Esempio n. 1
0
        public INoise GetLandFormFct()
        {
            //REM
            //The various parameters value here are scaled for a gradient being feed by 0 to 1 input value.
            //When this gradient is configured to recevied other value range then some parameters needs to be rescaled
            //That's the reason for using this _groundGradientTyped.AdjustY value
            //This way no matter the the Gradient Range, the values impacting it will be rescaled.

            //Create the Lowland base fractal with range from 0 to 1 values
            INoise river_shape_fractal = new FractalRidgedMulti(new Simplex(_seed), 1, 2, enuBaseNoiseRange.ZeroToOne);
            //Rescale + offset the output result ==> Wil modify the Scope of output range value
            INoise river_shape_scale = new ScaleOffset(river_shape_fractal, 0.30, 0.01);
            //Remove Y value from impacting the result (Fixed to 0), the value output range will not be changed, but the influence of the Y will be removed

            //Force the Fractal to be used as 2D Noise, I don't need to 3th dimension
            INoise river_y_scale = new NoiseAccess(river_shape_fractal, NoiseAccess.enuDimUsage.Noise2D, true);

            INoise turb           = new ScaleOffset(river_y_scale, 0.03, 0);
            INoise river_selected = new Select(0, turb, river_y_scale, 0.7);  //Last param define the width of the river

            //Offset the ground_gradient ( = create turbulance) to the Y scale of the gradient. input value
            INoise _groundGradient_biased = new Bias(_groundGradient, 0.45);
            INoise river = new Turbulence(_groundGradient_biased, 0, river_selected);

            return(river);
        }
Esempio n. 2
0
        public INoise GetLandFormFct()
        {
            //REM
            //The various parameters value here are scaled for a gradient being feed by 0 to 1 input value.
            //When this gradient is configured to recevied other value range then some parameters needs to be rescaled
            //That's the reason for using this _groundGradientTyped.AdjustY value
            //This way no matter the the Gradient Range, the values impacting it will be rescaled.

            INoise shape1_fractal = new FractalRidgedMulti(new Perlin(_seed), 1, 1.2);

            INoise shape1_base = new Select(0, shape1_fractal, shape1_fractal, 0.75, 0.0);

            INoise shape2_fractal = new FractalRidgedMulti(new Perlin(_seed + 12345), 1, 1.3);

            INoise shape2_base = new Select(0, shape2_fractal, shape2_fractal, 0.75, 0.0);

            Combiner ShapeMult = new Combiner(Combiner.CombinerType.Add);

            ShapeMult.Noises.Add(shape1_base);
            ShapeMult.Noises.Add(shape2_base);

            INoise CacheShapeMult = new Cache <INoise>(ShapeMult);

            INoise rescaledShapeMult = new ScaleOffset(CacheShapeMult, 0.6, 0);
            INoise clamping_base     = new Select(0, rescaledShapeMult, CacheShapeMult, 0.14, 0.0);

            INoise turbX_fractal = new FractalFbm(new Perlin(_seed + 1), 3, 3);
            INoise turbY_fractal = new FractalFbm(new Perlin(_seed + 2), 3, 3);
            INoise turbZ_fractal = new FractalFbm(new Perlin(_seed + 3), 3, 3);

            INoise CaveTurb = new Turbulence(clamping_base, turbX_fractal, turbY_fractal, turbZ_fractal);

            //INoise landscape = new Bias(_mainLandscape, 0.45);
            Combiner underground_Attenuated = new Combiner(Combiner.CombinerType.Multiply);

            underground_Attenuated.Noises.Add(CaveTurb);
            underground_Attenuated.Noises.Add(_mainLandscape);

            //Merge the Water landForm with the surface landForm
            INoise world_select = new Select(0.0, underground_Attenuated, _islandCtrl, 0.01, 0.0);         //Merge Plains with Midland

            return(world_select);
        }