public float CalculateHeightMapAt(float2 pos) { float rawHeightmap = AdjustHeightMapNoiseValue(heightmapNoise.Sample(pos * worldSettings.HeightmapScale)); //add the raw heightmap to the base ground height return(worldSettings.HeightmapYOffset + rawHeightmap); }
private void ComputeTreeMap(int3 dimensions) { int i = 0; for (int z = 0; z < dimensions.z; z++) { for (int x = 0; x < dimensions.x; x++, i++) { var samplePoint = new float2(x + chunkPositionXZ.x, z + chunkPositionXZ.y) * treeSettings.TreemapScale; var sample = treemapNoise.Sample(samplePoint); noiseMaps.treeMap[i] = sample; } } }
private void ComputeMoistureMap(int3 dimensions) { int i = 0; for (int z = 0; z < dimensions.z; z++) { for (int x = 0; x < dimensions.x; x++) { noiseMaps.moistureMap[i] = ZeroToOne( moisturemapNoise.Sample( new float2(x + chunkPositionXZ.x, z + chunkPositionXZ.y) * worldSettings.MoistureMapScale) ); i++; } } }