Example #1
0
        static void NoiseToArray(NoiseInfo info, int seed, Vector2[] positions, Vector2 positionOffset, float[] result)
        {
            float amplitude = 1f;
            float frequency = 1f;

            for (int i = 0; i < info.layerCount; i++)
            {
                for (int j = 0; j < positions.Length; j++)
                {
                    Vector2 position = (positions[j] + positionOffset) / info.spread * frequency + Vector2.one * (seed + i);

                    if (i == 0)
                    {
                        result[j] = 0f;
                    }

                    result[j] += Mathf.PerlinNoise(position.x, position.y) * amplitude;
                }

                amplitude *= info.persistence;
                frequency *= info.lacunarity;
            }

            //Set the noise range from 0 to 1
            result.InverseLerp(0f, NoiseInfo.GetMaxHeight(info.layerCount, info.persistence));
        }
Example #2
0
        static void NoiseToArray(NoiseInfo info, int seed, Vector2 positionOffset, float[,] result)
        {
            Int2 size = new Int2(result.GetLength(0), result.GetLength(1));

            float amplitude = 1f;
            float frequency = 1f;

            for (int i = 0; i < info.layerCount; i++)
            {
                for (int x = 0; x < size.x; x++)
                {
                    for (int y = 0; y < size.y; y++)
                    {
                        Vector2 position = (new Vector2(x, y) + positionOffset) / info.spread * frequency + Vector2.one * (seed + i);

                        if (i == 0)
                        {
                            result[x, y] = 0f;
                        }

                        result[x, y] += Mathf.PerlinNoise(position.x, position.y) * amplitude;
                    }
                }

                amplitude *= info.persistence;
                frequency *= info.lacunarity;
            }

            //Set the noise range from 0 to 1
            result.InverseLerp(0f, NoiseInfo.GetMaxHeight(info.layerCount, info.persistence));
        }
Example #3
0
        public static float[] NoiseToArray(NoiseInfo info, Vector2[] positions, Vector2 positionOffset, int seed)
        {
            var results = new float[positions.Length];

            NoiseToArray(info, seed, positions, positionOffset, results);

            return(results);
        }
Example #4
0
        public static float[,] NoiseToArray(NoiseInfo info, Vector2 position, Int2 size, int seed)
        {
            var results = new float[size.x, size.y];

            NoiseToArray(info, seed, position, results);

            return(results);
        }
Example #5
0
        public static float Sample(NoiseInfo info, int seed, Vector2 position)
        {
            float result = 0f;

            float amplitude = 1f;
            float frequency = 1f;

            for (int j = 0; j < info.layerCount; j++)
            {
                Vector2 target = position / info.spread * frequency + Vector2.one * (seed + j);
                result += Mathf.PerlinNoise(target.x, target.y) * amplitude;

                amplitude *= info.persistence;
                frequency *= info.lacunarity;
            }

            return(Mathf.InverseLerp(0f, info.MaxHeight, result));
        }
Example #6
0
 public static void NoiseToArray(NoiseInfo info, Vector2 position, float[,] result, int seed)
 {
     NoiseToArray(info, seed, position, result);
 }