public static IEnumerator <Vector4> PerlinWith(Vector4 offset, Vector4 speed, float fps = 0f) { Source.ValidateFrameRate(ref fps); var f = 0f; for (;;) { var t = offset + (f / fps) * speed; yield return(new Vector4(P.Noise(t.x), P.Noise(t.y), P.Noise(t.z), P.Noise(t.w))); f += 1.0f; } }
public static IEnumerator <Vector4> FbmWith(Vector4 offset, Vector4 speed, int octave, float fps = 0f) { Source.ValidateFrameRate(ref fps); var f = 0f; for (;;) { var t = offset + (f / fps) * speed; yield return(new Vector4(P.Fbm(t.x, octave), P.Fbm(t.y, octave), P.Fbm(t.z, octave), P.Fbm(t.w, octave))); f += 1.0f; } }
public static IEnumerator <float> PerlinWith(float offset, float speed, float fps = 0f) { Source.ValidateFrameRate(ref fps); var f = 0f; for (;;) { var t = offset + (f / fps) * speed; yield return(P.Noise(t)); f += 1.0f; } }
public static IEnumerator <float> FbmWith(float offset, float speed, int octave, float fps = 0f) { Source.ValidateFrameRate(ref fps); var f = 0f; for (;;) { var t = offset + (f / fps) * speed; yield return(P.Fbm(t, octave)); f += 1.0f; } }