public override float GetNoise(float x, float y, float z) { float n = GetNoise(x * frequencyX, y * frequencyY, z); if (radial) { n = NoiseSampler.ShiftInterval(-1, 1, Mathf.PI, 0, n); } return(Mathf.Cos(n * amplitude)); }
public override float GetNoise(float x, float y, float z) { float v = this.source.GetNoise(x, y, z); return(NoiseSampler.CreateTerraces(v, width)); }
public SineFunction(NoiseSampler noise, float frequencyX, float frequencyY) { this.noise = noise; this.frequencyX = frequencyX; this.frequencyY = frequencyY; }
public static BrownianFunction Mountains(NoiseSampler source) { return(new BrownianFunction(source, 0.01f, 5)); }