/// Copies data from another preset. Assumes both presets are of the same kind. public override void Copy(e2dPreset other) { e2dCurveVoronoiPreset preset = (e2dCurveVoronoiPreset)other; peakType = preset.peakType; frequencyPerUnit = preset.frequencyPerUnit; peakRatio = preset.peakRatio; peakWidth = preset.peakWidth; usePeaks = preset.usePeaks; }
public e2dVoronoi(List <Vector2> peaks, e2dVoronoiPeakType peakType, float peakWidth) { this.mPeaks = peaks; this.mPeakType = peakType; this.mPeakWidth = peakWidth; this.mPeaks.Sort(new Vector2XComparer()); this.mValleys = new List <Vector2>(this.mPeaks.Count + 1); this.mValleys.Add(new Vector2(0f, -this.mPeaks[0].x)); for (int i = 1; i < this.mPeaks.Count; i++) { float num = Mathf.Abs(this.mPeaks[i].x - this.mPeaks[i - 1].x); float x = 0.5f * (this.mPeaks[i - 1].x + this.mPeaks[i].x); this.mValleys.Add(new Vector2(x, -0.5f * num)); } this.mValleys.Add(new Vector2(1f, -(1f - this.mPeaks[this.mPeaks.Count - 1].x))); float num2 = float.MaxValue; foreach (Vector2 vector in this.mValleys) { if (vector.y < num2) { num2 = vector.y; } } for (int j = 0; j < this.mValleys.Count; j++) { Vector2 value = this.mValleys[j]; value.y = (value.y - num2) / -num2; if (j == 0) { value.y *= this.mPeaks[j].y; } else if (j == this.mValleys.Count - 1) { value.y *= this.mPeaks[j - 1].y; } else { value.y *= Mathf.Min(this.mPeaks[j - 1].y, this.mPeaks[j].y); } if (this.mPeakType == e2dVoronoiPeakType.LINEAR) { if (this.mPeakWidth <= 0.5f) { value.y *= 2f * this.mPeakWidth; } else if (j > 0 && j < this.mValleys.Count - 1) { float t = 2f * (this.mPeakWidth - 0.5f); value.y = Mathf.Lerp(value.y, Mathf.Min(this.mPeaks[j - 1].y, this.mPeaks[j].y), t); } } this.mValleys[j] = value; } }
/// Copies data from another preset. Assumes both presets are of the same kind. public override void Copy(e2dPreset other) { e2dCurveVoronoiPreset preset = (e2dCurveVoronoiPreset)other; peakType = preset.peakType; frequencyPerUnit = preset.frequencyPerUnit; peakRatio = preset.peakRatio; peakWidth = preset.peakWidth; usePeaks = preset.usePeaks; }
public float GetValue(float x) { int index = this.mPeaks.Count - 1; int index2 = this.mPeaks.Count; int i = 0; while (i < this.mPeaks.Count) { if (x < this.mPeaks[i].x) { if (x < this.mValleys[i].x) { index = i - 1; index2 = i; break; } index = i; index2 = i; break; } else { i++; } } float num = (x - this.mValleys[index2].x) / (this.mPeaks[index].x - this.mValleys[index2].x); if (float.IsNaN(num)) { num = 0f; } float result = 0f; e2dVoronoiPeakType e2dVoronoiPeakType = this.mPeakType; if (e2dVoronoiPeakType != e2dVoronoiPeakType.LINEAR) { if (e2dVoronoiPeakType != e2dVoronoiPeakType.SINE) { if (e2dVoronoiPeakType == e2dVoronoiPeakType.QUADRATIC) { num *= Mathf.Lerp(1f, e2dConstants.VORONOI_QUADRATIC_PEAK_WIDTH_RATIO, this.mPeakWidth); if (num > 1f) { result = this.mPeaks[index].y; } else { float num2 = this.mPeaks[index].y - this.mValleys[index2].y; result = this.mValleys[index2].y + num * num * num2; } } } else { num = 1f - Mathf.Pow(1f - num, Mathf.Lerp(e2dConstants.VORONOI_SIN_POWER_MIN, e2dConstants.VORONOI_SIN_POWER_MAX, this.mPeakWidth)); float f = -1.57079637f + num * 3.14159274f; float num2 = 0.5f * (this.mPeaks[index].y - this.mValleys[index2].y); float num3 = 1f; result = this.mValleys[index2].y + (Mathf.Sin(f) + num3) * num2; } } else { result = Mathf.Lerp(this.mValleys[index2].y, this.mPeaks[index].y, num); } return(result); }
/// Constructs the noise function but doesn't generate anything. /// Peak coordinates are assumed to be in [0, 1]. public e2dVoronoi(List <Vector2> peaks, e2dVoronoiPeakType peakType, float peakWidth) { mPeaks = peaks; mPeakType = peakType; mPeakWidth = peakWidth; // sort the peaks along the X axis mPeaks.Sort(new Vector2XComparer()); // compute valleys mValleys = new List <Vector2>(mPeaks.Count + 1); // left edge mValleys.Add(new Vector2(0, -mPeaks[0].x)); // inside points for (int i = 1; i < mPeaks.Count; i++) { float dist = Mathf.Abs(mPeaks[i].x - mPeaks[i - 1].x); float x = 0.5f * (mPeaks[i - 1].x + mPeaks[i].x); mValleys.Add(new Vector2(x, -0.5f * dist)); } // right edge mValleys.Add(new Vector2(1, -(1 - mPeaks[mPeaks.Count - 1].x))); // normalize the valleys float minValley = float.MaxValue; foreach (Vector2 valley in mValleys) { if (valley.y < minValley) { minValley = valley.y; } } for (int i = 0; i < mValleys.Count; i++) { Vector2 valley = mValleys[i]; // normalize into [0, 1] valley.y = (valley.y - minValley) / -minValley; // make the valley depend on the heights of the surrounding peaks if (i == 0) { valley.y *= mPeaks[i].y; } else if (i == mValleys.Count - 1) { valley.y *= mPeaks[i - 1].y; } else { valley.y *= Mathf.Min(mPeaks[i - 1].y, mPeaks[i].y); } // in case we use linear interpolation we make the peaks wider by moving the valleys up if (mPeakType == e2dVoronoiPeakType.LINEAR) { if (mPeakWidth <= 0.5f) { valley.y *= 2 * mPeakWidth; } else if (i > 0 && i < mValleys.Count - 1) { float delta = 2 * (mPeakWidth - 0.5f); valley.y = Mathf.Lerp(valley.y, Mathf.Min(mPeaks[i - 1].y, mPeaks[i].y), delta); } } mValleys[i] = valley; } }