public void Initialize(NoiseGeneratorSettings settings) { this.settings = settings; random = new Random(settings.Seed); random1 = random.Next(1000, 10000); random2 = random.Next(100000, 1000000); random3 = random.Next(1000000000, 2000000000); offset = Int32.MaxValue / 2; }
public TerrainGenerator(float seed, NoiseGeneratorSettings surfaceGenerator, NoiseGeneratorSettings ironOreGenerator, NoiseGeneratorSettings iceGenerator, NoiseGeneratorSettings heliumGenerator, NoiseGeneratorSettings regolithGenerator) { this.seed = seed; this.surfaceGenerator = surfaceGenerator; this.ironOreGenerator = ironOreGenerator; this.iceGenerator = iceGenerator; this.heliumGenerator = heliumGenerator; this.regolithGenerator = regolithGenerator; rockGenerator = new NoiseGeneratorSettings(1, 1, 1, 1); }
private float OctavePerlinNoise(float x, float z, NoiseGeneratorSettings noiseGenerator) { float total = 0.0f; float frequency = noiseGenerator.frequency; float amplitude = noiseGenerator.amplitude; float maxValue = 0.0f; // Used for normalizing result to 0.0 - 1.0 for (int i = 0; i < noiseGenerator.octaves; i++) { total += Mathf.PerlinNoise(BigAssOffset + 2 * i + seed + x * frequency, BigAssOffset + 2 * i + seed + z * frequency) * amplitude; maxValue += amplitude; amplitude *= noiseGenerator.persistence; frequency *= 2; } return(total / maxValue); }
private INoiseGenerator InitializeGrainy() { var generator = new NoiseGeneratorLibNoise(); var settings = new NoiseGeneratorSettings { Seed = seed, Frequency = 0.25, Persistence = 0.3, Octaves = 1, Amplitude = 0.01, CloudCoverage = 0, CloudDensity = 1 }; generator.Initialize(settings); generator.SetOutputSize(width, height); return generator; }
private INoiseGenerator InitializeDefault() { var generator = new NoiseGeneratorDefault(); var settings = new NoiseGeneratorSettings { Seed = seed, Frequency = 0.008, Persistence = 0.9, Octaves = 8, Amplitude = 2, CloudCoverage = 6, CloudDensity = 0.1 }; generator.Initialize(settings); generator.SetOutputSize(width, height); return generator; }
public void Initialize(NoiseGeneratorSettings settings) { this.settings = settings; offset = Int32.MaxValue / 2; lacunarity = 2.0f; Utils.m_quality = Utils.QualityMode.Low; }