/// <summary> /// ###################### /// ###################### /// BEGIN SECTION DEVOTED TO NOISE /// ###################### /// ###################### /// </summary> private void createSimplexMatrix() { noiseMat = new List <float[, ]> (); for (int noiseNumber = 0; noiseNumber < 10; noiseNumber++) { simplex = new SimplexNoiseGenerator((long)(UnityEngine.Random.Range(int.MinValue, int.MaxValue))); noiseMat.Add(new float[matSizes [noiseNumber], matSizes [noiseNumber]]); for (int y = 0; y < matSizes[noiseNumber]; y++) { for (int x = 0; x < matSizes[noiseNumber]; x++) { noiseMat [noiseNumber] [y, x] = (float)(simplex.Evaluate(x, y)); } } } }
//## //END OF TEST METHODS //## /// <summary> /// ###################### /// ###################### /// BEGIN SECTION DEVOTED TO NOISE /// ###################### /// ###################### /// </summary> private void createSimplexMatrix() { noiseMat = new List <float[, ]>(); for (int noiseNumber = 0; noiseNumber < 5; noiseNumber++) { simplex = new SimplexNoiseGenerator((long)(UnityEngine.Random.Range(int.MinValue, int.MaxValue))); noiseMat.Add(new float[matSizes[noiseNumber], matSizes[noiseNumber]]); print(noiseMat[noiseNumber].Length); for (int y = 0; y < matSizes[noiseNumber]; y++) { for (int x = 0; x < matSizes[noiseNumber]; x++) { //finalHeightMap[y, x] = (float)((heightMap[y, x]+minValue)/(maxValue+Math.Abs(minValue))); noiseMat[noiseNumber][y, x] = (float)(simplex.Evaluate(x, y)); } } } }
void timerTest() { print("starting Timer"); timer.Start(); //time assigning single float random number simplex = new SimplexNoiseGenerator((long)(UnityEngine.Random.Range(int.MinValue, int.MaxValue))); float simplexNumber = 0; for (long x = 0; x < 22400000; x++) { simplexNumber = (float)(simplex.Evaluate(x, 0)); } //print times print("Time: " + timer.ElapsedMilliseconds); print("final Number:" + simplexNumber); timer.Reset(); //timer for timer.Start(); createSimplexMatrix(); print("Time for full simplex: " + timer.ElapsedMilliseconds); }