コード例 #1
0
        public float Evaluate(float x, float y)
        {
            var xy     = new Vector2(x, y);
            var ix     = Mathf.FloorToInt(x);
            var iy     = Mathf.FloorToInt(y);
            var minDis = float.MaxValue;

            for (var i = ix - 1; i <= ix + 1; i++)
            {
                for (var j = iy - 1; j <= iy + 1; j++)
                {
                    var fi   = MathUtility.ModPositive(i, _loopSize.x);
                    var fj   = MathUtility.ModPositive(j, _loopSize.y);
                    var hash = RandomHash.Get(fi, fj);
                    _lcgRandom.Seed = (uint)(hash * (uint.MaxValue >> 9));
                    var checkPointCount = _lcgRandom.NextRange(1, _maxPointsInCell + 1);
                    for (var idx = 0; idx < checkPointCount; idx++)
                    {
                        var rx  = i + _lcgRandom.NextFloat();
                        var ry  = j + _lcgRandom.NextFloat();
                        var dis = _distanceCalculator(xy, new Vector2(rx, ry));
                        minDis = Mathf.Min(dis, minDis);
                    }
                }
            }
            return(_distanceNormalize(minDis));
        }
コード例 #2
0
ファイル: WhiteNoise2D.cs プロジェクト: wlgys8/UniNoise
        public float Evaluate(float x, float y)
        {
            var ix = Mathf.FloorToInt(x);
            var iy = Mathf.FloorToInt(y);

            return(RandomHash.Get(ix, iy) / 128f - 1);
        }
コード例 #3
0
        public float Evaluate(float x)
        {
            var ix = Mathf.FloorToInt(x);
            var fx = x - ix;
            var p1 = fx;
            var p2 = fx - 1;

            var hash1 = RandomHash.Get(ix);
            var hash2 = RandomHash.Get(ix + 1);

            _random.Seed = (uint)(hash1 * magicNumber);
            var g1 = _random.NextFloat() * 4 - 2;

            _random.Seed = (uint)(hash2 * magicNumber);
            var g2 = _random.NextFloat() * 4 - 2;

            var v1 = g1 * p1;
            var v2 = g2 * p2;

            return(MathUtility.SmoothLerp2(v1, v2, fx));
        }
コード例 #4
0
        public float Evaluate(float x, float y)
        {
            var ix = Mathf.FloorToInt(x);
            var iy = Mathf.FloorToInt(y);
            var fx = x - ix;
            var fy = y - iy;

            var ix1 = ix + 1;
            var iy1 = iy + 1;

            ix  = MathUtility.ModPositive(ix, _loopSize.x);
            iy  = MathUtility.ModPositive(iy, _loopSize.y);
            ix1 = MathUtility.ModPositive(ix1, _loopSize.x);
            iy1 = MathUtility.ModPositive(iy1, _loopSize.y);

            var p1 = new Vector2(fx, fy);
            var p2 = p1 - new Vector2(1, 0);
            var p3 = p1 - new Vector2(0, 1);
            var p4 = p1 - new Vector2(1, 1);

            var hash1 = RandomHash.Get(ix, iy);
            var hash2 = RandomHash.Get(ix1, iy);
            var hash3 = RandomHash.Get(ix, iy1);
            var hash4 = RandomHash.Get(ix1, iy1);

            var g1 = RandomGrad.GetVector(hash1);
            var g2 = RandomGrad.GetVector(hash2);
            var g3 = RandomGrad.GetVector(hash3);
            var g4 = RandomGrad.GetVector(hash4);

            var v1 = Vector2.Dot(g1, p1);
            var v2 = Vector2.Dot(g2, p2);
            var v3 = Vector2.Dot(g3, p3);
            var v4 = Vector2.Dot(g4, p4);

            var a = MathUtility.SmoothLerp2(v1, v2, fx);
            var b = MathUtility.SmoothLerp2(v3, v4, fx);

            return(MathUtility.SmoothLerp2(a, b, fy));
        }
コード例 #5
0
        private static float RandomValue(int x)
        {
            var hash = RandomHash.Get(x);

            return((hash - 128) / 128f);
        }