Why does Unity get stuck on Application.EnterPlayMode? - c#

I'm trying to create procedural terrain generator using perlin noise and marching cubes in unity. It was working until I switched from creating a height map to making it into a 3d array. Then, whenever I clicked on play, unity opened a dialog box with Application.EnterPlayMode written which would not go away and never entered play mode. Everything stops responding when it happens and they only way to stop it is to kill it in task manager.
The script in question is below:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Noise : MonoBehaviour
{
//Determines whether to show debug values
public bool debug = false;
//Determines flatness of the terrain
public float noiseScale = 0.5f;
//Type of perlin noise to use
public enum PerlinNoise {
twoD,
threeD
};
public PerlinNoise perlinNoiseDimension = PerlinNoise.twoD;
//To return noise data after all calculations
public float[,,] getTerrainData(int x, int y, int z)
{
float[,,] terrainData = new float[x, y, z];
if(perlinNoiseDimension == PerlinNoise.twoD)
{
terrainData = PerlinNoise2D(x, y, z, noiseScale);
}
return terrainData;
}
//Determine noise values using 2D Perlin noise
private float[,,] PerlinNoise2D(int x, int y, int z, float noiseScale)
{
float[,,] voxelHeights = new float[x, y, z];
if (debug)
{
Debug.Log("Heightmap");
}
//Origin points to sample from
float xOrg = Random.Range(0.0f, 0.9999999f);
float yOrg = Random.Range(0.0f, 0.9999999f);
for (int currentx = 0; currentx < x; currentx++)
{
for (int currenty = 0; currenty < y; currenty++)
{
//Convert Values to Fractions
float xCoord = (float)currentx / (x * noiseScale) + xOrg;
float yCoord = (float)currenty / (y * noiseScale) + yOrg;
float height = Mathf.PerlinNoise(xCoord, yCoord) * z;
for(int currentz = 0; currentz <= height; z++)
{
voxelHeights[currentx, currenty, currentz] = 1;
}
if (debug)
{
Debug.Log("Height = " + height + ", X = " + currentx + ", Y = " + currenty + ", X Coord = " + xCoord + ", Y Coord = " + yCoord);
}
}
}
return voxelHeights;
}
}
An image of what it shows is below:

You are causing a never ending loop in
for(int currentz = 0; currentz <= height; z++)
{
voxelHeights[currentx, currenty, currentz] = 1;
}
here you are increasing z++ but your loop condition is on currentz <= height. Within the loop you never update the value of currentz nor the value of height so your loop never finishes.
Due to the usage of indices it should probably rather have been
for(int currentz = 0; currentz <= height; currentz++)
{
voxelHeights[currentx, currenty, currentz] = 1;
}
However not sure how the height comes into play here because I would expect it rather to look somewhat like e.g.
for(int currentz = 0; currentz < z; currentz++)
{
voxelHeights[currentx, currenty, currentz] = height;
}
That seems to make more sense to me.

Related

Terrain having visible seams at vertices - How can i fix this?

i'm a newbie and i am following a tutorial on procedural landmass generation. However, my plane does not look right. It has a lot of seams/cracks. Is there someone who can point me in the right direction?
Below is my MeshGenerator scripts:
public static class MeshGenerator
{
public static MeshData GenerateTerrainMesh(float[,] heightMap, float heightMultiplier, AnimationCurve heightCurve)
{
int width = heightMap.GetLength(0);
int height = heightMap.GetLength(1);
float topLeftX = (width - 1) / -2f;
float topLeftZ = (height - 1) / 2f;
MeshData meshData = new MeshData(width, height);
int vertexIndex = 0;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
meshData.vertices[vertexIndex] = new Vector3(topLeftX + x, heightCurve.Evaluate(heightMap[x,y]) * heightMultiplier, topLeftZ - y);
meshData.uvs[vertexIndex] = new Vector2(x / (float)width, y / (float)height);
if (x < width - 1 && y < height - 1)
{
meshData.AddTriangle(vertexIndex, vertexIndex + width + 1, vertexIndex + width);
meshData.AddTriangle(vertexIndex, + width + 1, vertexIndex + 1);
}
vertexIndex++;
}
}
return meshData;
}
}
public class MeshData
{
public Vector3[] vertices;
public int[] triangles;
public Vector2[] uvs;
int triangleIndex;
public MeshData(int meshWidth, int meshHeight)
{
vertices = new Vector3[meshWidth * meshHeight];
uvs = new Vector2[meshWidth * meshHeight];
triangles = new int[(meshWidth-1) * (meshHeight-1)*6];
}
public void AddTriangle(int a, int b, int c)
{
triangles[triangleIndex] = a;
triangles[triangleIndex+1] = b;
triangles[triangleIndex+2] = c;
triangleIndex += 3;
}
public Mesh CreateMesh()
{
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
mesh.RecalculateNormals();
return mesh;
}
}
You triangle indices are wrong, this is rather obvious since you have a bunch of triangle-shaped holes. Notably
meshData.AddTriangle(vertexIndex, + width + 1, vertexIndex + 1);
the second vertex of the second triangle is a constant value, and that is most likely incorrect
You should not need to keep a running total of vertexIndex, you should be perfectly able to compute the triangle indices from the grid indices:
var v1 = y * (width+1) + x; // You should have one more column of vertices than you have grid cells
var v2 = v2 + 1; // the vertex one column to the right
var v3 = v1 + width+1; // the vertex one row down
var v4 = v3 + 1;
meshData.AddTriangle(v1, v2, v4);
meshData.AddTriangle(v1, v4, v3);
You may need to invert the vertex order to ensure the normals are oriented correctly.

Is it possible to use a heightmap like Mathf.PerlinNoise();?

I am relatively new to Terrain Generation in Unity, and am currently stuck in one place. I have followed Brackey's tutorial on terrain generation, and in that tutorial, he uses something like this:
float y = Mathf.PerlinNoise(x, z) * 2f;
To manipulate the height of the terrain. I also followed Sebastian Lague's tutorial on this. This is where I am stuck.
I want to use Sebastian Lague's Noise.cs file that he created (can be found on his GitHub) to manipulate the terrain height.
The reason is because this noise generator, rather than Mathf.PerlinNoise(), gives you a much better control over the texture it outputs. The problem is, Noise.cs will return a 2D float array, while Mathf.PerlinNoise() returns a 1D float value. Is there a way for Noise.cs to return a float value, just like Mathf's function?
Noise.cs:
using UnityEngine;
using System.Collections;
public static class Noise {
public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset) {
float[,] noiseMap = new float[mapWidth,mapHeight];
System.Random prng = new System.Random (seed);
Vector2[] octaveOffsets = new Vector2[octaves];
for (int i = 0; i < octaves; i++) {
float offsetX = prng.Next (-100000, 100000) + offset.x;
float offsetY = prng.Next (-100000, 100000) + offset.y;
octaveOffsets [i] = new Vector2 (offsetX, offsetY);
}
if (scale <= 0) {
scale = 0.0001f;
}
float maxNoiseHeight = float.MinValue;
float minNoiseHeight = float.MaxValue;
float halfWidth = mapWidth / 2f;
float halfHeight = mapHeight / 2f;
for (int y = 0; y < mapHeight; y++) {
for (int x = 0; x < mapWidth; x++) {
float amplitude = 1;
float frequency = 1;
float noiseHeight = 0;
for (int i = 0; i < octaves; i++) {
float sampleX = (x-halfWidth) / scale * frequency + octaveOffsets[i].x;
float sampleY = (y-halfHeight) / scale * frequency + octaveOffsets[i].y;
float perlinValue = Mathf.PerlinNoise (sampleX, sampleY) * 2 - 1;
noiseHeight += perlinValue * amplitude;
amplitude *= persistance;
frequency *= lacunarity;
}
if (noiseHeight > maxNoiseHeight) {
maxNoiseHeight = noiseHeight;
} else if (noiseHeight < minNoiseHeight) {
minNoiseHeight = noiseHeight;
}
noiseMap [x, y] = noiseHeight;
}
}
for (int y = 0; y < mapHeight; y++) {
for (int x = 0; x < mapWidth; x++) {
noiseMap [x, y] = Mathf.InverseLerp (minNoiseHeight, maxNoiseHeight, noiseMap [x, y]);
}
}
return noiseMap;
}
}
MeshGenerator.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class MeshGenerator : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
int[] triangles;
public int xSize = 20;
public int zSize = 20;
int mapWidth;
int mapHeight;
int seed;
float scale;
int octaves;
float persistance;
float lacunarity;
Vector2 offset;
// Start is called before the first frame update
void Start()
{
// Initialize everything
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
void CreateShape()
{
// Creating the grid of vertices
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
// Setting vertex positions
for (int i = 0, z = 0; z <= zSize; z++)
{
for (int x = 0; x <= xSize; x++)
{
//float y = Mathf.PerlinNoise(x * .3f, z * .3f) * 2f;
float y = Noise.GenerateNoiseMap(mapWidth, mapHeight, seed, scale, octaves, persistance, lacunarity, offset);
vertices[i] = new Vector3(x, y, z);
i++;
}
}
triangles = new int[xSize * zSize * 6];
int vert = 0;
int tris = 0;
for (int z = 0; z < zSize; z++)
{
for (int x = 0; x < xSize; x++)
{
triangles[tris + 0] = vert + 0;
triangles[tris + 1] = vert + xSize + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
triangles[tris + 4] = vert + xSize + 1;
triangles[tris + 5] = vert + xSize + 2;
vert++;
tris += 6;
}
vert++;
}
}
void UpdateMesh()
{
// Clear mesh data, reset with above vars and recalculate normals
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
private void OnDrawGizmos()
{
if (vertices == null) return;
Gizmos.color = Color.red;
// Draw Vertex Gizmos
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
}
I've figured it out, I would've had to put vertices[i] = new Vector3(x, y[x, z], z); Now I've already tried this, but I suppose visual studio bugged and did not save it properly. Anyways, yes, I just needed to use x/y to pick out my float.

Mapping PerlinNoise to a Grid

I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.
private void LocateWalkableCells()
{
for(int z = 0; z < Height; z++)
{
for(int x = 0; x < Width; x++)
{
noise = GetNoiseValue(x, z);
if(noise > 0.5) {
grid[x,z] = new Node(new Vector3(x, 0, z), TerrainType.Mountain, 1);
}
else {
grid[x,z] = new Node(new Vector3(x, 0, z), TerrainType.Grass, 1);
}
}
}
}
private float GetNoiseValue(int x, int z)
{
int pos = (x * Width) + z;
return Mathf.Round(terrainGenerator.noiseArray[pos] * 10) / 10;
}
// Draw gizmos to visualize colour
void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position, new Vector3(Width, 1, Height));
if(grid != null)
{
foreach(Node n in grid)
{
if(n.TerrainType == TerrainType.Grass)
{
Gizmos.color = Color.green;
}
else if(n.TerrainType == TerrainType.Mountain)
{
Gizmos.color = Color.black;
}
Gizmos.DrawCube(n.Position, Vector3.one * (nodeDiameter - .1f));
}
}
}
noiseArray is used for the vertices of the terrain in the following code:
vertices = new Vector3[(Width + 1) * (Depth + 1)];
noiseArray = PerlinNoise();
int i = 0;
for(int z = 0; z <= Depth; z++)
{
for(int x = 0; x <= Width; x++)
{
var currentHeight = noiseArray[i];
if(currentHeight > HeightThreshold)
{
currentHeight *= HeightMultiplier;
}
vertices[i] = new Vector3(x, currentHeight, z);
i++;
}
}
Output
Result from suggested answer
Still seems to miss some mountain areas, colouring green instead of black.
It think the issue is in
var pos = (x * Width) + z;
since x is you index on the width of the grid you would probably rather want
var pos = z * Width + x;
in other words you want to
skip z rows
each row has Width elements
then from there take the xth element
assuming your terrain is laid out row-wise.
Or if it is laid out column-wise (which is rather unusual but possible)
var pos = x * Height + z;
or in other words
skip x columns
each column has Height elements
then from there take the zth element
See also Converting index of one dimensional array into two dimensional array i. e. row and column
Update
Now that you have showed the terrain generation code it needs to be
var pos = z * (Width + 1) + x;
since the terrain array has actually Width + 1 elements per row.

how to limit CreateCell c# procedural grid generation unity

I am learning C# for unity and could use some pointers.
I am following catlikecoding hex map tutorial but I have modified the grid for my own means.
http://catlikecoding.com/unity/tutorials/hex-map-1/
My goal is to create a pyramid of squares procedurally starting from a 7 * 7 grid. I am using a prefab plane
How do I place a limit on The CreateCell looped function so that cells with the (x,y) coordinates are not created when they meet the following expression
x + y > n - 1 where n = grid size (for example (6,1) or (5,6)
I have gotten as far as creating a rhombus of planes with the undesired planes below the ground plane.
The script is as follows.
public class HexGrid : MonoBehaviour {
public int width = 7;
public int height = 7;
public int length = 1;
public SquareCell cellPrefab;
public Text cellLabelPrefab;
SquareCell[] cells;
Canvas gridCanvas;
void Awake () {
gridCanvas = GetComponentInChildren<Canvas>();
cells = new SquareCell[height * width * length];
for (int z = 0 ; z < height; z++) {
for (int x = 0; x < width; x++) {
for (int y = 0; y < length; y++)
CreateCell(x, z, y);
}
}
}
void CreateCell(int x, int z, int y) {
Vector3 position;
position.x = x * 10f ;
position.y = ((y + 1) - (x + z)) * 10f + 60f;
position.z = z * 10f ;
Cell cell = Instantiate<Cell>(cellPrefab);
cell.transform.SetParent(transform, false);
cell.transform.localPosition = position;
Text label = Instantiate<Text>(cellLabelPrefab);
label.rectTransform.SetParent(gridCanvas.transform, false);
label.rectTransform.anchoredPosition =
new Vector2(position.x, position.z);
label.text = x.ToString() + "\n" + z.ToString();
}
}
Grid so far
A quick solution would be to add an if statement before the part of the code that creates a cell. In this case the method CreateCell(). That if statement should have your logic in code. You would also have to create two variables for the size to check. For example:
public int tempX;
public int tempY;
void Awake () {
gridCanvas = GetComponentInChildren<Canvas>();
cells = new SquareCell[height * width * length];
for (int z = 0 ; z < height; z++) {
for (int x = 0; x < width; x++) {
for (int y = 0; y < length; y++)
{
if (x + y < (tempX + tempY) - 1)
{
CreateCell(x, z, y);
}
}
}
}
}

Getting the height and width of a polygon on a certain plane

I'm currently using the following to apply a texture to a polygon formed by TriangleList
public static VertexPositionColorTexture[] TextureMapping(VertexPositionColorTexture[] vertices, float xScale, float yScale)
{
bool initialized = false;
float x, y;
float lX = 0, hX = 0, lY = 0, hY = 0;
for (int i = 0; i < vertices.Length; i++)
{
x = vertices[i].Position.X;
y = vertices[i].Position.Y;
if (!initialized)
{
hX = x;
lX = x;
hX = y;
hY = y;
initialized = true;
}
else
{
if (x > hX)
{
hX = x;
}
else if (x < lX)
{
lX = x;
}
if (y > hY)
{
hY = y;
}
else if (y < lY)
{
lY = y;
}
}
}
float width = (Math.Abs(lX) + Math.Abs(hX)) / xScale;
float height = (Math.Abs(lY) + Math.Abs(hY)) / yScale;
for (int i = 0; i < vertices.Length; i++)
{
vertices[i].TextureCoordinate.X = vertices[i].Position.X / width;
vertices[i].TextureCoordinate.Y = vertices[i].Position.Y / height;
}
return vertices;
This currently works fine for a polygon that has points that all have Z=0 (example: (0,0,0) (0,10,0) (10,10,0) (10,0,0)) but doesn't work for any that are rotated or not flat along the z (example (0,0,0) (0,0,10) (0,10,10) (0,10,0)). The only solution I have come with is to get the plane that the polygon lies on (it will always be flat) and somehow rotate or translate the vertices in the above method to flatten it to the xy line to allow for the correct height and width to be determined. Anyone point me in the right direction, or suggest something else?
Solved this myself by re-writing and rotating the polygon to the z plane.

Categories

Resources