public Fractal(INoiseModule Src, int octaves, double persistence, double frequency) : this(Src) { Octaves = octaves; Persistence = persistence; Frequency = frequency; }
public Window() : base(1080, 720, new GraphicsMode(), "OpenGL 3 Example", 0, DisplayDevice.Default, 3, 2, GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug) { Noise = NoiseModules.MountainModule; }
public SelectNoiseModule(INoiseModule controlModule, INoiseModule rightModule, INoiseModule leftModule, float lower, float upper, float edge) { _controlModule = controlModule; _leftModule = leftModule; _rightModule = rightModule; SetBounds(lower, upper); EdgeFalloff = edge; }
public Window(NoiseType Type, int Seed) : base(1080, 720, GraphicsMode.Default, "Fractal Algorithm Sandbox", GameWindowFlags.Default, DisplayDevice.Default, 3, 2, GraphicsContextFlags.ForwardCompatible) { CamRot = Quaternion.Identity; CamPos = new Vector3(0, 0.2f, 1.5f); Noise = GetNoiseType(Type, Seed); }
/// <summary> /// Create a new noise module with the given values. /// </summary> /// <param name="source">the source module</param> /// <param name="xDistortModule">the noise module that displaces the x coordinate</param> /// <param name="yDistortModule">the noise module that displaces the y coordinate</param> /// <param name="zDistortModule">the noise module that displaces the z coordinate</param> /// <param name="power">the power of the turbulence</param> public TurbulenceNoiseModule(INoiseModule source, INoiseModule xDistortModule, INoiseModule yDistortModule, INoiseModule zDistortModule, float power) { _sourceModule = source; _xDistortModule = xDistortModule; _yDistortModule = yDistortModule; _zDistortModule = zDistortModule; _power = power; }
public ScaleCoords(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public BillowFractal(INoiseModule SourceModule) { Source = SourceModule; }
/// <summary> /// Create a new noise module with the given values /// </summary> /// <param name="source">the source module</param> public TurbulenceNoiseModule(INoiseModule source) : this() { _sourceModule = source; }
public Add(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public Multiply(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public Tan(INoiseModule Src) { Source = Src; }
public NoiseProvider(INoiseModule module) { Module = module; }
public Divide(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public Subtract(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public Pow(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public Cos(INoiseModule Src) { Source = Src; }
public RidgedFractal(INoiseModule SourceModule) { Source = SourceModule; }
public Fractal(INoiseModule Src, int octaves, float persistence, float frequency, float lacunarity) : this(Src) { Octaves = octaves; Persistence = persistence; Frequency = frequency; Lacunarity = lacunarity; }
public Fractal(INoiseModule SourceModule) { Source = SourceModule; }
public AddToCoords(INoiseModule m1, INoiseModule m2) { Module1 = m1; Module2 = m2; }
public AverageSelectorModule(INoiseModule input1, INoiseModule input2) { _input1 = input1; _input2 = input2; }
public SmoothNoiseModule(INoiseModule primitive) { Primitive = primitive; }
public InterpolatedNoiseProvider(INoiseModule module2D) { Module = module2D; }
public ScaledNoiseModule(INoiseModule noiseModule) { base.Primitive = noiseModule; }
// public float Persistence { get; set; } = 1f; public OctaveNoise(INoiseModule provider, int octaves) { _octaves = octaves; _provider = provider; }