protected override void Setup(int wX, int wZ) { rand = new System.Random(wX * 10 + wZ * 1000); terrainNoise.GenerateNoise(wX, wZ); islandNoise.GenerateNoise(wX, wZ); Vector3i worldPos = new Vector3i(wX, 0, wZ); terrainNoise3D.GenerateNoise(worldPos); islandNoise3D.GenerateNoise(worldPos); caveNoise3D.GenerateNoise(worldPos); }
public IEnumerator Generate(int cx, int cz) { terrainNoise.GenerateNoise(cx * Chunk.SIZE_X, cz * Chunk.SIZE_Z); islandNoise.GenerateNoise(cx * Chunk.SIZE_X, cz * Chunk.SIZE_Z); for (int cy = 0; true; cy++) { Vector3i worldPos = Chunk.ToWorldPosition(new Vector3i(cx, cy, cz), Vector3i.zero); terrainNoise3D.GenerateNoise(worldPos); islandNoise3D.GenerateNoise(worldPos); caveNoise3D.GenerateNoise(worldPos); bool generated = GenerateChunk(new Vector3i(cx, cy, cz)); if (!generated) { break; } yield return(null); } }
public IEnumerator Generate(int cx, int cz) { terrainNoise.GenerateNoise(cx * OpenCog.Map.OCChunk.SIZE_X, cz * OpenCog.Map.OCChunk.SIZE_Z); islandNoise.GenerateNoise(cx * OpenCog.Map.OCChunk.SIZE_X, cz * OpenCog.Map.OCChunk.SIZE_Z); for (int cy = 0; true; cy++) { Vector3i worldPos = OpenCog.Map.OCChunk.ToWorldPosition(new Vector3i(cx, cy, cz), Vector3i.zero); //System.Console.WriteLine(OCLogSymbol.DETAILEDINFO +"worldPos = [" + worldPos.x + ", " + worldPos.y + ", " + worldPos.z + "]"); terrainNoise3D.GenerateNoise(worldPos); islandNoise3D.GenerateNoise(worldPos); caveNoise3D.GenerateNoise(worldPos); bool generated = GenerateChunk(new Vector3i(cx, cy, cz)); if (!generated) { break; } yield return(null); } }
public IEnumerator Generate(int cx, int cz) { terrainNoise.GenerateNoise(cx * OpenCog.Map.OCChunk.SIZE_X, cz * OpenCog.Map.OCChunk.SIZE_Z); islandNoise.GenerateNoise(cx * OpenCog.Map.OCChunk.SIZE_X, cz * OpenCog.Map.OCChunk.SIZE_Z); for (int cy = 0; true; cy++) { Vector3i worldPos = OpenCog.Map.OCChunk.ToWorldPosition(new Vector3i(cx, cy, cz), Vector3i.zero); //OCLogger.Debugging("worldPos = [" + worldPos.x + ", " + worldPos.y + ", " + worldPos.z + "]"); terrainNoise3D.GenerateNoise(worldPos); islandNoise3D.GenerateNoise(worldPos); caveNoise3D.GenerateNoise(worldPos); bool generated = GenerateChunk(new Vector3i(cx, cy, cz)); if (!generated) { break; } yield return(null); } }
public static void generateHeightNoise(int x, int z) { heightNoise.GenerateNoise(x, z); }