Unity/C# - Change size of brush for painting terrain - c#

I'm coding an runtime terrain editor for unity and got stuck.
At first I wanted just to paint with textrue the terrain. I found this code and it worked fine:
SCRIPT: TerrainPainter
void Paint(Vector3 point)
{
mapX = (int)(((point.x - terrainPosition.x) / terrainData.size.x) * heightmapWidth);
mapY = (int)(((point.z - terrainPosition.z) / terrainData.size.z) * heigtmapHeight);
splatmapData[mapY, mapX, 0] = element[0, 0, 0] = 0;
splatmapData[mapY, mapX, 1] = element[0, 0, 1] = 1;
terrain.terrainData.SetAlphamaps(mapX, mapY, element);
}
But now I want to paint with different sizes/thickness. I have another script, named Terrainmodifier, which I use to raise and lower the terrain. There I have this lines for raising:
SCRIPT: Terrainmodifier
public void RaiseTerrain(Terrain terrain, Vector3 location, float effectIncrement)
{
int offset = areaOfEffectSize / 2;
//--1--
Vector3 tempCoord = (location - terrain.GetPosition());
Vector3 coord;
coord = new Vector3(
(tempCoord.x / GetTerrainSize().x),
(tempCoord.y / GetTerrainSize().y),
(tempCoord.z / GetTerrainSize().z)
);
Vector3 locationInTerrain = new Vector3(coord.x * terrainHeightMapWidth, 0, coord.z * terrainHeightMapHeight);
// End --1--
// --2--
int terX = (int)locationInTerrain.x - offset;
int terZ = (int)locationInTerrain.z - offset;
// End --2--
// --3--
float[,] heights = targetTerrainData.GetHeights(terX, terZ, areaOfEffectSize, areaOfEffectSize);
for (int xx = 0; xx < areaOfEffectSize; xx++)
{
for (int yy = 0; yy < areaOfEffectSize; yy++)
{
heights[xx, yy] += (effectIncrement * Time.smoothDeltaTime);
}
}
targetTerrainData.SetHeights(terX, terZ, heights);
}
So I thought I could use this as an aid and transfer it. So I took GetAlphamaps() instead of GetHeights() and added the variable areaOfEffectSize.
SCRIPT: TerrainPainter
void Paint(Vector3 point)
{
// --1--
mapX = (int)(((point.x - terrainPosition.x) / terrainData.size.x) * heightmapWidth);
mapY = (int)(((point.z - terrainPosition.z) / terrainData.size.z) * heigtmapHeight);
// End --1--
// --2--
int terX = (int)mapX - (areaOfEffectSize / 2);
int terY = (int)mapY - (areaOfEffectSize / 2);
// End --2--
// --3--
splatmapData = terrainData.GetAlphamaps(terX, terY, areaOfEffectSize, areaOfEffectSize);
for(int xx = 0; xx < areaOfEffectSize; xx++)
{
for (int yy = 0; yy < areaOfEffectSize; yy++)
{
splatmapData[yy, xx, 1] = element[0, 0, 1] = 1;
}
}
terrain.terrainData.SetAlphamaps(terX, terY, element);
}
Hope sb can help me find my mistake. How can I change the size of my "brush"?
EDIT: I wrote comments into the code to see the transfered/related lines.

Oh guys, I did a stupid mistake. Solved this problem by passing the splatmapData into SetAlphamaps -.-
So the solution is:
[..]
for (int xx = 0; xx < areaOfEffectSize; xx++)
{
for (int yy = 0; yy < areaOfEffectSize; yy++)
{
splatmapData[yy, xx, 0] = 0;
splatmapData[yy, xx, 1] = 1;
}
}
terrain.terrainData.SetAlphamaps(terX, terY, splatmapData);

Related

Mendelbrot Calculation Code Keeps Returning 2 for IterationCount

I'm working on writing a Mendelbrot renderer in C# to practice multithreading, but am having an issue where my calculation code maxes out at 2 iterations. I don't really understand why since the online references I've been looking at seem to calculate it the same way as me. No matter what coordinates of pixels I provide, it always returns 2 (aside from 0,0 and 0,1).
`
using System;
using System.Numerics;
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{
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{
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// Console.WriteLine("Please specify a square size for the image.");
// try
// {
// Console.Write("Length: ");
// height = Int32.Parse(Console.ReadLine());
// }
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// {
// Console.WriteLine(e);
// throw;
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int[,] output = new int[size, size];
for (int i = 0; i < output.GetLength(0); i += 1)
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for (int j = 0; j < output.GetLength(1); j += 1)
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float x = fromX + i * h;
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int i = 0;
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y = 2.0f * x * y + constY;
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Console.WriteLine("Attempting to write .png to disk...");
using (var image = surface.Snapshot())
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`
I tried to use breakpoints and writeline statements to debug but I can't figure out where my math is going wrong. I keep getting 2 for my iteration count.

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//Debug.Log(_labels[label_index]);
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float score_threshold = 0.3f)
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break;
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final_detections.Add(detections[i]);
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This program is coded in c#. It is supposed to display a 3d Graph of the function Log(x,y). I don't know why but everytime I run it I get the System.OverflowException when it begins to draw the graph and the program stops.
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private void Draw_Function_Click(object sender, EventArgs e)
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int size = 100;
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ver = new double[size, size];
xtag = new double[size, size];
ytag = new double[size, size];
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ver[i, p] = Math.Log(i,p);
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I found the following answer: https://social.msdn.microsoft.com/Forums/windows/en-US/9f2b5bba-f725-45c1-9ada-383151267c13/overflow-exception-on-drawline-method-?forum=winforms
Quote: "Hi, the minimum value allowed for screen coordinate is x = -1073741376 and y = -1073740288, this is the boundary where the desktop surface lies, if you go further, you enter the void, therfore cause an overflow..."
I ran your calculation and besides the fact that it produces NaN and -Infinity values, it also produced very small values like -2147483503. This is the reason why you get the overflow exception.

Strange Fluid Simulation oscillations in Unity

I am trying to implement a fluid surface simulation using the paper Fast Hydraulic Erosion Simulation and Visualization on GPU as a template to simulate water. However, I get artifacts like this:
The code for my update function is below, I have followed another post on this subject, but the change did not help.
private void updateHeight (float dt, float dx){
float dhL, dhR, dhF, dhB, DV;
float totalFlux;
float updateConstant;
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//Update Flux
for (int y=1; y<=N-1; y++){
for(int x=1;x<=N-1;x++){
dhL = this.height[x][y] - this.height[x-1][y];
dhR = this.height[x][y] - this.height[x+1][y];
dhF = this.height[x][y] - this.height[x][y+1];
dhB = this.height[x][y] - this.height[x][y-1];
if (Mathf.Abs(dhL) < 0.0001f){
dhL=0.0f;
}
if (Mathf.Abs(dhR) < 0.0001f){
dhR=0;
}
if (Mathf.Abs(dhF) < 0.0001f){
dhF=0;
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if (Mathf.Abs(dhB) < 0.0001f){
dhB=0;
}
this.tempFluxArray[x][y].fluxL = Mathf.Max(0.0f, this.fluxArray[x][y].fluxL + fluxConstant*dhL);
this.tempFluxArray[x][y].fluxR = Mathf.Max(0.0f, this.fluxArray[x][y].fluxR + fluxConstant*dhR);
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this.tempFluxArray[x][y].fluxL = updateConstant * this.tempFluxArray[x][y].fluxL;
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swap();
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Could it be due to using this rather than ref? The way I interact with the water surface written below.
private void waterdrop(int x, int y){
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for (int i = 1; i < N; i++) {
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Namely just changing the flux at some point at all direction.
Some solutions I have tried was to change the height but that didn't work or clamp on small changes only but it only built up. The boundary conditions are zero flux on all boarders and the height would be the same as the closest point.

ERROR XNA Framework VertexBuffer IndexBuffer usage

I am creating a game after working through a XNA 4.0 book. It will be 3D, but I am already stuck in creating the terrain...
UPDATE: Everything starting from here is an update...
Terrain Update:
public void Update(Matrix view, Matrix projection)
{
View = view;
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Terrain Draw:
public void Draw(GraphicsDevice g)
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effect.CurrentTechnique = effect.Techniques["ColoredNoShading"];
effect.Parameters["xView"].SetValue(View);
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effect.Parameters["xWorld"].SetValue(World);
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The commented line is working, in the both cases I am able to see the terrain...
The following code is to initialize Vertex and Index Buffer:
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float currentH;
int currentI;
vertices = new VertexPositionColorNormal[Width * Height];
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{
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currentI = x + y * Width;
vertices[currentI].Position = new Vector3(x, currentH , -y);
if (currentH < minH + (maxH - minH) / 3)
vertices[currentI].Color = Color.ForestGreen;
else if (currentH < maxH - (maxH - minH) / 3)
vertices[currentI].Color = Color.LawnGreen;
else
vertices[currentI].Color = Color.White;
}
}
SetUpIndices(g);
}
private void SetUpIndices(GraphicsDevice g)
{
indices = new int[(Width - 1) * (Height - 1) * 6];
int counter = 0;
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{
for (int x = 0; x < Width - 1; x++)
{
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int lowerRight = (x + 1) + y * Width;
int topLeft = x + (y + 1) * Width;
int topRight = (x + 1) + (y + 1) * Width;
indices[counter++] = topLeft;
indices[counter++] = lowerRight;
indices[counter++] = lowerLeft;
indices[counter++] = topLeft;
indices[counter++] = topRight;
indices[counter++] = lowerRight;
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SetUpNormals(g);
}
private void SetUpNormals(GraphicsDevice g)
{
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].Normal = Vector3.Zero;
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for (int y = 0; y < 3; y++)
index[y] = indices[i * 3 + y];
s1 = vertices[index[0]].Position - vertices[index[2]].Position;
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n = Vector3.Cross(s1, s2);
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{
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I don't think, that there is a mistake, because it is working with the other line. Might there be an error with the .fx file I am using. If you think so, I am going to switch to BasicEffects...
(You might notice, that the code is from http://www.riemers.net/eng/Tutorials/XNA/Csharp/series1.php )
Thanks for your help...
Yours,
Florian
(Answer to original revision of the question.)
You're not setting your vertex buffer and index buffer onto the graphics device. These two lines of code (untested) should do what you need:
g.GraphicsDevice.Indices = indexBuffer;
g.GraphicsDevice.SetVertexBuffer(vertexBuffer);
Place them just after you set the parameters on your effect (ef), before the loop.
The vertex buffer provides the vertex declaration that the exception message is asking for.
Edit after question update: In your new version you're setting the vertex and index buffers - but it's in the wrong place. You need to set them onto the graphics device each frame. Your code would only work if nothing changes them after you set them in FillBuffers. But I'm guessing that stuff is being drawn outside your class's Draw method?
If that something else is a SpriteBatch, even it works using vertex buffers and index buffers. So it will reset your settings. (It's worth adding that it also sets render states - in which case you might need to see this article.)

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