public static float GetDynamicNoise(Vector2 position, float currentTime) { position *= 10f; currentTime %= 1f; Vector2 vector2_1 = new Vector2((float)Math.Floor((double)position.X), (float)Math.Floor((double)position.Y)); Point point = new Point((int)vector2_1.X, (int)vector2_1.Y); Vector2 vector2_2 = new Vector2(position.X - vector2_1.X, position.Y - vector2_1.Y); return(MathHelper.Lerp(MathHelper.Lerp(NoiseHelper.GetDynamicNoiseInternal(point.X, point.Y, currentTime), NoiseHelper.GetDynamicNoiseInternal(point.X, point.Y + 1, currentTime), vector2_2.Y), MathHelper.Lerp(NoiseHelper.GetDynamicNoiseInternal(point.X + 1, point.Y, currentTime), NoiseHelper.GetDynamicNoiseInternal(point.X + 1, point.Y + 1, currentTime), vector2_2.Y), vector2_2.X)); }
public static float GetDynamicNoise(int x, int y, float currentTime) { return(NoiseHelper.GetDynamicNoiseInternal(x, y, currentTime % 1f)); }