CubeType, List<VertexPositionNormalTexture>> DrawableVertices = new Dictionary<CubeType, List<VertexPositionNormalTexture>>();
// Get the proper vertices for each cube type and put in the appropriate dictionary
for (int x = 0; x < Game.ChunkWidth_X; x++)
{
for (int z = 0; z < Game.ChunkDepth_Z; z++)
{
for (int y = 0; y < Game.ChunkHeight_Y; y++)
{
CubeGrid[x,y,z].CreateVertices();
string test = CubeGrid[x, y, z].cubeType.ToString();
foreach (VertexPositionNormalTexture TargetVertex in CubeGrid[x, y, z].DisplayableVertices)
{
if (!DrawableVertices.ContainsKey(CubeGrid[x, y, z].cubeType))
{
List<VertexPositionNormalTexture> NewList = new List<VertexPositionNormalTexture>();
NewList.Add(TargetVertex);
DrawableVertices.Add(CubeGrid[x, y, z].cubeType, NewList);
}
else
{
DrawableVertices[CubeGrid[x, y, z].cubeType].Add(TargetVertex);
}
}
}
}
}
Here is the second part of it:
foreach (KeyValuePair<CubeType, List<VertexPositionNormalTexture>> KVP in DrawableVertices)
{
VertexBuffer cubeBuffer = new VertexBuffer(device, typeof(VertexPositionNormalTexture), KVP.Value.Count, BufferUsage.WriteOnly);
cubeBuffer.SetData(KVP.Value.ToArray());
// Update our collection of vertex buffers
CubeType_VertexBuffers[KVP.Key] = cubeBuffer;
// Get the triangle count for the buffer
CubeType_TriangleCount[KVP.Key] = KVP.Value.Count / 3;
}
Lastly, here is my draw:
// Go through each vertex buffer we have created, and draw it.
foreach (KeyValuePair<CubeType, VertexBuffer> KVP in CubeType_VertexBuffers)
{
foreach (EffectPass pass in testEffect.CurrentTechnique.Passes)
{
if (CubeType_TriangleCount[KVP.Key] > 0) // if this buffer has triangles, draw it.
{
pass.Apply();
testEffect.View = camera.ViewMatrix;
testEffect.TextureEnabled = true;
testEffect.Projection = camera.ProjectionMatrix;
testEffect.World = worldMatrix;
testEffect.Texture = CubeType_Texture[KVP.Key];
device.SetVertexBuffer(KVP.Value);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, CubeType_TriangleCount[KVP.Key]);
}
}
}
base.Draw(gameTime);
The weirdest thing is that when I manually set cube types everything draws with the proper texture as expected. What other things should I try to troubleshoot? I tried making a specific effect for each cube type to no avail.
After trying a bunch of random things in desperation, I found a fix for this. It turns out that if you use the same BasicEffect for different textures, it only uses the last texture assigned to it. I was iterating through a list of VertexBuffers and assigning a different texture for each one. By the time everything made it over to the video card, only the last texture used was rendered, or so it appears.
The solution was to create a separate BasicEffect for each texture I needed and assign only the VertexBuffers needed to the particular BasicEffect.

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