コード例 #1
0
        private void SetupSwampinessNoise()
        {
            float      freqMultiplier = FreqMultiplier;
            ModuleBase input          = new Perlin((double)(0.09f * freqMultiplier), 2.0, 0.40000000596046448, 6, Rand.Range(0, 2147483647), QualityMode.High);
            ModuleBase input2         = new RidgedMultifractal((double)(0.025f * freqMultiplier), 2.0, 6, Rand.Range(0, 2147483647), QualityMode.High);

            input           = new ScaleBias(0.5, 0.5, input);
            input2          = new ScaleBias(0.5, 0.5, input2);
            noiseSwampiness = new Multiply(input, input2);
            ModuleBase  module = noiseElevation;
            FloatRange  swampinessMaxElevation = SwampinessMaxElevation;
            float       max = swampinessMaxElevation.max;
            FloatRange  swampinessMaxElevation2 = SwampinessMaxElevation;
            InverseLerp rhs = new InverseLerp(module, max, swampinessMaxElevation2.min);

            noiseSwampiness = new Multiply(noiseSwampiness, rhs);
            ModuleBase  module2 = noiseRainfall;
            FloatRange  swampinessMinRainfall = SwampinessMinRainfall;
            float       min = swampinessMinRainfall.min;
            FloatRange  swampinessMinRainfall2 = SwampinessMinRainfall;
            InverseLerp rhs2 = new InverseLerp(module2, min, swampinessMinRainfall2.max);

            noiseSwampiness = new Multiply(noiseSwampiness, rhs2);
            NoiseDebugUI.StorePlanetNoise(noiseSwampiness, "noiseSwampiness");
        }
コード例 #2
0
        private void SetupSwampinessNoise()
        {
            float      freqMultiplier = WorldGenStep_Terrain.FreqMultiplier;
            ModuleBase input          = new Perlin(0.090000003576278687 * freqMultiplier, 2.0, 0.40000000596046448, 6, Rand.Range(0, 2147483647), QualityMode.High);
            ModuleBase input2         = new RidgedMultifractal(0.02500000037252903 * freqMultiplier, 2.0, 6, Rand.Range(0, 2147483647), QualityMode.High);

            input  = new ScaleBias(0.5, 0.5, input);
            input2 = new ScaleBias(0.5, 0.5, input2);
            this.noiseSwampiness = new Multiply(input, input2);
            ModuleBase  module = this.noiseElevation;
            FloatRange  swampinessMaxElevation = WorldGenStep_Terrain.SwampinessMaxElevation;
            float       max = swampinessMaxElevation.max;
            FloatRange  swampinessMaxElevation2 = WorldGenStep_Terrain.SwampinessMaxElevation;
            InverseLerp rhs = new InverseLerp(module, max, swampinessMaxElevation2.min);

            this.noiseSwampiness = new Multiply(this.noiseSwampiness, rhs);
            ModuleBase  module2 = this.noiseRainfall;
            FloatRange  swampinessMinRainfall = WorldGenStep_Terrain.SwampinessMinRainfall;
            float       min = swampinessMinRainfall.min;
            FloatRange  swampinessMinRainfall2 = WorldGenStep_Terrain.SwampinessMinRainfall;
            InverseLerp rhs2 = new InverseLerp(module2, min, swampinessMinRainfall2.max);

            this.noiseSwampiness = new Multiply(this.noiseSwampiness, rhs2);
            NoiseDebugUI.StorePlanetNoise(this.noiseSwampiness, "noiseSwampiness");
        }
コード例 #3
0
        private void SetupRadiationNoise()
        {
            float      freqMultiplier = FreqMultiplier;
            ModuleBase moduleBase     = new Perlin((double)(0.09f * freqMultiplier), 2.0, 0.40000000596046448, 6, Rand.Range(0, int.MaxValue), QualityMode.High);
            ModuleBase moduleBase2    = new RidgedMultifractal((double)(0.025f * freqMultiplier), 2.0, 6, Rand.Range(0, int.MaxValue), QualityMode.High);

            moduleBase          = new ScaleBias(0.5, 0.5, moduleBase);
            moduleBase2         = new ScaleBias(0.5, 0.5, moduleBase2);
            this.noiseRadiation = new Multiply(moduleBase, moduleBase2);
            InverseLerp rhs = new InverseLerp(this.noiseRadiation, RadMaxElevation.max, RadMaxElevation.min);

            this.noiseRadiation = new Multiply(this.noiseRadiation, rhs);

            NoiseDebugUI.StorePlanetNoise(this.noiseRadiation, "noiseRadiation");
        }
コード例 #4
0
        private void SetupSwampinessNoise()
        {
            float      freqMultiplier = FreqMultiplier;
            ModuleBase input          = new Perlin(0.09f * freqMultiplier, 2.0, 0.40000000596046448, 6, Rand.Range(0, int.MaxValue), QualityMode.High);
            ModuleBase input2         = new RidgedMultifractal(0.025f * freqMultiplier, 2.0, 6, Rand.Range(0, int.MaxValue), QualityMode.High);

            input           = new ScaleBias(0.5, 0.5, input);
            input2          = new ScaleBias(0.5, 0.5, input2);
            noiseSwampiness = new Multiply(input, input2);
            InverseLerp rhs = new InverseLerp(noiseElevation, SwampinessMaxElevation.max, SwampinessMaxElevation.min);

            noiseSwampiness = new Multiply(noiseSwampiness, rhs);
            InverseLerp rhs2 = new InverseLerp(noiseRainfall, SwampinessMinRainfall.min, SwampinessMinRainfall.max);

            noiseSwampiness = new Multiply(noiseSwampiness, rhs2);
            NoiseDebugUI.StorePlanetNoise(noiseSwampiness, "noiseSwampiness");
        }
コード例 #5
0
        private void SetupSwampinessNoise()
        {
            float      freqMultiplier = WorldGenStep_Terrain.FreqMultiplier;
            ModuleBase moduleBase     = new Perlin((double)(0.09f * freqMultiplier), 2.0, 0.40000000596046448, 6, Rand.Range(0, 2147483647), QualityMode.High);
            ModuleBase moduleBase2    = new RidgedMultifractal((double)(0.025f * freqMultiplier), 2.0, 6, Rand.Range(0, 2147483647), QualityMode.High);

            moduleBase           = new ScaleBias(0.5, 0.5, moduleBase);
            moduleBase2          = new ScaleBias(0.5, 0.5, moduleBase2);
            this.noiseSwampiness = new Multiply(moduleBase, moduleBase2);
            InverseLerp rhs = new InverseLerp(this.noiseElevation, WorldGenStep_Terrain.SwampinessMaxElevation.max, WorldGenStep_Terrain.SwampinessMaxElevation.min);

            this.noiseSwampiness = new Multiply(this.noiseSwampiness, rhs);
            InverseLerp rhs2 = new InverseLerp(this.noiseRainfall, WorldGenStep_Terrain.SwampinessMinRainfall.min, WorldGenStep_Terrain.SwampinessMinRainfall.max);

            this.noiseSwampiness = new Multiply(this.noiseSwampiness, rhs2);
            NoiseDebugUI.StorePlanetNoise(this.noiseSwampiness, "noiseSwampiness");
        }