public FractalBrownianMotion(INoise Noise) { this.Noise = Noise; this.Octaves = 2; this.Persistance = 1; this.Lacunarity = 2; }
public InvertNoise(INoise Noise) { this.Noise = Noise; }
public ClampNoise(INoise noise) { Noise = noise; MinValue = 0; MaxValue = 1; }
private void UpdateNoise() { m_random = new Random((int)m_seed); switch(m_terrainNoise) { case NoiseTypes.Azmyth: m_terrain = new AzmythNoise(m_persistance, m_continentSize, m_terrainHeight, m_octaves, m_seed); break; case NoiseTypes.Perlin: m_terrain = new PerlinNoise(m_persistance, m_continentSize, m_terrainHeight, m_octaves, m_seed); break; case NoiseTypes.Simplex: m_terrain = new SimplexOpenNoise(m_persistance, m_continentSize, m_terrainHeight, m_octaves, m_seed); break; } switch (m_riverNoise) { case NoiseTypes.Azmyth: m_rivers = new AzmythNoise(m_persistance, m_continentSize, m_terrainHeight, m_octaves, m_seed); break; case NoiseTypes.Perlin: m_rivers = new PerlinNoise(m_persistance, .02, m_terrainHeight, 2, new Random((int)m_seed).Next(1000, 9999)); break; case NoiseTypes.Simplex: m_rivers = new SimplexOpenNoise(m_persistance, .02, m_terrainHeight, 2, new Random((int)m_seed).Next(1000, 9999)); break; } m_tempurature = new PerlinNoise(m_persistance, m_continentSize, 40, m_octaves, (m_seed / 9) * 5); }
public SignalVector(ISignal signal, SamplePoint[] samplePoints, INoise noise) : this(signal, samplePoints) { this.noise = noise; }
// --------------------- public SamplePoint[] GenerateNoise(INoise noise, ulong samples) { throw new NotImplementedException(); }
public SamplePoint[] AddNoise(IEnumerable<SamplePoint[]> signalVectors, INoise noise) { throw new NotImplementedException(); }
// --------------------- public SamplePoint[] AddNoise(SamplePoint[] signalVector, INoise noise) { throw new NotImplementedException(); }
public ModifyNoise(INoise primaryNoise, INoise secondaryNoise, NoiseModifier modifier = NoiseModifier.Add) { this.PrimaryNoise = primaryNoise; this.SecondaryNoise = secondaryNoise; this.Modifier = modifier; }
public Noise2DNode() { perlin = new PerlinNoise(1337, 2.0f); fractal = new FractalNoise(perlin, 3, 1.0f); }
public FractionalBrownianMotionFractal(INoise noise) : base(noise) { }
private Flat(int seed, INoise groundGradient, Gradient groundGradientTyped) { _groundGradient = groundGradient; _groundGradientTyped = groundGradientTyped; _seed = seed; }
public FractalBase(INoise source, enuBaseNoiseRange defaultRange) { _defaultRange = defaultRange; _source = source; _fractalRemap = new FractalRemap[MAXOCTAVE]; }
public HeightmapGenerator(INoise np, ILayerLocalParameters lp) : base(np, lp) { }
public NoneNoiseFractal(INoise noise) : base(noise) { }