コード例 #1
0
ファイル: noiseGF.cs プロジェクト: mali055/NoiseMachine
        public MeshGenData generateTerrain()
        {
            float startX = (res - 1) / -2.0f;
            float startZ = (res - 1) / 2.0f;


            MeshGenData md  = new MeshGenData(res * lod, res * lod);
            int         ind = 0;

            for (int y = 0; y < res; y += 1)
            {
                for (int x = 0; x < res; x += 1)
                {
                    md.vertices[ind] = new Vector3(startX + x, hCurve.Evaluate(noise.skin.GetPixel(x, y).grayscale) * multiplier, startZ - y);
                    md.uvs[ind]      = new Vector2(x / (float)res, y / (float)res);

                    if (x < res - 1 && y < res - 1)
                    {
                        md.AddTriangle(ind, ind + res, ind + res - 1);
                        md.AddTriangle(ind + res, ind, ind + 1);
                    }

                    ind++;
                }
            }

            return(md);
        }
コード例 #2
0
ファイル: noiseGF.cs プロジェクト: mali055/NoiseMachine
        public void generateNoise()
        {
            if (noise != null)
            {
                noise = null;
            }
            switch (type)
            {
            case NoiseType.BasicPerlin:
                noise = new Perlin();
                Perlin pNoise = noise as Perlin;
                pNoise.frequency   = freq;
                pNoise.octaves     = octave;
                pNoise.lacunarity  = lacunarity;
                pNoise.persistence = persistence;
                pNoise.dimensions  = dimension;
                break;

            case NoiseType.DiamondSquare:
                noise = new DiamondSquare();
                break;
            }
            noise.obj   = this.transform;
            noise.color = color;
            if (noise.skin == null)
            {
                noise.skin            = new Texture2D(res, res, TextureFormat.RGB24, true);
                noise.skin.name       = "Procedurally Generated Noise";
                noise.skin.wrapMode   = TextureWrapMode.Clamp;
                noise.skin.filterMode = FilterMode.Bilinear;
                noise.skin.anisoLevel = 9;
                //skinObj.GetComponent<MeshRenderer>().material.mainTexture = noise.skin;
                skinObj.GetComponent <Image>().material.mainTexture = noise.skin;
                noise.skin.Apply();
            }
            noise.FillColor();
            noise.WriteToFile();
            MeshGenData mgd     = generateTerrain();
            Texture2D   mt      = generateTexture();
            Mesh        terrain = mgd.MakeMesh();

            mf.sharedMesh = terrain;
            mr.sharedMaterial.mainTexture = mt;
        }