コード例 #1
0
    public void CreateHeightMap()
    {
        // Set up noise
        rigged = new RiggedMultifractal(frequency, lacunarity, octaves, seed, quality);
        perlin = new Perlin(frequency, lacunarity, persistence, octaves, seed, quality);
        billow = new Billow(frequency, lacunarity, persistence, octaves, seed, quality);

        //ModuleBase moduleBase = perlin;

        // Apply noise to the meshes
        foreach (Transform child in transform)
        {
            MeshFilter meshFilter = child.GetComponent <MeshFilter> ();
            Vector3[]  vertices   = meshFilter.sharedMesh.vertices;
            Vector3[]  normals    = meshFilter.sharedMesh.normals;

            Color[] colorMap = new Color[vertices.Length];

            for (int i = 0; i < vertices.Length; i++)
            {
                float magnitude = (float )perlin.GetValue(vertices[i].x / scale, vertices[i].y / scale, vertices[i].z / scale);
                //float magnitude = (float )rigged.GetValue(vertices[i].x / scale, vertices[i].y / scale, vertices[i].z / scale);
                vertices [i] = Vector3.MoveTowards(vertices [i], (vertices [i] + normals [i]), magnitude * heightMultiplier);
                colorMap [i] = gradient.Evaluate((magnitude + 1) * 0.5f);
            }

            meshFilter.sharedMesh.vertices = vertices;
            meshFilter.sharedMesh.colors   = colorMap;
            meshFilter.sharedMesh.RecalculateNormals();
        }
    }
コード例 #2
0
ファイル: HeightMap.cs プロジェクト: nshcat/asciikingdom
        /// <summary>
        /// Build the noise tree used for terrain generation
        /// </summary>
        private Module BuildModuleTree()
        {
            var mountainTerrain = new RidgedMulti()
            {
                Seed = this.Seed
            };

            var baseFlatTerrain = new Billow()
            {
                Seed      = this.Seed,
                Frequency = 2
            };

            var flatTerrain = new ScaleBias()
            {
                Source0 = baseFlatTerrain,
                Scale   = 0.125,
                Bias    = -0.75
            };

            var terrainType1 = new Perlin()
            {
                Frequency   = 0.5,
                Persistence = 0.25,
                Seed        = this.Seed
            };

            var terrainType2 = new Perlin()
            {
                Frequency   = 0.5,
                Persistence = 0.25,
                Seed        = this.Seed + 1337
            };

            var terrainType = new Multiply()
            {
                Source0 = terrainType1,
                Source1 = terrainType2
            };

            var terrainSelector = new Select()
            {
                Source0     = flatTerrain,
                Source1     = mountainTerrain,
                Control     = terrainType,
                LowerBound  = 0,
                UpperBound  = 1000,
                EdgeFalloff = 0.125
            };

            var finalTerrain = new Turbulence()
            {
                Source0   = terrainSelector,
                Frequency = 4,
                Power     = 0.125,
                Seed      = this.Seed
            };

            return(finalTerrain);
        }
コード例 #3
0
 }          //  Base Height Result Module
 protected override void SetModules()
 {
     base.SetModules();
     #region 1
     ModuleBase module1 = new Const(5);
     #endregion
     #region 2
     ModuleBase module2a = new RidgedMultifractal(frequency: Mathf.Pow(2, -8), lacunarity: 2.0, octaves: 6, seed: Random[IdxForRnd].Next(), quality: QualityMode.Low);
     ModuleBase module2b = new Turbulence(input: module2a);
     ((Turbulence)module2b).Seed      = Random[IdxForRnd].Next();
     ((Turbulence)module2b).Frequency = Mathf.Pow(2, -2);
     ((Turbulence)module2b).Power     = 1;
     ModuleBase module2c = new ScaleBias(scale: 1.0, bias: 30.0, input: module2b);
     #endregion
     #region 3
     ModuleBase module3a = new Billow(frequency: Mathf.Pow(2, -7) * 1.6, lacunarity: 2.0, persistence: 0.5, octaves: 8, seed: Random[IdxForRnd].Next(), quality: QualityMode.Low);
     ModuleBase module3b = new Turbulence(input: module3a);
     ((Turbulence)module3b).Seed      = Random[IdxForRnd].Next();
     ((Turbulence)module3b).Frequency = Mathf.Pow(2, -2);
     ((Turbulence)module3b).Power     = 1.8;
     ModuleBase module3c = new ScaleBias(scale: 1.0, bias: 31.0, input: module3b);
     #endregion
     #region 4
     ModuleBase module4a = new Perlin(frequency: Mathf.Pow(2, -6), lacunarity: 2.0, persistence: 0.5, octaves: 6, seed: Random[IdxForRnd].Next(), quality: QualityMode.Low);
     ModuleBase module4b = new Select(inputA: module2c, inputB: module3c, controller: module4a);
     ((Select)module4b).SetBounds(min: -.2, max: .2);
     ((Select)module4b).FallOff = .25;
     ModuleBase module4c = new Multiply(lhs: module4b, rhs: module1);
     #endregion
     MaterialSelectors[0] = (Select)module4b;
     Modules.Add(module4c);
 }
コード例 #4
0
ファイル: Program.cs プロジェクト: Neovariance/LibNoise
        static void Tutorial4()
        {
            Console.WriteLine("Begin Tutorial 4");

            RiggedMultifractal mountainTerrain = new RiggedMultifractal();
            Billow             baseFlatTerrain = new Billow();

            baseFlatTerrain.Frequency = 2.0;

            ScaleBias flatTerrain = new ScaleBias();

            flatTerrain[0]    = baseFlatTerrain;
            flatTerrain.Scale = 0.125;
            flatTerrain.Bias  = -0.75;

            Perlin terrainType = new Perlin();

            terrainType.Frequency   = 0.5;
            terrainType.Persistence = 0.25;

            Select finalTerrain = new Select();

            finalTerrain[0]         = flatTerrain;
            finalTerrain[1]         = mountainTerrain;
            finalTerrain.Controller = terrainType;
            finalTerrain.SetBounds(0.0, 1000.0);
            finalTerrain.FallOff = 0.125;

            NoiseMap             heightMap        = new NoiseMap();
            NoiseMapBuilderPlane heightMapBuilder = new NoiseMapBuilderPlane();;

            heightMapBuilder.SetSourceModule(finalTerrain);
            heightMapBuilder.SetDestNoiseMap(heightMap);
            heightMapBuilder.SetDestSize(256, 256);
            heightMapBuilder.SetBounds(6.0, 10.0, 1.0, 5.0);
            heightMapBuilder.Build();

            RendererImage renderer = new RendererImage();
            NoiseImage    image    = new NoiseImage();

            renderer.SetSourceNoiseMap(heightMap);
            renderer.SetDestImage(image);
            renderer.ClearGradient();
            renderer.AddGradientPoint(-1.00, new Color(32, 160, 0, 255));   // grass
            renderer.AddGradientPoint(-0.25, new Color(224, 224, 0, 255));  // dirt
            renderer.AddGradientPoint(0.25, new Color(128, 128, 128, 255)); // rock
            renderer.AddGradientPoint(1.00, new Color(255, 255, 255, 255)); // snow
            renderer.EnableLight();
            renderer.SetLightContrast(3.0);
            renderer.SetLightBrightness(2.0);
            renderer.Render();

            WriterBMP writer = new WriterBMP();

            writer.SetSourceImage(image);
            writer.SetDestFilename("tutorial4.bmp");
            writer.WriteDestFile();

            Console.WriteLine("End Tutorial 4");
        }
コード例 #5
0
ファイル: XNoise.cs プロジェクト: olivierh59500/DEMO
    public XNoiseTurbulence()
    {
        left   = 6;
        right  = 10;
        top    = 1;
        bottom = 5;

        var mountainTerrain = new RidgedMultifractal();

        var baseFlatTerrain = new Billow();

        baseFlatTerrain.Frequency = 2.0;

        var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);

        var terrainType = new Perlin();

        terrainType.Frequency   = 0.5;
        terrainType.Persistence = 0.25;

        var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType);

        terrainSelector.SetBounds(0, 1000);
        terrainSelector.FallOff = 0.125f;

        var terrainScaler = new ScaleBias(terrainSelector);

        terrainScaler.Scale = 375;
        terrainScaler.Bias  = 375;

        finalTerrain           = new Turbulence(terrainScaler);
        finalTerrain.Frequency = 4;
        finalTerrain.Power     = 0.125f;
    }
コード例 #6
0
    public void Generate()
    {
        // Create the module network
        ModuleBase moduleBase;

        switch (noise)
        {
        case NoiseType.Billow:
            moduleBase = new Billow();
            break;

        case NoiseType.RidgedMultifractal:
            moduleBase = new RidgedMultifractal();
            break;

        case NoiseType.Voronoi:
            moduleBase = new Voronoi();
            break;

        //  case NoiseType.Mix:
        //Perlin perlin = new Perlin();
        //RidgedMultifractal rigged = new RidgedMultifractal();
        //moduleBase = new Add(perlin, rigged);
        //break;

        default:
            moduleBase = new Perlin();
            break;
        }

        // Initialize the noise map
        this.m_noiseMap = new Noise2D(resolution, resolution, moduleBase);
        this.m_noiseMap.GeneratePlanar(
            offset + -1 * 1 / zoom,
            offset + offset + 1 * 1 / zoom,
            offset + -1 * 1 / zoom,
            offset + 1 * 1 / zoom);

        // Generate the textures
        this.m_textures[0] = this.m_noiseMap.GetTexture(GradientPresets.Grayscale);

        this.m_textures[0].Apply();

        this.m_textures[1] = this.m_noiseMap.GetTexture(GradientPresets.Terrain);
        this.m_textures[1].Apply();

        this.m_textures[2] = this.m_noiseMap.GetNormalMap(3.0f);
        this.m_textures[2].Apply();

        //display on plane
        GetComponent <Renderer>().material.mainTexture = m_textures[0];


        //write images to disk
        File.WriteAllBytes(Application.dataPath + "/../Gray.png", m_textures[0].EncodeToPNG());
        File.WriteAllBytes(Application.dataPath + "/../Terrain.png", m_textures[1].EncodeToPNG());
        File.WriteAllBytes(Application.dataPath + "/../Normal.png", m_textures[2].EncodeToPNG());

        Debug.Log("Wrote Textures out to " + Application.dataPath + "/../");
    }
コード例 #7
0
	void Start() 
	{
		// STEP 1
		// Gradient is set directly on the object
		var mountainTerrain = new RidgedMultifractal();
		RenderAndSetImage(mountainTerrain);

		// Stop rendering if we're only getting as far as this tutorial
		// step. It saves me from doing multiple files.
		if (_tutorialStep <= 1) return;

		// STEP 2
		var baseFlatTerrain = new Billow();
		baseFlatTerrain.Frequency = 2.0;
		RenderAndSetImage(baseFlatTerrain);


		if (_tutorialStep <= 2) return;

		// STEP 3
		var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);
		RenderAndSetImage(flatTerrain);

		if (_tutorialStep <= 3) return;

		// STEP 4
		var terrainType = new Perlin();
		terrainType.Frequency = 0.5;
		terrainType.Persistence = 0.25;

		var finalTerrain = new Select(flatTerrain, mountainTerrain, terrainType);
		finalTerrain.SetBounds(0, 1000);
		finalTerrain.FallOff = 0.125;
		RenderAndSetImage(finalTerrain);
	}
コード例 #8
0
        /// <summary>
        /// Initializes the base mod
        /// </summary>
        public override void OnSetup()
        {
            Billow billow = new Billow()
            {
                Seed      = seed,
                Frequency = 2 * (1f / smoothness)
            };
            ScaleBias          scaleBia           = new ScaleBias((1f / plainSmoothness), mesaVsPlainsBias, billow);
            RidgedMultifractal riggedMultifractal = new RidgedMultifractal
            {
                Seed        = seed,
                OctaveCount = noisePasses,
                Frequency   = 1 / smoothness
            };
            Perlin perlin = new Perlin
            {
                Seed        = seed,
                OctaveCount = noisePasses,
                Frequency   = 1 / plainsVsMountainSmoothness,
                Persistence = 1 / falloff
            };

            terrainHeightMap = new Select(0, 1, plainsVsMountainThreshold, scaleBia, riggedMultifractal)
            {
                Controller = perlin
            };
        }
コード例 #9
0
ファイル: TerrainGenerator.cs プロジェクト: ddffhyf/Goup
    // This lets us load the modules once when the game starts and then treat them as static.
    private static void LoadModules(int game_seed)
    {
        seed = game_seed;
        // Create noise functions.
        mountain      = new RidgedMultifractal();
        mountain.Seed = seed;

        baseFlatTerrain           = new Billow();
        baseFlatTerrain.Seed      = seed;
        baseFlatTerrain.Frequency = 0.5;
        //0.125
        flatTerrain = new ScaleBias(0.0625, -0.75, baseFlatTerrain);
        //flatTerrain = new LibNoise.Unity.Generator.Const (-0.75);

        terrainType             = new Perlin();
        terrainType.Seed        = seed;
        terrainType.Frequency   = 0.5;
        terrainType.Persistence = 0.125;

        finalTerrain = new Select(flatTerrain, mountain, terrainType);
        finalTerrain.SetBounds(0.25, 1000.0);
        finalTerrain.FallOff = 0.125;

        modules_loaded = true;
    }
コード例 #10
0
ファイル: AdvNoiseGen.cs プロジェクト: Benedani/MCGalaxy
        static bool GenBillow2D(MapGenArgs args)
        {
            Billow billow2D = new Billow();

            billow2D.Seed = args.UseSeed ? args.Seed : new Random().Next();
            return(Gen2D(args, billow2D));
        }
コード例 #11
0
ファイル: Tutorial_5.cs プロジェクト: Eklofakka/Spacebutter
    private void Meh(bool random = false)
    {
        if (random)
        {
            Noise.xOrg = Random.Range(-1000, 1000);
            Noise.yOrg = Random.Range(-1000, 1000);
        }
        // STEP 1
        // Gradient is set directly on the object
        var mountainTerrain = new RidgedMultifractal();

        // STEP 2
        var baseFlatTerrain = new Billow();

        baseFlatTerrain.Frequency = Noise.Frequency;

        // STEP 3
        var flatTerrain = new ScaleBias(Noise.Scale, Noise.Bias, baseFlatTerrain);

        // STEP 4
        var terrainType = new Perlin();

        terrainType.Frequency   = Noise.TFrequency;
        terrainType.Persistence = Noise.Persistence;

        generator = new Select(flatTerrain, mountainTerrain, terrainType);
        generator.SetBounds(Noise.Min, Noise.Max);
        generator.FallOff = Noise.FallOff;

        RenderAndSetImage(generator);
    }
コード例 #12
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    void Start()
    {
        var mountainTerrain = new RidgedMultifractal();

        var baseFlatTerrain = new Billow();

        baseFlatTerrain.Frequency = 2.0;

        var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);

        var terrainType = new Perlin();

        terrainType.Frequency   = 0.5;
        terrainType.Persistence = 0.25;

        // Create the selector for turbulence
        var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType);

        terrainSelector.SetBounds(0, 1000);
        terrainSelector.FallOff = 0.125f;

        var finalTerrain = new Turbulence(terrainSelector);

        finalTerrain.Frequency = _frequency;
        finalTerrain.Power     = _power;

        RenderAndSetImage(finalTerrain);
    }
コード例 #13
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        public TerrainGenerator(long seed)
        {
            var seededConstant = new SimplexPerlin((int)seed, NoiseQuality.Fast);

            TurbX = new OpenSimplex(seed);
            TurbY = new OpenSimplex(seed);
            Chaos = new RidgedMultiFractal {
                OctaveCount = 7, Primitive2D = seededConstant
            };
            Hill = new OpenSimplex(seed);
            Alt  = new HybridMultiFractal {
                OctaveCount = 8, Gain = 0.1f, Primitive2D = seededConstant
            };
            Temp = new OpenSimplex(seed);
            Dry  = new HeterogeneousMultiFractal()
            {
                Primitive2D = seededConstant
            };
            Small = new HeterogeneousMultiFractal {
                OctaveCount = 2, Primitive2D = seededConstant
            };
            Rock = new HybridMultiFractal()
            {
                Gain = 0.3f, Primitive2D = seededConstant
            };
            Cliff = new HybridMultiFractal()
            {
                Gain = 0.3f, Primitive2D = seededConstant
            };
            Humid = new Billow {
                OctaveCount = 12, Gain = 0.125f, Frequency = 1, Primitive2D = seededConstant
            };
        }
コード例 #14
0
ファイル: Tutorial5.cs プロジェクト: pboechat/AuberNoise
    // Use this for initialization
    void Start()
    {
        IModule mountainTerrain = new RidgedMulti();
        IModule baseFlatTerrain = new Billow();

        ((Billow)baseFlatTerrain).Frequency = 2.0;
        IModule flatTerrain = new ScaleBias(baseFlatTerrain, 0.125, -0.75);
        IModule terrainType = new Perlin();

        ((Perlin)terrainType).Frequency   = 0.5;
        ((Perlin)terrainType).Persistence = 0.25;
        IModule finalTerrain = new Select(flatTerrain, mountainTerrain, terrainType);

        ((Select)finalTerrain).SetBounds(0.0, 1000.0);
        ((Select)finalTerrain).SetEdgeFallOff(0.125);
        NoiseMapBuilderPlane heightMapBuilder = new NoiseMapBuilderPlane(256, 256);

        heightMapBuilder.SetBounds(6.0, 10.0, 1.0, 5.0);
        heightMapBuilder.Build(finalTerrain);
        RendererImage render = new RendererImage();

        render.SourceNoiseMap = heightMapBuilder.Map;
        render.ClearGradient();
        render.AddGradientPoint(-1.0000, new Color32(32, 160, 0, 255));
        render.AddGradientPoint(-0.2500, new Color32(224, 224, 0, 255));
        render.AddGradientPoint(0.2500, new Color32(128, 128, 128, 255));
        render.AddGradientPoint(1.0000, new Color32(255, 255, 255, 255));
        render.IsLightEnabled  = true;
        render.LightContrast   = 3.0;
        render.LightBrightness = 2.0;
        render.Render();
        tex = render.GetTexture();
    }
コード例 #15
0
ファイル: AdvNoiseGen.cs プロジェクト: TheDireMaster/MCGalaxy
        static bool GenBillow3D(Player p, Level lvl, string seed)
        {
            Billow billow3D = new Billow();

            billow3D.Seed = MapGen.MakeInt(seed);
            return(Gen3D(lvl, billow3D));
        }
コード例 #16
0
    private void Start()
    {
        // STEP 1
        // Gradient is set directly on the object
        var mountainTerrain = new RidgedMultifractal();
        // // STEP 2
        var baseFlatTerrain = new Billow();

        baseFlatTerrain.Frequency = 2.0;
        // STEP 3
        var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);
        // STEP 4
        var terrainType = new Perlin();

        terrainType.Frequency   = 0.5;
        terrainType.Persistence = 0.25;

        var finalTerrain = new Select(flatTerrain, mountainTerrain, terrainType);

        finalTerrain.SetBounds(0, 1000);
        finalTerrain.FallOff = 0.125;

        float start = Time.realtimeSinceStartup;

        RenderAndSetImage(finalTerrain);
        Debug.Log("BurstLibNoise runtime: " + (Time.realtimeSinceStartup - start));
    }
コード例 #17
0
        public override void OnSetup()
        {
            finalStart = rangeStart = sphere.radius;
            finalEnd   = rangeEnd + sphere.radius;
            switch (noiseType)
            {
            case NoiseType.Billow:
                billow  = new Billow(frequency, lacunarity, persistence, Convert.ToInt32(octaves), seed, mode);
                modMode = 1;
                break;

            case NoiseType.HybridMultifractal:
                hybrid  = new HybridMultifractal(frequency, Convert.ToSingle(persistence), Convert.ToInt32(octaves), seed, mode, offset);
                modMode = 2;
                break;

            case NoiseType.Perlin:
                perlin  = new Perlin(frequency, lacunarity, persistence, Convert.ToInt32(octaves), seed, mode);
                modMode = 3;
                break;

            case NoiseType.RiggedMultifractal:
                rigged  = new RiggedMultifractal(frequency, lacunarity, Convert.ToInt32(octaves), seed, mode);
                modMode = 4;
                break;

            default:
                throw new ArgumentNullException(nameof(noiseType));
            }
        }
コード例 #18
0
    void Awake()
    {
        noiseGenerator = new NoiseGenerator();

        billowModule = new Billow(n1frequency, n1lacunarity, n1persistence, n1octaves, n1seed, QualityMode.High); //(frequency, lacunarity, persistence, octaves, seed, QualityMode.High));
        //billowModule = new Voronoi(n1frequency, n1lacunarity, n1seed, true);
        billowScaleBiasModule = new ScaleBias(n1scale, n1bias, billowModule);

        ridgedModule          = new RidgedMultifractal(n2frequency, n2lacunarity, n2octaves, n2seed, QualityMode.High);
        ridgedScaleBiasModule = new ScaleBias(n2scale, n2bias, ridgedModule);

        perlinModule          = new Perlin(n3frequency, n3lacunarity, n3persistence, n3octaves, n3seed, QualityMode.High);
        perlinScaleBiasModule = new ScaleBias(n3scale, n3bias, perlinModule);

        selectModule = new Select(billowScaleBiasModule, ridgedScaleBiasModule, perlinScaleBiasModule);
        selectModule.SetBounds(0.5, 1000);  // parameterize?
        selectModule.FallOff = 0.3928571;

        turbulenceModule           = new Turbulence(0.335, selectModule);
        turbulenceModule.Frequency = 4.742f;
        turbulenceScaleBias        = new ScaleBias(n1scale, n1bias, turbulenceModule);

        currentModule = billowScaleBiasModule;

        waterGenerator = GameObject.FindObjectOfType <WaterGenerator> ();
    }
コード例 #19
0
    ModuleBase GetModule(PlanetProfile profile)
    {
        ModuleBase Generator;

        switch (profile.type)
        {
        case NoiseType.Perlin:
            Generator = new Perlin(
                profile.frequency,
                profile.lacunarity,
                profile.persistence,
                profile.octaves,
                Random.Range(0, int.MaxValue),
                QualityMode.Low);

            break;

        case NoiseType.Billow:
            Generator = new Billow(
                profile.frequency,
                profile.lacunarity,
                profile.persistence,
                profile.octaves,
                Random.Range(0, int.MaxValue),
                QualityMode.Low);

            break;

        case NoiseType.RiggedMultifractal:
            Generator = new RidgedMultifractal(profile.frequency,
                                               profile.lacunarity,
                                               profile.octaves,
                                               Random.Range(0, int.MaxValue),
                                               QualityMode.Low);

            break;

        case NoiseType.Voronoi:
            Generator = new Voronoi(
                profile.frequency,
                profile.displacement,
                Random.Range(0, int.MaxValue),
                true);

            break;

        default:
            Generator = new Perlin(
                profile.frequency,
                profile.lacunarity,
                profile.persistence,
                profile.octaves,
                Random.Range(0, int.MaxValue),
                QualityMode.Low);

            break;
        }

        return(Generator);
    }
コード例 #20
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        public void DiscreteBillowTest()
        {
            Billow mbillow = new Billow();

            mbillow.Frequency   = 0.5;
            mbillow.Persistence = 0.8;

            DiscreteMainTestCode(mbillow, 5);
        }
コード例 #21
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        public override Module GetModule()
        {
            int n = 2 + (int)Mathf.Log(_height, 2);

            var mountainTerrain = new RidgedMulti()
            {
                Frequency   = 1,
                Lacunarity  = 1.9532562354f,
                OctaveCount = n,
                Seed        = _seed + 2 * _offset
            };

            var baseFlatTerrain = new Billow()
            {
                Frequency   = 2,
                Lacunarity  = 2.031242124f,
                OctaveCount = n,
                Seed        = _seed + 1 * _offset,
            };

            var flatTerrain = new ScaleBias()
            {
                Source0 = baseFlatTerrain,
                Scale   = 0.75,
                Bias    = -0.25,
            };

            var terrainType = new Perlin()
            {
                Frequency   = _frequency,
                Lacunarity  = 2.1023423f,
                Persistence = 0.25,
                OctaveCount = n,
                Seed        = _seed
            };

            var terrainSelector = new Select()
            {
                Source0     = flatTerrain,
                Source1     = mountainTerrain,
                Control     = terrainType,
                LowerBound  = 0,
                UpperBound  = 1000,
                EdgeFalloff = 0.125,
            };

            var finalTerrain = new Turbulence()
            {
                Source0   = terrainSelector,
                Frequency = 4,
                Roughness = 8,
                Power     = 0.125,
            };

            return(finalTerrain);
        }
コード例 #22
0
    private void UpdateTexture()
    {
        texture.Resize(resolution.x, resolution.y);
        texture.wrapModeU           = wrapModeU;
        texture.wrapModeV           = wrapModeV;
        texture.alphaIsTransparency = true;
        texture.name = "Noise_" + name;

        if (seed == 0)
        {
            seed = Random.Range(int.MinValue, int.MaxValue);
        }

        ModuleBase noiseGenerator;

        switch (noiseType)
        {
        case NoiseType.Billow:
            Billow billow = new Billow(frequency, lacunarity, persistence, octaves, seed, QualityMode.High);
            noiseGenerator = billow;
            break;

        case NoiseType.RidgedMultifractal:
            RidgedMultifractal ridgedMultifractal = new RidgedMultifractal(frequency, lacunarity, octaves, seed, QualityMode.High);
            noiseGenerator = ridgedMultifractal;
            break;

        case NoiseType.Voronoi:
            Voronoi voronoi = new Voronoi(frequency, displacement, seed, distance);
            noiseGenerator = voronoi;
            break;

        default:
            //Default to perlin so the compiled doesn't complain
            Perlin perlin = new Perlin(frequency, lacunarity, persistence, octaves, seed, QualityMode.High);
            noiseGenerator = perlin;
            break;
        }

        Noise2D noiseMap = new Noise2D(resolution.x, resolution.y, noiseGenerator);

        noiseMap.GeneratePlanar(
            offset.x + -1 * 1 / zoom.x,
            offset.x + offset.x + 1 * 1 / zoom.x,
            offset.y + -1 * 1 / zoom.y,
            offset.y + 1 * 1 / zoom.y,
            isSeamless
            );
        Texture2D noiseTexture = noiseMap.GetTexture(colorGradient);

        Color32[] colorArray = noiseTexture.GetPixels32();
        texture.SetPixels32(0, 0, texture.width, texture.height, colorArray);
        texture.Apply();
        AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(texture));
        EditorUtility.SetDirty(this);
    }
コード例 #23
0
 protected override ModuleBase CreateAndReadyModule()
 {
     Billow billow = new Billow();
     billow.Quality = quality;
     billow.Seed = seed;
     billow.Frequency = frequency;
     billow.OctaveCount = octaves;
     billow.Lacunarity = lacunarity;
     billow.Persistence = persistance;
     return billow;
 }
コード例 #24
0
        public static IModule Billow()
        {
            var module = new Billow();

            module.Frequency    = 0.08f;
            module.Lacunarity   = 2;
            module.OctaveCount  = 6;
            module.NoiseQuality = NoiseQuality.High;
            module.Seed         = 0;
            return(module);
        }
コード例 #25
0
        public TerrainConfigurationComponent()
        {
            Width          = Height = 256;
            TextureRepeat  = 8 * 2;// * 4
            IsModified     = true;
            Correction     = 20;
            ElevationPower = 1;

            Mountain = new RidgedMulti()
            {
                Seed        = 0,
                Frequency   = 1,
                Lacunarity  = 2,
                OctaveCount = 6
            };

            Flat = new Billow()
            {
                Frequency   = 2,
                Seed        = 0,
                Lacunarity  = 2,
                OctaveCount = 3
            };

            FlatScale = new ScaleBias()
            {
                //Scale = 0.125,
                //Bias = -0.75,
                Bias  = 0.05,
                Scale = 0.12,
            };

            Noise = new Perlin()
            {
                Frequency   = 0.5,
                Persistence = 0.25,
                Seed        = 0,
                OctaveCount = 6
            };

            Select = new Select()
            {
                LowerBound  = 0,
                UpperBound  = 1000,
                EdgeFalloff = 0.125,
            };

            Turbulence = new Turbulence()
            {
                Frequency = 1.6,
                Power     = 0.125,
                Roughness = 2,
            };
        }
コード例 #26
0
        protected override ModuleBase CreateAndReadyModule()
        {
            Billow billow = new Billow();

            billow.Quality     = quality;
            billow.Seed        = seed;
            billow.Frequency   = frequency;
            billow.OctaveCount = octaves;
            billow.Lacunarity  = lacunarity;
            billow.Persistence = persistance;
            return(billow);
        }
コード例 #27
0
        public IModule3D CreateModule()
        {
            FilterModule filterModule = null;

            switch (filter)
            {
            case NoiseFilter.Pipe:
                filterModule = new Pipe();
                break;

            case NoiseFilter.SumFractal:
                filterModule = new SumFractal();
                break;

            case NoiseFilter.SinFractal:
                filterModule = new SinFractal();
                break;

            case NoiseFilter.MultiFractal:
                filterModule = new MultiFractal();
                break;

            case NoiseFilter.Billow:
                filterModule = new Billow();
                break;

            case NoiseFilter.HeterogeneousMultiFractal:
                filterModule = new HeterogeneousMultiFractal();
                break;

            case NoiseFilter.HybridMultiFractal:
                filterModule = new HybridMultiFractal();
                break;

            case NoiseFilter.RidgedMultiFractal:
                filterModule = new RidgedMultiFractal();
                break;

            case NoiseFilter.Voronoi:
                filterModule = new Voronoi();
                break;
            }
            if (filterModule != null)
            {
                filterModule.Frequency   = frequency;
                filterModule.Lacunarity  = lacunarity;
                filterModule.OctaveCount = (float)octaves;
                filterModule.Offset      = offset;
                filterModule.Gain        = gain;
            }
            return((IModule3D)filterModule);
        }
コード例 #28
0
ファイル: NoiseHandler.cs プロジェクト: melsov/ICB_INMC_TWOO
    private ModuleBase chooseModuleBase(NoiseType moduleType)
    {
        ModuleBase moduleBase;

        switch (moduleType)
        {
        case NoiseType.Billow:
            moduleBase = new Billow();
            break;

        case NoiseType.RiggedMultifractal:
            moduleBase = new RiggedMultifractal();
            break;

        case NoiseType.Voronoi:
            moduleBase = new Voronoi();
            break;

        case NoiseType.Checker:
            moduleBase = new Checker();
            break;

        case NoiseType.Cylinders:
            moduleBase = new Cylinders();
            break;

        case NoiseType.Spheres:
            moduleBase = new Spheres();
            break;

        case NoiseType.Mix:
            Perlin             perlin = new Perlin();
            RiggedMultifractal rigged = new RiggedMultifractal();
            moduleBase = new Add(perlin, rigged);
            break;


        case NoiseType.RiggedMChecker:
            Checker            checker = new Checker();
            RiggedMultifractal rigged2 = new RiggedMultifractal();
            moduleBase = new Add(checker, rigged2);
            break;

        default:
            moduleBase = new Perlin();
            break;
        }

        return(moduleBase);
    }
コード例 #29
0
    void Start()
    {
        // STEP 1
        // Gradient is set directly on the object
        var mountainTerrain = new RidgedMultifractal();

        RenderAndSetImage(mountainTerrain);

        // Stop rendering if we're only getting as far as this tutorial
        // step. It saves me from doing multiple files.
        if (_tutorialStep <= 1)
        {
            return;
        }

        // STEP 2
        var baseFlatTerrain = new Billow();

        baseFlatTerrain.Frequency = 2.0;
        RenderAndSetImage(baseFlatTerrain);


        if (_tutorialStep <= 2)
        {
            return;
        }

        // STEP 3
        var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);

        RenderAndSetImage(flatTerrain);

        if (_tutorialStep <= 3)
        {
            return;
        }

        // STEP 4
        var terrainType = new Perlin();

        terrainType.Frequency   = 0.5;
        terrainType.Persistence = 0.25;

        var finalTerrain = new Select(flatTerrain, mountainTerrain, terrainType);

        finalTerrain.SetBounds(0, 1000);
        finalTerrain.FallOff = 0.125;
        RenderAndSetImage(finalTerrain);
    }
コード例 #30
0
    // Use this for initialization
    void Start()
    {
        IModule primaryGranite = new Billow();

        ((Billow)primaryGranite).Seed         = 0;
        ((Billow)primaryGranite).Frequency    = 8.0;
        ((Billow)primaryGranite).Persistence  = 0.625;
        ((Billow)primaryGranite).Lacunarity   = 2.18359375;
        ((Billow)primaryGranite).OctaveCount  = 6;
        ((Billow)primaryGranite).NoiseQuality = NoiseQuality.Standard;
        IModule baseGrains = new Voronoi();

        ((Voronoi)baseGrains).Seed           = 1;
        ((Voronoi)baseGrains).Frequency      = 16.0;
        ((Voronoi)baseGrains).EnableDistance = true;
        IModule scaledGrains = new ScaleBias(baseGrains);

        ((ScaleBias)scaledGrains).Scale = -0.5;
        ((ScaleBias)scaledGrains).Bias  = 0.0;
        IModule combinedGranite = new Add(primaryGranite, scaledGrains);
        IModule finalGranite    = new Turbulence(combinedGranite);

        ((Turbulence)finalGranite).Seed      = 2;
        ((Turbulence)finalGranite).Frequency = 4.0;
        ((Turbulence)finalGranite).Power     = 1.0 / 8.0;
        ((Turbulence)finalGranite).Roughness = 6;
        NoiseMapBuilderPlane plane = new NoiseMapBuilderPlane(256, 256);

        plane.SetBounds(-1.0, 1.0, -1.0, 1.0);
        plane.Build(finalGranite);
        RendererImage render = new RendererImage();

        render.SourceNoiseMap = plane.Map;
        render.ClearGradient();
        render.AddGradientPoint(-1.0000, new Color32(0, 0, 0, 255));
        render.AddGradientPoint(-0.9375, new Color32(0, 0, 0, 255));
        render.AddGradientPoint(-0.8750, new Color32(216, 216, 242, 255));
        render.AddGradientPoint(0.0000, new Color32(191, 191, 191, 255));
        render.AddGradientPoint(0.5000, new Color32(210, 116, 125, 255));
        render.AddGradientPoint(0.7500, new Color32(210, 113, 98, 255));
        render.AddGradientPoint(1.0000, new Color32(255, 176, 192, 255));
        render.IsLightEnabled = true;
        render.LightAzimuth   = 135.0;
        render.LightElev      = 60.0;
        render.LightContrast  = 2.0;
        render.LightColor     = new Color32(255, 255, 255, 0);
        render.Render();
        tex = render.GetTexture();
    }
コード例 #31
0
    void Generate()
    {
        billowModule = new Billow();
        offsetModule = new Translate(0, 1, 0, billowModule);
        myModule     = new Turbulence(1, offsetModule);

        Noise2D heightMapBuilder = new Noise2D(terrain.Width, terrain.Height, myModule);

        heightMapBuilder.GenerateSpherical(-90, 90, -180, 180);

        weatherImage = heightMapBuilder.GetTexture();
        weatherImage.Apply();

        GetComponent <LODMaterial>().OurMaterial.SetTexture("_Weather", weatherImage);
    }
コード例 #32
0
    private bool sygnalize = true; //Should we mark containers for regeneration/processing?

    public void Initialize()
    {
        billow                  = new Billow();
        billow.Seed             = Seed;
        fractal                 = new RiggedMultifractal();
        fractal.Seed            = Seed;
        UnityEngine.Random.seed = Seed;
        billow.Frequency        = UnityEngine.Random.value + 0.5;
        fractal.Frequency       = UnityEngine.Random.value + 0.5;

        //int x,y,z;
        //Utils.LongToVoxelCoord(38655688717L, out x, out y, out z);
        //Debug.LogWarning("" + x + " " + y + " " + z);

        generables.Add(new GenTree());
    }
コード例 #33
0
    void NoiseSelector()
    {
        // Requires LibNoise in your project
        // https://github.com/ricardojmendez/LibNoise.Unity

        switch (noiseType)
        {
            case NoiseMode.Billow:
                var billow = new Billow();
                billow.Seed = seed;
                billow.Quality = quality;
                billow.OctaveCount = _octaveCount;
                billow.Frequency = _frecuency * 0.1;
                billow.Lacunarity = _lacunarity;
                billow.Persistence = _persistence;
                generate = billow;
                break;
            case NoiseMode.Perlin:
                var perlin = new Perlin();
                perlin.Seed = seed;
                perlin.Quality = quality;
                perlin.OctaveCount = _octaveCount;
                perlin.Frequency = _frecuency * 0.1;
                perlin.Lacunarity = _lacunarity;
                perlin.Persistence = _persistence;
                generate = perlin;
                break;
            case NoiseMode.RidgedMultifractal:
                var multiFractal = new RidgedMultifractal();
                multiFractal.Seed = seed;
                multiFractal.Quality = quality;
                multiFractal.OctaveCount = _octaveCount;
                multiFractal.Frequency = _frecuency * 0.1;
                multiFractal.Lacunarity = _lacunarity;
                generate = multiFractal;
                break;
            case NoiseMode.Voronoi:
                var voroni = new Voronoi();
                voroni.Seed = seed;
                voroni.Frequency = _frecuency;
                voroni.Displacement = _displacement;
                generate = voroni;
                break;
            default:
                break;
        }
    }
コード例 #34
0
	void Start() 
	{
		var mountainTerrain = new RidgedMultifractal();

		var baseFlatTerrain = new Billow();
		baseFlatTerrain.Frequency = 2.0;

		var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);

		var terrainType = new Perlin();
		terrainType.Frequency = 0.5;
		terrainType.Persistence = 0.25;

		var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType);
		terrainSelector.SetBounds(0, 1000);
		terrainSelector.FallOff = 0.125f;

		/*
		 * From the tutorial text:
		 * 
		 * Next, you'll apply a bias of +375 to the output from the terrainSelector 
		 * noise module. This will cause its output to range from (-375 + 375) to 
		 * (+375 + 375), or in other words, 0 to 750. You'll apply this bias so 
		 * that most of the elevations in the resulting terrain height map are 
		 * above sea level. 
		 */
		var terrainScaler = new ScaleBias(terrainSelector);
		terrainScaler.Scale = _scale;
		terrainScaler.Bias = _bias;
		
		var finalTerrain = new Turbulence(terrainScaler);
		finalTerrain.Frequency = _frequency;
		finalTerrain.Power = _power;

		RenderAndSetImage(finalTerrain);
	}
コード例 #35
0
	void Start() 
	{
		var mountainTerrain = new RidgedMultifractal();

		var baseFlatTerrain = new Billow();
		baseFlatTerrain.Frequency = 2.0;

		var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain);

		var terrainType = new Perlin();
		terrainType.Frequency = 0.5;
		terrainType.Persistence = 0.25;

		// Create the selector for turbulence
		var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType);
		terrainSelector.SetBounds(0, 1000);
		terrainSelector.FallOff = 0.125f;
		
		var finalTerrain = new Turbulence(terrainSelector);
		finalTerrain.Frequency = _frequency;
		finalTerrain.Power = _power;

		RenderAndSetImage(finalTerrain);
	}
コード例 #36
0
        private static List<LoadedModule> GetModules(XmlNodeList moduleList)
        {
            List<LoadedModule> loadedModules = new List<LoadedModule>();

            foreach (XmlNode node in moduleList)
            {
                string id = node.Attributes["guid"].Value;
                Point position = new Point(double.Parse(node.Attributes["position"].Value.Split(',')[0]), double.Parse(node.Attributes["position"].Value.Split(',')[1]));
                ModuleBase module = null;

                List<string> links = new List<string>();

                switch (node.Attributes["type"].Value)
                {
                    case "Billow":
                        Billow billow = new Billow();
                        billow.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        billow.Lacunarity = double.Parse(node.SelectSingleNode("Lacunarity").InnerText);
                        billow.OctaveCount = int.Parse(node.SelectSingleNode("OctaveCount").InnerText);
                        billow.Persistence = double.Parse(node.SelectSingleNode("Persistence").InnerText);
                        billow.Quality = (QualityMode)Enum.Parse(typeof(QualityMode), node.SelectSingleNode("Quality").InnerText);
                        billow.Seed = int.Parse(node.SelectSingleNode("Seed").InnerText);
                        module = billow;
                        break;
                    case "Checker":
                        module = new Checker();
                        break;
                    case "Const":
                        Const con = new Const();
                        con.Value = double.Parse(node.SelectSingleNode("Value").InnerText);
                        module = con;
                        break;
                    case "Cylinders":
                        Cylinders cylinder = new Cylinders();
                        cylinder.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        module = cylinder;
                        break;
                    case "Perlin":
                        Perlin perlin = new Perlin();
                        perlin.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        perlin.Lacunarity = double.Parse(node.SelectSingleNode("Lacunarity").InnerText);
                        perlin.OctaveCount = int.Parse(node.SelectSingleNode("OctaveCount").InnerText);
                        perlin.Persistence = double.Parse(node.SelectSingleNode("Persistence").InnerText);
                        perlin.Quality = (QualityMode)Enum.Parse(typeof(QualityMode), node.SelectSingleNode("Quality").InnerText);
                        perlin.Seed = int.Parse(node.SelectSingleNode("Seed").InnerText);
                        module = perlin;
                        break;
                    case "RidgedMultifractal":
                        RidgedMultifractal ridgedMF = new RidgedMultifractal();
                        ridgedMF.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        ridgedMF.Lacunarity = double.Parse(node.SelectSingleNode("Lacunarity").InnerText);
                        ridgedMF.OctaveCount = int.Parse(node.SelectSingleNode("OctaveCount").InnerText);
                        ridgedMF.Quality = (QualityMode)Enum.Parse(typeof(QualityMode), node.SelectSingleNode("Quality").InnerText);
                        ridgedMF.Seed = int.Parse(node.SelectSingleNode("Seed").InnerText);
                        module = ridgedMF;
                        break;
                    case "Spheres":
                        Spheres spheres = new Spheres();
                        spheres.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        module = spheres;
                        break;
                    case "Voronoi":
                        Voronoi voronoi = new Voronoi();
                        voronoi.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        voronoi.Displacement = double.Parse(node.SelectSingleNode("Displacement").InnerText);
                        voronoi.UseDistance = bool.Parse(node.SelectSingleNode("UseDistance").InnerText);
                        voronoi.Seed = int.Parse(node.SelectSingleNode("Seed").InnerText);
                        module = voronoi;
                        break;
                    case "Abs":
                        module = new Abs();
                        XmlNode absInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(absInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Add":
                        module = new Add();
                        XmlNode addInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(addInputs.SelectSingleNode("Left").InnerText);
                        links.Add(addInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Blend":
                        module = new Blend();
                        XmlNode blendInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(blendInputs.SelectSingleNode("Left").InnerText);
                        links.Add(blendInputs.SelectSingleNode("Right").InnerText);
                        links.Add(blendInputs.SelectSingleNode("Operator").InnerText);
                        break;
                    case "Cache":
                        module = new Cache();
                        XmlNode cacheInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(cacheInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Clamp":
                        Clamp clamp = new Clamp();
                        clamp.Maximum = double.Parse(node.SelectSingleNode("Maximum").InnerText);
                        clamp.Minimum = double.Parse(node.SelectSingleNode("Minimum").InnerText);
                        module = clamp;

                        XmlNode clampInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(clampInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Curve":
                        Curve curve = new Curve();
                        module = curve;

                        foreach (XmlNode cpNode in node.SelectSingleNode("ControlPoints").ChildNodes)
                        {
                            double x = double.Parse(cpNode.InnerText.Split(',')[0]);
                            double y = double.Parse(cpNode.InnerText.Split(',')[1]);
                            curve.Add(x, y);
                        }

                        XmlNode curveInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(curveInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Displace":
                        module = new Displace();
                        XmlNode displaceInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(displaceInputs.SelectSingleNode("Primary").InnerText);
                        links.Add(displaceInputs.SelectSingleNode("X").InnerText);
                        links.Add(displaceInputs.SelectSingleNode("Y").InnerText);
                        links.Add(displaceInputs.SelectSingleNode("Z").InnerText);
                        break;
                    case "Exponent":
                        Exponent exponent = new Exponent();
                        exponent.Value = double.Parse(node.SelectSingleNode("Value").InnerText);
                        module = exponent;

                        XmlNode exponentInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(exponentInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Invert":
                        module = new Invert();
                        XmlNode invertInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(invertInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Max":
                        module = new Max();
                        XmlNode maxInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(maxInputs.SelectSingleNode("Left").InnerText);
                        links.Add(maxInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Min":
                        module = new Min();
                        XmlNode minInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(minInputs.SelectSingleNode("Left").InnerText);
                        links.Add(minInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Multiply":
                        module = new Multiply();
                        XmlNode multiplyInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(multiplyInputs.SelectSingleNode("Left").InnerText);
                        links.Add(multiplyInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Power":
                        module = new Power();
                        XmlNode powerInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(powerInputs.SelectSingleNode("Left").InnerText);
                        links.Add(powerInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Rotate":
                        Rotate rotate = new Rotate();
                        rotate.X = double.Parse(node.SelectSingleNode("X").InnerText);
                        rotate.Y = double.Parse(node.SelectSingleNode("Y").InnerText);
                        rotate.Z = double.Parse(node.SelectSingleNode("Z").InnerText);
                        module = rotate;

                        XmlNode rotateInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(rotateInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Scale":
                        Scale scale = new Scale();
                        scale.X = double.Parse(node.SelectSingleNode("X").InnerText);
                        scale.Y = double.Parse(node.SelectSingleNode("Y").InnerText);
                        scale.Z = double.Parse(node.SelectSingleNode("Z").InnerText);
                        module = scale;

                        XmlNode scaleInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(scaleInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "ScaleBias":
                        ScaleBias scaleBias = new ScaleBias();
                        scaleBias.Scale = double.Parse(node.SelectSingleNode("Scale").InnerText);
                        scaleBias.Bias = double.Parse(node.SelectSingleNode("Bias").InnerText);
                        module = scaleBias;

                        XmlNode scaleBiasInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(scaleBiasInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Select":
                        Select select = new Select();
                        select.Minimum = double.Parse(node.SelectSingleNode("Minimum").InnerText);
                        select.Maximum = double.Parse(node.SelectSingleNode("Maximum").InnerText);
                        select.FallOff = double.Parse(node.SelectSingleNode("FallOff").InnerText);
                        module = select;

                        XmlNode selectInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(selectInputs.SelectSingleNode("Primary").InnerText);
                        links.Add(selectInputs.SelectSingleNode("Secondary").InnerText);
                        links.Add(selectInputs.SelectSingleNode("Controller").InnerText);
                        break;
                    case "Subtract":
                        module = new Subtract();
                        XmlNode subtractInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(subtractInputs.SelectSingleNode("Left").InnerText);
                        links.Add(subtractInputs.SelectSingleNode("Right").InnerText);
                        break;
                    case "Terrace":
                        Terrace terrace = new Terrace();
                        module = terrace;

                        foreach (XmlNode cpNode in node.SelectSingleNode("ControlPoints").ChildNodes)
                        {
                            terrace.Add(double.Parse(cpNode.InnerText));
                        }

                        XmlNode terraceInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(terraceInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Translate":
                        Translate translate = new Translate();
                        translate.X = double.Parse(node.SelectSingleNode("X").InnerText);
                        translate.Y = double.Parse(node.SelectSingleNode("Y").InnerText);
                        translate.Z = double.Parse(node.SelectSingleNode("Z").InnerText);
                        module = translate;

                        XmlNode translateInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(translateInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Turbulence":
                        Turbulence turbulence = new Turbulence();
                        turbulence.Frequency = double.Parse(node.SelectSingleNode("Frequency").InnerText);
                        turbulence.Power = double.Parse(node.SelectSingleNode("Power").InnerText);
                        turbulence.Roughness = int.Parse(node.SelectSingleNode("Roughness").InnerText);
                        turbulence.Seed = int.Parse(node.SelectSingleNode("Seed").InnerText);
                        module = turbulence;

                        XmlNode turbulenceInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(turbulenceInputs.SelectSingleNode("Input").InnerText);
                        break;
                    case "Final":
                        module = new Final();
                        XmlNode finalInputs = node.SelectSingleNode("ModuleInputs");
                        links.Add(finalInputs.SelectSingleNode("Input").InnerText);
                        break;
                    default:
                        break;
                }

                LoadedModule lm = new LoadedModule(id, module, position, links);
                loadedModules.Add(lm);
            }

            return loadedModules;
        }
コード例 #37
0
	public void Generate ()
	{	
		// Create the module network
		ModuleBase moduleBase;
		switch (noise) {
		case NoiseType.Billow:	
			moduleBase = new Billow ();
			break;
            	
		case NoiseType.RidgedMultifractal:	
			moduleBase = new RidgedMultifractal ();
			break;   
            	
		case NoiseType.Voronoi:	
            	// moduleBase = new Voronoi();
			seed = UnityEngine.Random.Range (0, 100);
			moduleBase = new Voronoi (frequency, displacement, seed, false);
			
			break;             	         	
            	
		case NoiseType.Mix:            	
			Perlin perlin = new Perlin ();
			var rigged = new RidgedMultifractal ();
			moduleBase = new Add (perlin, rigged);
			break;
			
		case NoiseType.Practice:
			var bill = new Billow ();
			bill.Frequency = frequency;
			moduleBase = new Turbulence (turbulence / 10, bill);

			
			break;
			
			
            	
		default:
			var defPerlin = new Perlin ();
			defPerlin.OctaveCount = perlinOctaves;
			moduleBase = defPerlin;
			
			break;
            	
		}
		
		// Initialize the noise map
		this.m_noiseMap = new Noise2D (resolution, resolution, moduleBase);
		this.m_noiseMap.GeneratePlanar (
			offset + -1 * 1 / zoom, 
			offset + offset + 1 * 1 / zoom, 
			offset + -1 * 1 / zoom,
			offset + 1 * 1 / zoom, true);
		
		// Generate the textures
		this.m_textures [0] = this.m_noiseMap.GetTexture (GradientPresets.Grayscale);
		this.m_textures [0].Apply ();
            
		this.m_textures [1] = this.m_noiseMap.GetTexture (GradientPresets.Terrain);
		this.m_textures [1].Apply ();
             
		this.m_textures [2] = this.m_noiseMap.GetNormalMap (3.0f);
		this.m_textures [2].Apply ();
        		
		//display on plane
		renderer.material.mainTexture = this.m_textures [0];
            

		//write images to disk
		File.WriteAllBytes (Application.dataPath + "/../Gray.png", m_textures [0].EncodeToPNG ());
		File.WriteAllBytes (Application.dataPath + "/../Terrain.png", m_textures [1].EncodeToPNG ());
		File.WriteAllBytes (Application.dataPath + "/../Normal.png", m_textures [2].EncodeToPNG ());

		Debug.Log ("Wrote Textures out to " + Application.dataPath + "/../");
            
        
	}
コード例 #38
0
    public static void genNoise(int channelId)
    {
        moduleBase[channelId] = new Perlin();
        if (teNoiseChanTypeIndex[channelId] == 1)
        {
            int tIdx = teNoiseTypeIndex[channelId];
            if (tIdx == 0) { moduleBase[channelId] = new Perlin(frequency[channelId], lacunarity[channelId], persistance[channelId], octaves[channelId], seed[channelId], QualityMode.High); }
            if (tIdx == 1) { moduleBase[channelId] = new Billow(frequency[channelId], lacunarity[channelId], persistance[channelId], octaves[channelId], seed[channelId], QualityMode.High); }
            if (tIdx == 2) { moduleBase[channelId] = new RidgedMultifractal(frequency[channelId], lacunarity[channelId], octaves[channelId], seed[channelId], QualityMode.High); }
            if (tIdx == 3) { moduleBase[channelId] = new Voronoi(frequency[channelId], displacement[channelId], seed[channelId], distance[channelId]); }
            if (tIdx == 4) { moduleBase[channelId] = new BrownianMotion(frequency[channelId], lacunarity[channelId], octaves[channelId], seed[channelId], QualityMode.High); }
            if (tIdx == 5) { moduleBase[channelId] = new HeterogeneousMultiFractal(frequency[channelId], lacunarity[channelId], octaves[channelId], persistance[channelId], seed[channelId], offset[channelId], QualityMode.High); }
            if (tIdx == 6) { moduleBase[channelId] = new HybridMulti(frequency[channelId], lacunarity[channelId], octaves[channelId], persistance[channelId], seed[channelId], offset[channelId], gain[channelId], QualityMode.High); }
            if (tIdx == 7) { moduleBase[channelId] = new LinearGradientNoise(frequency[channelId]); }
        }
        if (teNoiseChanTypeIndex[channelId] == 2)
        {
            int fIdx = teFunctionTypeIndex[channelId];
            if (fIdx == 0) { moduleBase[channelId] = new Add(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]]); }
            if (fIdx == 1) { moduleBase[channelId] = new Subtract(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]]); }
            if (fIdx == 2) { moduleBase[channelId] = new Multiply(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]]); }
            if (fIdx == 3) { moduleBase[channelId] = new Min(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]]); }
            if (fIdx == 4) { moduleBase[channelId] = new Max(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]]); }
            if (fIdx == 5) { moduleBase[channelId] = new Blend(moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]], moduleBase[srcChannel3Id[channelId]]); }
            if (fIdx == 6) { moduleBase[channelId] = new Clamp((double)noiseFuncMin[channelId], (double)noiseFuncMax[channelId], moduleBase[srcChannel1Id[channelId]]); }
			if (fIdx == 7) { moduleBase[channelId] = new Power(moduleBase[srcChannel1Id[channelId]],moduleBase[srcChannel2Id[channelId]]);}
			if (fIdx == 8) { Curve tmpCurve = new Curve(moduleBase[srcChannel1Id[channelId]]);
				double adjust = double.Parse((controlpointcount[channelId]-1).ToString())*0.5;
				for(int i=0;i<controlpointcount[channelId];i++){
					tmpCurve.Add(double.Parse(i.ToString())-adjust,(double)cpval[channelId,i]);
					moduleBase[channelId] = tmpCurve;
				}
			}
			if(fIdx==9){Terrace tmpTerrace = new Terrace(invertTerrace[channelId],moduleBase[srcChannel1Id[channelId]]);
				for(int i=0;i<controlpointcount[channelId];i++){
					tmpTerrace.Add((double)cpval[channelId,i]-0.5);
					moduleBase[channelId] = tmpTerrace;
				}
			}
            if (fIdx == 18) { moduleBase[channelId] = new Mask(moduleBase[srcChannel1Id[channelId]], (double)noiseFuncMin[channelId], (double)noiseFuncMax[channelId]); }
            if (fIdx == 17) { moduleBase[channelId] = new WindexWarp(moduleBase[srcChannel1Id[channelId]]); }
			if (fIdx == 16) { moduleBase[channelId] = new TEWarp(moduleBase[srcChannel1Id[channelId]]); }
            if (fIdx == 15) { moduleBase[channelId] = new Select((double)noiseFuncMin[channelId], (double)noiseFuncMax[channelId], falloff[channelId], moduleBase[srcChannel1Id[channelId]], moduleBase[srcChannel2Id[channelId]], moduleBase[srcChannel3Id[channelId]]); }
			if (fIdx == 14) { moduleBase[channelId] = new Turbulence(power[channelId],moduleBase[srcChannel1Id[channelId]]); }
			if (fIdx == 13) { moduleBase[channelId] = new ScaleBias(scale[channelId],bias[channelId],moduleBase[srcChannel1Id[channelId]]); }
			if (fIdx == 12) { moduleBase[channelId] = new Invert(moduleBase[srcChannel1Id[channelId]]);}
			if (fIdx == 11) { moduleBase[channelId] = new Exponent(exponent[channelId],moduleBase[srcChannel1Id[channelId]]); }
			if (fIdx == 10) { moduleBase[channelId] = new Abs(moduleBase[srcChannel1Id[channelId]]);}
		}
        int resolution = 64;
        int xoffset = 0; int yoffset = 0;
        m_noiseMap[channelId] = new Noise2D(resolution, resolution, moduleBase[channelId]);
        float x1 = xoffset * zoom[channelId];
        float x2 = (xoffset * zoom[channelId]) + ((zoom[channelId] / resolution) * (resolution + 1));
        float y1 = -yoffset * zoom[channelId];
        float y2 = (-yoffset * zoom[channelId]) + ((zoom[channelId] / resolution) * (resolution + 1));
        m_noiseMap[channelId].GeneratePlanar(x1, x2, y1, y2);
        m_textures[channelId] = m_noiseMap[channelId].GetTexture();
        m_textures[channelId].Apply();
    }
コード例 #39
0
ファイル: map.cs プロジェクト: kristafervale/MapEditor
				public bool StartGame (double max, double min, int seed, int numberOfSites, 
		                       double ParsedContinentFrequency, double ParsedBiomeFrequency, int ParsedOctaves, double ParsedLacunarity, double ParsedPersistence)
				{
						Debug.Log ("Starting the game, Max is:" + max);
						Max = max;
						Min = min;
						Seed = seed;
						NumberOfSites = numberOfSites;
						baseContinentNoise = new Perlin (ParsedContinentFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium);
						baseContinentSubtractNoise = new Scale (3, 1, 3, baseContinentNoise);
						Subtract sub = new Subtract (baseContinentNoise, baseContinentSubtractNoise);
						perturbedContinentNoise = new Turbulence (1, sub);			


						mountainNoise = new RiggedMultifractal (ParsedBiomeFrequency, ParsedLacunarity, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium);
						baseFlatTerrainNoise = new Billow (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium);
						flatTerrainNoise = new ScaleBias (0.25, -0.75, baseFlatTerrainNoise);
						terrainTypeNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Low);
						finalTerrainNoise = new Select (flatTerrainNoise, mountainNoise, terrainTypeNoise);
						finalTerrainNoise.SetBounds (0, 1000);
						finalTerrainNoise.FallOff = .5;

						finalTerrainNoiseMinusContinentNoise = new Subtract(finalTerrainNoise,perturbedContinentNoise);

						heatNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, seed, LibNoise.Unity.QualityMode.Medium);
						moistureNoise = new Perlin (ParsedBiomeFrequency, ParsedLacunarity, ParsedPersistence, ParsedOctaves, -seed, LibNoise.Unity.QualityMode.Medium);

						return BuildGraph ();
				}