Exemplo n.º 1
0
        public static decimal[,] Get(decimal[,] resultArray, int cellsPerUnitSquare, GameComponents.RNG rng, decimal persistence = 1m)
        {
            int width        = resultArray.GetLength(0);
            int height       = resultArray.GetLength(1);
            int vectorWidth  = (width / cellsPerUnitSquare) + 2;            // make sure we have at least enough vectors for all 4 corners
            int vectorHeight = (height / cellsPerUnitSquare) + 2;

            Point[,] vectors = new Point[vectorWidth, vectorHeight];
            for (int vx = 0; vx < vectorWidth; ++vx)
            {
                for (int vy = 0; vy < vectorHeight; ++vy)
                {
                    int px = rng.GetNext(201) - 100;                     // store vectors as hundredths, positive or negative
                    int py = rng.GetNext(201) - 100;
                    vectors[vx, vy] = new Point(px, py);
                }
            }
            decimal distBetweenMidpoints = 1m / (decimal)cellsPerUnitSquare;

            for (int x = 0; x < width; ++x)
            {
                for (int y = 0; y < height; ++y)
                {
                    // first find gradient vectors:
                    int sourceX = x / cellsPerUnitSquare;
                    int sourceY = y / cellsPerUnitSquare;
                    // also find where this x,y is within the containing square:
                    int     xInCell       = x % cellsPerUnitSquare;
                    int     yInCell       = y % cellsPerUnitSquare;
                    decimal xVector0      = (distBetweenMidpoints * 0.5m) + xInCell * distBetweenMidpoints;
                    decimal yVector0      = (distBetweenMidpoints * 0.5m) + yInCell * distBetweenMidpoints;
                    decimal xVector1      = 1m - xVector0;
                    decimal yVector1      = 1m - yVector0;
                    decimal xGradientx0y0 = vectors[sourceX, sourceY].X / 100m;
                    decimal xGradientx1y0 = vectors[sourceX + 1, sourceY].X / 100m;
                    decimal xGradientx0y1 = vectors[sourceX, sourceY + 1].X / 100m;
                    decimal xGradientx1y1 = vectors[sourceX + 1, sourceY + 1].X / 100m;
                    decimal yGradientx0y0 = vectors[sourceX, sourceY].Y / 100m;
                    decimal yGradientx1y0 = vectors[sourceX + 1, sourceY].Y / 100m;
                    decimal yGradientx0y1 = vectors[sourceX, sourceY + 1].Y / 100m;
                    decimal yGradientx1y1 = vectors[sourceX + 1, sourceY + 1].Y / 100m;
                    decimal x0y0Dot       = xGradientx0y0 * xVector0 + yGradientx0y0 * yVector0;
                    decimal x1y0Dot       = xGradientx1y0 * xVector1 + yGradientx1y0 * yVector0;
                    decimal x0y1Dot       = xGradientx0y1 * xVector0 + yGradientx0y1 * yVector1;
                    decimal x1y1Dot       = xGradientx1y1 * xVector1 + yGradientx1y1 * yVector1;
                    decimal lerpX0        = Lerp(x0y0Dot, x1y0Dot, xVector0);
                    decimal lerpX1        = Lerp(x0y1Dot, x1y1Dot, xVector0);
                    decimal lerpFinal     = Lerp(lerpX0, lerpX1, yVector0);
                    resultArray[x, y] += lerpFinal * 256m * persistence;
                }
            }

            return(resultArray);
        }
Exemplo n.º 2
0
 public static decimal[,] Get(int width, int height, int cellsPerUnitSquare, GameComponents.RNG rng)
 {
     decimal[,] result = new decimal[width, height];
     return(Get(result, cellsPerUnitSquare, rng));
 }