2025-04-03 02:30:16 +08:00
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using System;
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2025-05-09 17:39:24 +08:00
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using System.Collections.Generic;
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2025-04-03 02:30:16 +08:00
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using System.IO;
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using UnityEngine;
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using MindPowerSdk;
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public static class TerrainGenerator
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{
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/// <summary>
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/// 利用 MPMap 数据生成 Terrain,采用自定义材质实现贴图混合
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/// </summary>
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/// <param name="map">地图数据</param>
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/// <param name="chunkSize">每块区域的瓦片数(例如 64)</param>
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/// <param name="terrainMaterial">基于自定义Shader(例如 Custom/TerrainUVBlendShader)的材质</param>
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/// <param name="parent">生成的 Terrain 父节点</param>
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/// <param name="isSmoothing"></param>
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/// <param name="entryMapName"></param>
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public static List<Texture> GenTerrain(MPMap map, int chunkSize, Material terrainMaterial, Transform parent,
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string entryMapName, bool isSmoothing = true)
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{
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List<Texture> textureList = new List<Texture>();
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// 计算全局高度范围(归一化用)
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(float globalMin, float globalMax) = ComputeGlobalHeightRange(map);
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int xCnt = Mathf.CeilToInt((float)map.Width / chunkSize);
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int yCnt = Mathf.CeilToInt((float)map.Height / chunkSize);
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var terrainMap = new GameObject(entryMapName);
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terrainMap.transform.parent = parent;
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for (int i = 0; i < yCnt; i++)
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{
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for (int j = 0; j < xCnt; j++)
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{
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int startX = j * chunkSize;
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int startY = i * chunkSize;
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// 为保证边界内不越界,右侧和上侧减1
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int endX = Mathf.Min(startX + chunkSize, map.Width - 1);
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int endY = Mathf.Min(startY + chunkSize, map.Height - 1);
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int resX = (endX - startX) + 1; // 横向瓦片数
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int resY = (endY - startY) + 1; // 纵向瓦片数
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// 为了保证生成的 Terrain 与原始地图高度一致,并且位置正确,需要使用固定分辨率
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int newRes = 4097;
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// 创建 TerrainData,设置高度图和混合图分辨率以及尺寸
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TerrainData terrainData = new TerrainData();
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terrainData.heightmapResolution = newRes;
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terrainData.alphamapResolution = newRes;
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terrainData.size = new Vector3((resX - 1), globalMax - globalMin, (resY - 1));
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// 生成高度图(归一化到 [0,1])
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float[,] heights = GenerateHeightMap(map, startX, startY, resX, resY, newRes, globalMin, globalMax,
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isSmoothing);
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terrainData.SetHeights(0, 0, heights);
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// ---------------------- 新增部分 -------------------------
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// 生成贴图编号和遮罩贴图(调用你已有的 GenTxtNoTexture 方法)
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Debug.LogWarning($"{startX} {startY} {chunkSize}");
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(Texture2D texNo, Texture2D maskNo) = map.GenTxtNoTexture((short)startX, (short)startY, chunkSize);
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textureList.Add(texNo);
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textureList.Add(maskNo);
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// 设置每个 tile 在辅助 baked UV 贴图中希望的像素尺寸(建议不小于 4)
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int cellPixelSize = 7;
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// 创建材质实例,并设置贴图
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Material matInstance = new Material(terrainMaterial);
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matInstance.SetTexture("_TexNo", texNo);
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matInstance.SetTexture("_MaskNo", maskNo);
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// 计算每个 tile 在 UV 空间内的尺寸(通常为 1/chunkSize)
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Vector2 mainTileScale = new Vector2(1.0f / chunkSize, 1.0f / chunkSize);
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matInstance.SetVector("_MainTileOffset", new Vector4(mainTileScale.x, mainTileScale.y, 0, 0));
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// 设置 Terrain 尺寸参数,Shader 内部可根据该参数计算全局 UV0(X:宽度,Z:高度)
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matInstance.SetVector("_TerrainSize", new Vector4((resX - 1), (resY - 1), 0, 0));
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matInstance.SetFloat("_Repeat", (resX - 1));
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// ---------------------- 新增部分结束 -------------------------
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// 生成 Terrain 游戏对象并设置位置(Y 坐标偏移 globalMin)
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GameObject terrainGO = Terrain.CreateTerrainGameObject(terrainData);
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terrainGO.name = $"terrain_{i}_{j}";
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terrainGO.transform.parent = terrainMap.transform;
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terrainGO.transform.position = new Vector3(startX, globalMin, startY - chunkSize + 1);
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Debug.Log($"terrainGO: {terrainGO.name} | pos: {terrainGO.transform.position}");
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// 设置 Terrain 为自定义材质模式,并赋予生成的材质实例
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Terrain terrainComponent = terrainGO.GetComponent<Terrain>();
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terrainComponent.materialType = Terrain.MaterialType.Custom;
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terrainComponent.materialTemplate = matInstance;
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}
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}
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return textureList;
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}
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// 以下方法与原有代码一致
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private static float[,] GenerateHeightMap(MPMap map, int startX, int startY, int resX, int resY, int newRes,
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float globalMin, float globalMax, bool isSmoothing)
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{
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// 采集原始高度数据,并归一化到 [0,1]
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float[,] fullHeights = new float[resY, resX];
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for (int z = 0; z < resY; z++)
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{
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for (int x = 0; x < resX; x++)
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{
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int worldX = startX + x;
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int worldY = startY + z;
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MPTile tile = map.GetTile(worldX, worldY);
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float norm = (globalMax - globalMin) > 0 ? (tile.Height - globalMin) / (globalMax - globalMin) : 0f;
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fullHeights[resY - z - 1, x] = norm;
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}
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}
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// 利用双三次插值生成新分辨率高度图
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float[,] resampled = new float[newRes, newRes];
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float scaleX = (float)(resX - 1) / (newRes - 1);
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float scaleY = (float)(resY - 1) / (newRes - 1);
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for (int z = 0; z < newRes; z++)
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{
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float origZ = z * scaleY;
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for (int x = 0; x < newRes; x++)
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{
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float origX = x * scaleX;
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resampled[z, x] = BicubicInterpolate(fullHeights, origX, origZ, resX, resY);
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}
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}
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if (isSmoothing)
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{
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// 后处理:高斯模糊平滑
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float[,] smoothed = ApplyGaussianBlur(resampled, newRes, newRes);
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return smoothed;
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}
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else
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{
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return resampled;
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}
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}
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private static float BicubicInterpolate(float[,] data, float x, float z, int resX, int resY)
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{
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int xInt = Mathf.FloorToInt(x);
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int zInt = Mathf.FloorToInt(z);
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float s = x - xInt;
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float t = z - zInt;
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float[] arr = new float[4];
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for (int m = -1; m <= 2; m++)
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{
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int sampleZ = Mathf.Clamp(zInt + m, 0, resY - 1);
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float p0 = data[sampleZ, Mathf.Clamp(xInt - 1, 0, resX - 1)];
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float p1 = data[sampleZ, Mathf.Clamp(xInt, 0, resX - 1)];
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float p2 = data[sampleZ, Mathf.Clamp(xInt + 1, 0, resX - 1)];
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float p3 = data[sampleZ, Mathf.Clamp(xInt + 2, 0, resX - 1)];
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arr[m + 1] = CubicInterpolate(p0, p1, p2, p3, s);
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}
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return CubicInterpolate(arr[0], arr[1], arr[2], arr[3], t);
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}
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private static float CubicInterpolate(float p0, float p1, float p2, float p3, float t)
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{
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float a0 = p3 - p2 - p0 + p1;
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float a1 = p0 - p1 - a0;
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float a2 = p2 - p0;
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float a3 = p1;
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return ((a0 * t + a1) * t + a2) * t + a3;
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}
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private static float[,] ApplyGaussianBlur(float[,] data, int width, int height)
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{
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float[,] result = new float[height, width];
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int kernelSize = 3;
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int kernelRadius = kernelSize / 2;
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float[,] kernel = new float[,]
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{
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{ 1f, 2f, 1f },
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{ 2f, 4f, 2f },
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{ 1f, 2f, 1f }
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};
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float kernelSum = 16f;
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for (int z = 0; z < height; z++)
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{
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for (int x = 0; x < width; x++)
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{
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float sum = 0f;
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for (int kz = -kernelRadius; kz <= kernelRadius; kz++)
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{
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int sampleZ = Mathf.Clamp(z + kz, 0, height - 1);
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for (int kx = -kernelRadius; kx <= kernelRadius; kx++)
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{
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int sampleX = Mathf.Clamp(x + kx, 0, width - 1);
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float weight = kernel[kz + kernelRadius, kx + kernelRadius];
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sum += data[sampleZ, sampleX] * weight;
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}
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}
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result[z, x] = sum / kernelSum;
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}
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}
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return result;
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}
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private static (float, float) ComputeGlobalHeightRange(MPMap map)
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{
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float min = float.MaxValue;
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float max = float.MinValue;
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for (int y = 0; y < map.Height; y++)
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{
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for (int x = 0; x < map.Width; x++)
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{
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float h = map.GetTile(x, y).Height;
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if (h < min) min = h;
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if (h > max) max = h;
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}
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}
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return (min, max);
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}
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}
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