Пример #1
0
        public Func <double, double> Get(
            Func <double, double> f,
            int startGrid,
            int endGrid)
        {
            double dt = Underlying.GetDt();

            Func <double, double> denominator = y =>
            {
                IEnumerable <double> mesh
                    = from pathNo in Enumerable.Range(0, NumOfMesh)
                      select Underlying.GetState(pathNo, startGrid);

                return(mesh.Select(
                           x => DensityFunction.density(
                               dt * startGrid, dt * endGrid, x, y))
                       .Average());
            };
            Func <double, double> result = x =>
            {
                IEnumerable <double> mesh
                    = from pathNo in Enumerable.Range(0, NumOfMesh)
                      select Underlying.GetState(pathNo, endGrid);

                double func = mesh.Select(
                    y => f(y) * DensityFunction.density(
                        dt * startGrid, dt * endGrid,
                        x, y) / denominator(y)).Average();
                return(func);
            };

            return(result);
        }
Пример #2
0
 private void OnApplicationQuit()
 {
     ChunkGenerator.DestroyBuffers();
     DensityFunction.DestroyBuffer();
 }
 public override void GenerateValues()
 {
     values = DensityFunction.GenerateExpierementalTerrainValues(terrainSize, gridSize, center, scale, octaves, persistance, lacunarity, seed, amplitude, floorHeight, floorStrength, useTerracing, terraceHeight);
 }
Пример #4
0
 public override void GenerateValues()
 {
     values = DensityFunction.GenerateSphericalNoiseValues(terrainSize, gridSize, center, scale, octaves, persistance, lacunarity, seed, amplitude);
 }
 public override void GenerateValues()
 {
     values = DensityFunction.GenerateOverthoughtTerrainValues(terrainSize, gridSize, center, scale, octaves, persistance, lacunarity, seed, noiseStrength, heightScale, floorHeight, floorStrength, terrainScale, terrainOctaves, terrainPersistance, terrainLacunarity, useTerracing, terraceHeight);
 }