GetValue() public méthode

Returns the output value for the given input coordinates.
public GetValue ( float x, float y, float z ) : float
x float The input coordinate on the x-axis.
y float The input coordinate on the y-axis.
z float The input coordinate on the z-axis.
Résultat float
	// Use this for initialization
	void Start () 
	{
		Debug.Log("Tutorial conversion for http://libnoise.sourceforge.net/tutorials/tutorial2.html");
		var perlin = new Perlin();
		Debug.Log(string.Format("First value: {0}", perlin.GetValue(_firstValue)));
		Debug.Log(string.Format("First value, displaced: {0}", perlin.GetValue(_firstValue + _displacement)));
		Debug.Log(string.Format("Second value: {0}", perlin.GetValue(_secondValue)));
	}
Exemple #2
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    //通过方块的世界坐标获取它的方块类型
    public static byte GetTerrainBlock(Vector3i worldPosition)
    {
        //LibNoise噪音对象
        Perlin noise = new LibNoise.Generator.Perlin(1f, 1f, 1f, 8, SeedManager.randomSeed, QualityMode.High);

        //为随机数指定种子,这样每次随机的都是同样的值
        Random.InitState(SeedManager.randomSeed);
        //因为柏林噪音在(0,0)点是上下左右对称的,所以我们设置一个很远很远的地方作为新的(0,0)点
        Vector3 offset = new Vector3(Random.value * 100000, Random.value * 100000, Random.value * 100000);

        float  noiseX     = Mathf.Abs((worldPosition.x + offset.x) / 20);
        float  noiseY     = Mathf.Abs((worldPosition.y + offset.y) / 20);
        float  noiseZ     = Mathf.Abs((worldPosition.z + offset.z) / 20);
        double noiseValue = noise.GetValue(noiseX, noiseY, noiseZ);

        noiseValue += (20 - worldPosition.y) / 15f;
        noiseValue /= worldPosition.y / 5f;

        if (noiseValue > 0.5f)
        {
            return(1);
        }

        return(0);
    }
Exemple #3
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    //通过世界坐标获取他方块的类型
    public static byte GetTerrainBlock(Vector3i worldPosition)
    {
        //libNooise噪音对象
        Perlin noise = new LibNoise.Generator.Perlin(1f, 1f, 1f, 8, GameManager.randomSeed, QualityMode.High);

        //为随机数指定种子,每次随机都为同样值
        Random.InitState(GameManager.randomSeed);
        //因为柏林噪音在(0,0)点是上下左右对称的,所以我们设置一个很远很远的地方作为新的(0,0)点
        Vector3 offset = new Vector3(Random.value * 100000, Random.value * 100000, Random.value * 100000);


        float  noiseX     = Mathf.Abs((worldPosition.x + offset.x) / 20); //改变地形的平缓程度,值越大越平缓
        float  noiseY     = Mathf.Abs((worldPosition.y + offset.y) / 20); //不要小于20
        float  noiseZ     = Mathf.Abs((worldPosition.z + offset.z) / 20);
        double noiseValue = noise.GetValue(noiseX, noiseY, noiseZ);

        //没有此两行就为洞窟地貌
        noiseValue += (20 - worldPosition.y) / 15f;//30改变修正山高度,也可以为将整体噪音图像向上平移
        noiseValue /= worldPosition.y / 5f;

        if (noiseValue > 0.5f)
        {
            return(1);
        }

        return(0);
    }
Exemple #4
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    private float noise(Vector3 point, int octaves,
                        float lucanarity = 2.0f, float gain = 0.5f, float warp = 0.25f)
    {
        float sum = 0.0f, freq = 1.0f, amp = 1.0f;

        for (int o = 0; o < octaves; o++)
        {
            sum  += amp * (float)planes.GetValue(point);
            freq *= lucanarity;
            amp  *= gain;
        }

        sum *= (float)mountains.GetValue(point * freq) * warp * octaves;

        return(sum);
    }
Exemple #5
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    //Copied
    public Vector2 PerlinNoise3D(Transform tr, float radius, float scaler, int octaves = 2, float lucanarity = 2f, float gain = 0.1f, float warp = 0.1f, float testing = 10)
    {
        LibNoise.Generator.Perlin             planes    = GameObject.FindGameObjectWithTag("Setting").GetComponent <TestongThings>().planes;
        LibNoise.Generator.RidgedMultifractal mountains = GameObject.FindGameObjectWithTag("Setting").GetComponent <TestongThings>().mountains;
        float highest = 0;
        float lowest  = 0;

        for (var i = 0; i < vertices.Length; i++)
        {
            Vector3 point = tr.TransformPoint(vertices[i]);
            //Vector3 point = vertices[i];
            float sum = 0.0f, freq = 1.0f, amp = 1.0f;

            for (int j = 0; j < octaves; j++)
            {
                sum  += amp * (float)planes.GetValue(point);
                freq *= lucanarity;
                amp  *= gain;
            }

            sum *= (float)mountains.GetValue(point * freq) * octaves * testing;
            sum  = Mathf.Max(-1, sum / 2);


            vertices[i] = vertices[i].normalized * (radius * scaler + sum);


            if (sum > highest)
            {
                highest = sum;
            }
            if (sum < lowest && sum > 0)
            {
                lowest = sum;
            }
        }
        return(new Vector2(lowest, highest));
    }
Exemple #6
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    public void setColor(int index, Color32 color)
    {
        Polygon poly = GetPolygon(index);

        if (poly != null)
        {
            #region Set Selection Color
            Mesh      m_Mesh = m_PlanetMesh.GetComponent <MeshFilter>().mesh;
            Color32[] colors = m_Mesh.colors32;

            if (s_Polygon != null)
            {
                int j = 0;
                foreach (int ind in s_Polygon.indices)
                {
                    colors[ind + 0] = s_Color32[j++];
                    colors[ind + 1] = s_Color32[j++];
                    colors[ind + 2] = s_Color32[j++];
                }
            }

            s_Color32 = new List <Color32>();
            foreach (int ind in poly.indices)
            {
                s_Color32.Add(colors[ind + 0]);
                s_Color32.Add(colors[ind + 1]);
                s_Color32.Add(colors[ind + 2]);
                colors[ind + 0] = color;
                colors[ind + 1] = color;
                colors[ind + 2] = color;
            }

            s_Polygon = poly;

            m_PlanetMesh.GetComponent <MeshFilter>().mesh.colors32 = colors;
            #endregion

            #region Set Display Area (If Exists)
            if (s_Display != null)
            {
                Mesh      mesh    = m_PlanetMesh.GetComponent <MeshFilter>().mesh;
                Texture2D texture = new Texture2D(s_MapResolution, s_MapResolution);

                Vector3 f = mesh.vertices[poly.t_Vertices[3]] - mesh.vertices[poly.t_Vertices[2]];
                Vector3 g = mesh.vertices[poly.t_Vertices[3]] - mesh.vertices[poly.t_Vertices[0]];
                Vector3 P = mesh.vertices[poly.t_Vertices[3]];
                Vector3 Q = mesh.vertices[poly.t_Vertices[0]];
                Vector3 R = mesh.vertices[poly.t_Vertices[2]];
                Vector3 p = new Vector3(0, 0, 0);


                float stepX = FindStep(mesh.vertices[poly.t_Vertices[3]].x, mesh.vertices[poly.t_Vertices[2]].x);
                float stepY = FindStep(mesh.vertices[poly.t_Vertices[3]].y, mesh.vertices[poly.t_Vertices[0]].y);

                float denom = (f.x * g.y) - (f.y * g.x);
                float alpha = ((p.x * g.y) - (p.y * g.x)) / denom;
                float beta  = ((p.y * g.x) - (p.x * g.y)) / denom;

                Vector3 stepVector = new Vector3(stepX, stepY, 0);
                float   stepAlpha  = ((stepVector.x * g.y) - (stepVector.y * g.x)) / denom;
                float   stepBeta   = ((stepVector.y * g.x) - (stepVector.x * g.y)) / denom;

                float goalAlpha = ((R.x * g.y) - (R.y * g.x)) / denom;
                float goalBeta  = ((Q.x * g.y) - (Q.y * g.x)) / denom;

                float currAlpha = alpha;
                for (int y = 0; y < texture.width; y++)
                {
                    for (int x = 0; x < texture.height; x++)
                    {
                        Vector3 P_prime = (currAlpha * f) + (beta * g) + P;

                        double  value     = Mathf.Abs((float)Perlin.GetValue(P_prime.x, P_prime.y, P_prime.z));
                        Color32 polyColor = p_TerrainType[p_TerrainType.Count - 1];
                        for (int range = 0; range < p_TerrainHeight.Count; range++)
                        {
                            if (value <= p_TerrainHeight[range])
                            {
                                polyColor = p_TerrainType[range];
                                break;
                            }
                        }

                        texture.SetPixel(x, y, polyColor);
                        currAlpha += stepAlpha;
                    }
                    beta     += stepBeta;
                    currAlpha = alpha;
                }
                s_Display.GetComponent <Renderer>().material.mainTexture = texture;
                texture.Apply();
            }
            #endregion
        }
    }
        /// <summary>
        /// Returns the output value for the given input coordinates.
        /// </summary>
        /// <param name="x">The input coordinate on the x-axis.</param>
        /// <param name="y">The input coordinate on the y-axis.</param>
        /// <param name="z">The input coordinate on the z-axis.</param>
        /// <returns>The resulting output value.</returns>
        public override double GetValue(double x, double y, double z)
        {
                        float signal;
                        float value;
                        int curOctave;

                        x *= Frequency;
                        y *= Frequency;
                        z *= Frequency;

                        // Initialize value, fBM starts with 0
                        value = 0;
			
						ModuleBase tmpperl = new Perlin(Frequency,Lacunarity,0.5,OctaveCount,Seed,QualityMode.Medium);
			
                        // Inner loop of spectral construction, where the fractal is built
                        for(curOctave = 0; curOctave < OctaveCount; curOctave++) {

                                // Get the coherent-noise value.
                                signal = (float)tmpperl.GetValue(x, y, z) * (float)m_weights[curOctave];

                                // Add the signal to the output value.
                                value += signal;

                                // Go to the next octave.
                                x *= Lacunarity;
                                y *= Lacunarity;
                                z *= Lacunarity;

                        }//end for

                        //take care of remainder in _octaveCount
                        float remainder = OctaveCount - (int)OctaveCount;
                        if(remainder > 0.0f) {
                                value += remainder * (float)tmpperl.GetValue(x, y, z) * (float)m_weights[curOctave];
                        }//end if

                        return value;
        }
Exemple #8
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 private static float getAxis(LibNoise.Generator.Perlin perlin)
 {
     return((float)perlin.GetValue(0, 0, 1) * 10);
 }
Exemple #9
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    private static GameObject CreateGameObject(Primitive primitive, LibNoise.Generator.Perlin perlin)
    {
        #region Create Planet Object
        GameObject planet = new GameObject("Planet");
        planet.AddComponent <Planet>();
        planet.GetComponent <Planet>().m_Polygons = primitive.m_Polygons;
        planet.GetComponent <Planet>().Perlin     = perlin;

        MeshCollider meshCollider = planet.AddComponent <MeshCollider>();
        MeshFilter   meshFilter   = planet.AddComponent <MeshFilter>();
        MeshRenderer meshRenderer = planet.AddComponent <MeshRenderer>();
        meshRenderer.material = new Material(Shader.Find("Particles/Standard Surface"));
        #endregion

        #region Generate Terrain
        List <float>   p_TerrainHeight = new List <float>();
        List <Color32> p_TerrainType   = new List <Color32>();
        GenerateTerrain(p_TerrainHeight, p_TerrainType);
        planet.GetComponent <Planet>().p_TerrainHeight = p_TerrainHeight;
        planet.GetComponent <Planet>().p_TerrainType   = p_TerrainType;
        #endregion

        #region Local Variables
        int       vertexCount = (primitive.m_Polygons[0].type == 0) ? primitive.m_Polygons.Count * 6 : primitive.m_Polygons.Count * 3;
        int[]     indices     = new int[vertexCount];
        Vector3[] vertices    = new Vector3[vertexCount];
        Color32[] colors      = new Color32[vertexCount];
        #endregion

        #region Create Mesh Data
        for (int i = 0; i < primitive.m_Polygons.Count; i++)
        {
            #region Get/Set Polygon Data
            var poly = primitive.m_Polygons[i];

            int index = i;
            if (poly.type == 0)
            {
                index = index * 6;
                primitive.m_Polygons[i].indices.Add(index);
                primitive.m_Polygons[i].indices.Add(index + 3);

                primitive.m_Polygons[i].t_Vertices.Add(index + 0);
                primitive.m_Polygons[i].t_Vertices.Add(index + 2);
                primitive.m_Polygons[i].t_Vertices.Add(index + 1);
                primitive.m_Polygons[i].t_Vertices.Add(index + 4);
            }
            else
            {
                index = index * 3;
                primitive.m_Polygons[i].indices.Add(index);

                primitive.m_Polygons[i].t_Vertices.Add(index + 0);
                primitive.m_Polygons[i].t_Vertices.Add(index + 2);
                primitive.m_Polygons[i].t_Vertices.Add(index + 1);
            }
            #endregion

            #region Set Mesh Indices
            indices[index + 0] = index + 0;
            indices[index + 1] = index + 1;
            indices[index + 2] = index + 2;

            if (poly.type == 0)
            {
                indices[index + 3] = index + 3;
                indices[index + 4] = index + 4;
                indices[index + 5] = index + 5;
            }
            #endregion

            #region Set Mesh Vertices
            vertices[index + 0] = primitive.m_Vertices[poly.m_Vertices[0]];
            vertices[index + 1] = primitive.m_Vertices[poly.m_Vertices[2]];
            vertices[index + 2] = primitive.m_Vertices[poly.m_Vertices[1]];
            if (poly.type == 0)
            {
                vertices[index + 3] = primitive.m_Vertices[poly.m_Vertices[0]];
                vertices[index + 4] = primitive.m_Vertices[poly.m_Vertices[3]];
                vertices[index + 5] = primitive.m_Vertices[poly.m_Vertices[2]];
            }
            #endregion

            #region Get Polgon Color (Legacy)

            /*
             * double value0 = Mathf.Abs((float)perlin.GetValue(vertices[index].x, vertices[index].y, vertices[index].z));
             * double value1 = Mathf.Abs((float)perlin.GetValue(vertices[index + 1].x, vertices[index + 1].y, vertices[index + 1].z));
             * double value2 = Mathf.Abs((float)perlin.GetValue(vertices[index + 2].x, vertices[index + 2].y, vertices[index + 2].z));
             * double value3 = Mathf.Abs((float)perlin.GetValue(vertices[index + 3].x, vertices[index + 3].y, vertices[index + 3].z));
             * double value = (value1 + value2 + value3 + value0) / 4;
             * Color32 polyColor = p_TerrainType[p_TerrainType.Count - 1];
             * for (int range = 0; range < p_TerrainHeight.Count; range++)
             * {
             *  if (value <= p_TerrainHeight[range])
             *  {
             *      polyColor = p_TerrainType[range];
             *      break;
             *  }
             * }
             */
            #endregion

            #region Set Colors (Legacy)

            /*
             * colors[index] = polyColor;
             * colors[index + 1] = polyColor;
             * colors[index + 2] = polyColor;
             *
             * if (poly.type == 0)
             * {
             *  colors[index + 3] = polyColor;
             *  colors[index + 4] = polyColor;
             *  colors[index + 5] = polyColor;
             * }
             */
            #endregion

            #region Set Color
            int j_max = (primitive.m_Polygons[i].type == 0) ? 6 : 4;
            for (int j = 0; j < j_max; j++)
            {
                double value = Mathf.Abs((float)perlin.GetValue(vertices[index + j].x, vertices[index + j].y, vertices[index + j].z));
                colors[index + j] = p_TerrainType[p_TerrainType.Count - 1];
                for (int range = 0; range < p_TerrainHeight.Count; range++)
                {
                    if (value <= p_TerrainHeight[range])
                    {
                        colors[index + j] = p_TerrainType[range];
                        break;
                    }
                }
            }
            #endregion
        }
        #endregion

        #region Create Mesh
        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.colors32 = colors;
        mesh.SetTriangles(indices, 0);
        meshFilter.mesh = mesh;
        meshFilter.mesh.RecalculateNormals();
        meshCollider.sharedMesh = mesh;
        #endregion

        return(planet);
    }
        /// <summary>
        /// Returns the output value for the given input coordinates.
        /// </summary>
        /// <param name="x">The input coordinate on the x-axis.</param>
        /// <param name="y">The input coordinate on the y-axis.</param>
        /// <param name="z">The input coordinate on the z-axis.</param>
        /// <returns>The resulting output value.</returns>
        public override double GetValue(double x, double y, double z)
        {
						float signal;
                        float value;
                        int curOctave;

						ModuleBase tmpperl = new Perlin(Frequency,Lacunarity,0.5,OctaveCount,Seed,QualityMode.Medium);
			
                        x *= this.m_frequency;
			            y *= this.m_frequency;
			            z *= this.m_frequency;

                        // Initialize value : first unscaled octave of function; later octaves are scaled 
                        value = (float)m_offset + (float)tmpperl.GetValue(x, y, z);

                        x *= this.m_lacunarity;
                        y *= this.m_lacunarity;
                        z *= this.m_lacunarity;

                        // inner loop of spectral construction, where the fractal is built
                        for(curOctave = 1; curOctave < m_octaveCount; curOctave++) {
				
						
                        // obtain displaced noise value.
                        signal = (float)m_offset + (float)Utils.GradientCoherentNoise3D(x, y, z, m_seed, this.m_quality);;
                        
                        //scale amplitude appropriately for this frequency 
                        signal *= (float)m_weights[curOctave];

                        // scale increment by current altitude of function
                        signal *= value;

                                // Add the signal to the output value.
                                value += signal;

                                // Go to the next octave.
                                x *= m_lacunarity;
                                y *= m_lacunarity;
                                z *= m_lacunarity;

                        }//end for

                        //take care of remainder in _octaveCount
                        float remainder = m_octaveCount - (int)m_octaveCount;

                        if(remainder > 0.0f) {
                                signal = (float)m_offset + (float)tmpperl.GetValue(x, y, z);
                                signal *= (float)m_weights[curOctave];
                                signal *= value;
                                signal *= remainder;
                                value +=  signal;
                        }//end if

                        return value;

        }
Exemple #11
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 /// <summary>
 ///
 /// </summary>
 /// <param name="x"></param>
 /// <param name="z"></param>
 /// <returns></returns>
 public override float GetValue(float x, float z)
 {
     return((float)(perlinNoiseGenerator.GetValue(x, 0, z) / 2f) + 0.5f);
 }