Beispiel #1
0
		public override void OnNodeProcess()
		{
			if (chunkSizeHasChanged)
				output.Resize(chunkSize);

			//recalcul perlin noise values with new seed / position.
			if (needUpdate)
			{
				float scale = 40f;
				output.Foreach((x, y) => {
					float nx = (float)x * step + chunkPosition.x;
					float ny = (float)y * step + chunkPosition.z;
					float val = PerlinNoise2D.GenerateNoise(nx / scale, ny / scale, 2, 2, 1, 1, seed);
					for (int i = 0; i < octaves; i++)
						val *= 1.2f;
					return val;
				});
			}
		}
Beispiel #2
0
    static List <Vector2> GenerateRoomVertices(Vector2 p, ROOM_TYPE type)
    {
        List <Vector2> verts      = new List <Vector2>();
        float          roomScale  = 1;
        float          noiseScale = 0.05f;
        int            nVertices  = 40;
        float          degPadd    = (360f / nVertices);
        float          deg        = 125;

        float rx = Random.Range(1f, 1.5f);
        float ry = Random.Range(1f, 1.5f);

        for (int i = 0; i < nVertices; i++, deg += degPadd)
        {
            float x = Mathf.Cos(deg * Mathf.Deg2Rad);
            float y = Mathf.Sin(deg * Mathf.Deg2Rad);

            Vector2 roomPoint     = new Vector2(x * rx, y * ry);
            float   noiseModifier = PerlinNoise2D.GenerateNoise(x + p.x, y + p.y, .05f, 2);
            noiseModifier = (noiseModifier - .5f) * 2 * noiseScale;
            verts.Add(p + roomPoint * roomScale + (roomPoint * noiseModifier));
        }
        return(verts);
    }