private INoise GetNoise(NOISE_TYPE noiseType = NOISE_TYPE.PERLIN, int seed = 0, float frequency = 20f, float amplitude = 1f) { switch (noiseType) { case NOISE_TYPE.PERLIN: return(new PerlinNoise(seed, frequency, amplitude)); case NOISE_TYPE.VALUE: return(new ValueNoise(seed, frequency, amplitude)); case NOISE_TYPE.SIMPLEX: return(new SimplexNoise(seed, frequency, amplitude)); case NOISE_TYPE.VORONOI: return(new VoronoiNoise(seed, frequency, amplitude)); case NOISE_TYPE.WORLEY: return(new WorleyNoise(seed, frequency, amplitude)); default: return(new PerlinNoise(seed, frequency, amplitude)); } }
// * // Set the type of noise generation. // \param type Type of noise generator (default NOISE_WHITE) // public Noise setType(NOISE_TYPE @type) { mType = @type; return this; }
// * // Default constructor. // \param pBuffer Image buffer where to store the generated image. // public Noise(TextureBuffer pBuffer) : base(pBuffer, "Noise") { mColour = ColourValue.White; mSeed = 5120; mType = (int)NOISE_TYPE.NOISE_WHITE; }