Exemple #1
0
        void    CreateNoiseMask()
        {
            Vector2 center  = new Vector2(samp.size / 2, samp.size / 2);
            float   maxDist = samp.size * radius;                     //simplified max dist to get better noiseMask.

            mask.Resize(samp.size);
            maskTexture = new Texture2D(chunkSize, chunkSize, TextureFormat.RGBA32, false, false);
            mask.Foreach((x, y) => {
                float val = 1 - (Vector2.Distance(new Vector2(x, y), center) / maxDist);
                maskTexture.SetPixel(x, y, new Color(val, val, val));
                return(val);
            });
            maskTexture.Apply();
        }
Exemple #2
0
        public void     CreateNoiseMask()
        {
            if (samp == null)
            {
                return;
            }

            Vector2 center  = new Vector2(samp.size / 2, samp.size / 2);
            float   maxDist = samp.size * radius;                     //simplified max dist to get better noiseMask.

            mask.Resize(samp.size);
            mask.Foreach((x, y) => {
                float val = 1 - (Vector2.Distance(new Vector2(x, y), center) / maxDist);
                return(val);
            });
        }
Exemple #3
0
		public override void OnNodeProcess()
		{
			if (chunkSizeHasChanged)
				output.Resize(chunkSize);

			//recalcul perlin noise values with new seed / position.
			if (needUpdate)
			{
				float scale = 40f;
				output.Foreach((x, y) => {
					float nx = (float)x * step + chunkPosition.x;
					float ny = (float)y * step + chunkPosition.z;
					float val = PerlinNoise2D.GenerateNoise(nx / scale, ny / scale, 2, 2, 1, 1, seed);
					for (int i = 0; i < octaves; i++)
						val *= 1.2f;
					return val;
				});
			}
		}