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Add min/max height to scatter
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@ -52,6 +52,9 @@ namespace NewHorizons.Builder.Props
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else prefab = SearchUtilities.Find(propInfo.path);
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for (int i = 0; i < propInfo.count; i++)
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{
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// Failsafe
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if (points.Count == 0) break;
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var randomInd = (int)Random.Range(0, points.Count - 1);
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var point = points[randomInd];
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@ -63,19 +66,25 @@ namespace NewHorizons.Builder.Props
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float latitude = sphericals.y;
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float sampleX = heightMapTexture.width * longitude / 360f;
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// Fix wrapping issue
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if (sampleX > heightMapTexture.width) sampleX -= heightMapTexture.width;
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if (sampleX < 0) sampleX += heightMapTexture.width;
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float sampleY = heightMapTexture.height * latitude / 180f;
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight))
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{
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// Try this point again
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i--;
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continue;
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}
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// Because heightmaps are dumb gotta rotate it 90 degrees around the x axis bc UHHHHHHHHHHHHH
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point = Quaternion.Euler(90, 0, 0) * point;
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// Keep things mostly above water
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if (config.Water != null && height - 1f < config.Water.size) continue;
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// Move it slightly into the ground
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height -= 0.01f;
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}
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var prop = DetailBuilder.MakeDetail(go, sector, prefab, (MVector3)(point.normalized * height), null, propInfo.scale, true);
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10
NewHorizons/External/Modules/PropModule.cs
vendored
10
NewHorizons/External/Modules/PropModule.cs
vendored
@ -130,6 +130,16 @@ namespace NewHorizons.External.Modules
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/// The number used as entropy for scattering the props
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/// </summary>
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public int seed;
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/// <summary>
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/// The lowest height that these object will be placed at (only relevant if there's a heightmap)
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/// </summary>
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public float? minHeight;
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/// <summary>
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/// The highest height that these objects will be placed at (only relevant if there's a heightmap)
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/// </summary>
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public float? maxHeight;
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}
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[JsonObject]
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