Example #1
0
        /// <summary>
        /// Calculate a billow fractal
        /// </summary>
        /// <param name="x">x location</param>
        /// <param name="z">z location</param>
        /// <returns></returns>
        public float GetValue_Billow(float x, float z)
        {
            float value = 0f;
            float signal = 0f;
            float persistence = 1f;
            float nx, nz;

            x += m_seed;
            z += m_seed;

            x += m_XOffset;
            z += m_ZOffset;
            x *= m_frequency;
            z *= m_frequency;

            for (int octave = 0; octave < m_octaves; octave++)
            {
                nx           = x;
                nz           = z;
                signal       = SimplexNoiseGenerator.Generate(nx, nz);
                signal       = 2f * Mathf.Abs(signal) - 1f;
                value       += signal * persistence;
                x           *= m_lacunarity;
                z           *= m_lacunarity;
                persistence *= m_persistence;
            }

            value += m_YOffset * 2.4f;

            return(value);
        }
Example #2
0
        /// <summary>
        /// Calculate a ridged multi fractal
        /// </summary>
        /// <param name="x">x location</param>
        /// <param name="z">z location</param>
        /// <returns></returns>
        public float GetValue_RidgedMulti(float x, float z)
        {
            float signal = 0.0f;
            float value = 0.0f;
            float weight = 1.0f;
            float offset = 1f;
            float gain = m_persistence;
            float nx, nz;

            x += m_seed;
            z += m_seed;
            x += m_XOffset;
            z += m_ZOffset;
            x *= m_frequency;
            z *= m_frequency;

            for (int octave = 0; octave < m_octaves; octave++)
            {
                nx = x;
                nz = z;

                //Get the coherent-noise value from input value and add it to final result
                signal = SimplexNoiseGenerator.Generate(nx, nz);

                //Make the ridges
                signal = Mathf.Abs(signal);
                signal = offset - signal;

                //Square signal to increase sharpness of ridges.
                signal *= signal;

                //The weighting from previous octave is applied to the signal.
                signal *= weight;

                //Weight successive contributions by previous signal.
                weight = signal * gain;
                if (weight > 1.0)
                {
                    weight = 1.0f;
                }
                if (weight < 0.0f)
                {
                    weight = 0.0f;
                }

                //Add the signal to output value.
                value += signal * m_spectralWeights[octave];

                //Next Octave
                x *= m_lacunarity;
                z *= m_lacunarity;
            }

            value = (value * 1.25f) - 1.0f;

            value += m_YOffset;

            return(value);
        }