示例#1
0
        double getOpenCave(double x, double y, double scale, double percentage)
        {
            double caveness = Noise.Generate((float)(x / scale), (float)(y / scale));

            caveness  = ((caveness + 1.0) / 2) * 100;
            caveness -= (100 - percentage);
            caveness /= percentage;
            if (caveness < 0)
            {
                caveness = 0;
            }
            return(caveness);
        }
示例#2
0
    /*
     * Spawns a new worm
     */
    private void SpawnWorm(string tileID, int layer, int brushBoost, double lifespanBoost = 10f)
    {
        Vector2 wormDirection = new Vector2(
            Mathf.Floor(Utils.RandomFloat(random, -1f, 1f)),
            Mathf.Floor(Utils.RandomFloat(random, -1f, 1f))
            );
        float   x = Mathf.Floor(Utils.RandomFloat(random, 0f, PlanetSettings.worldSize.x));
        Vector2 currentWormPosition = new Vector2(
            x,
            Mathf.Floor(Utils.RandomFloat(random, 0f, GenHeight[(int)x]))
            );
        int wormLifetimeMax  = (int)Utils.RandomFloat(random, 7 * (float)lifespanBoost, 10 * (float)lifespanBoost);
        int currentWormSteps = 0;

        while (currentWormSteps < wormLifetimeMax)
        {
            // The amount of steps the worm will take this turn
            int moveAmount = Utils.RandomInt(random, 5, 11);

            // Until we have taken the appropriate number of steps, loop
            for (int currentStep = 0; currentStep < moveAmount; currentStep++)
            {
                // Validate worm position and punch blocks
                if (!IsValidPositionForWorm(currentWormPosition, layer, tileID, currentWormSteps, wormLifetimeMax,
                                            brushBoost))
                {
                    return;
                }
                // Move the worm
                currentWormPosition += wormDirection;
                // Increase worm steps
                currentWormSteps++;
            }

            // Decide if the worm will move a negative amount
            int isNegativeX = 1;
            int isNegativeY = 1;
            if (Utils.RandomInt(random, 0, 2) == 1)
            {
                isNegativeX = -1;
            }
            if (Utils.RandomInt(random, 0, 2) == 1)
            {
                isNegativeY = -1;
            }
            wormDirection = new Vector2(
                isNegativeX * Mathf.RoundToInt(Utils.map(Noise.Generate(Utils.RandomFloat(random, 0f, 1f), Utils.RandomFloat(random, 0f, 1f), 0), -1, 1, 0, 1)),
                isNegativeY * Mathf.RoundToInt(Utils.map(Noise.Generate(Utils.RandomFloat(random, 0f, 1f), Utils.RandomFloat(random, 0f, 1f), 0), -1, 1, 0, 1))
                );
        }
    }
示例#3
0
        double getPathyCave(double x, double y, double scale, double percentage)
        {
            double caveness = Noise.Generate((float)(x / (scale / 4.0)), (float)(y / (scale / 4.0)));

            caveness  = (-Math.Abs(caveness) + 1) * 100;
            caveness -= (100 - percentage);
            caveness /= percentage;
            caveness /= 2;
            if (caveness < 0)
            {
                caveness = 0;
            }
            return(caveness);
        }
示例#4
0
        public void Update(GameTime gameTime, CameraOperator cameraOperator)
        {
            TerrainChunk firstChunk = _chunks[0];

            if (firstChunk.LastVertex.X.ToPixels() <
                cameraOperator.Camera.Viewport.Projection.BoundingBox.TopLeft.X)
            {
                firstChunk.BodyPosition = _chunks[_chunks.Length - 1].LastVertex;
                firstChunk.Heights      = Noise.Generate(TerrainChunk.HeightCount);

                Array.Copy(_chunks, 1, _chunks, 0, _chunks.Length - 1);
                _chunks[_chunks.Length - 1] = firstChunk;
            }
        }
示例#5
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        public Terrain(GraphicsDevice graphics, World world)
        {
            //T_T SAD it doesn't work yet T_T
            _chunks    = new TerrainChunk[graphics.Viewport.Width / TerrainChunk.Dimensions.X.ToPixels() + 20];
            _chunks[0] = new TerrainChunk(0, Noise.Generate(TerrainChunk.HeightCount), graphics, world);

            for (int i = 1; i < _chunks.Length; i++)
            {
                _chunks[i] = new TerrainChunk(_chunks[i - 1].LastVertex.X, Noise.Generate(TerrainChunk.HeightCount),
                                              graphics, world, _chunks[i - 1].LastVertex.Y);
            }

            _blankTexture = new Texture2D(graphics, 1, 1);
            _blankTexture.SetData(new[] { Color.White });
        }
示例#6
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    //Generates an integer value that represents the height of a terrain value at a given coordinate, by using noise,
    //it ensures the same inputed values always get the same result
    public int generateNoise(int x, int y, int z)
    {
        float scale = getScale();

        //Scale all the x, y, z coordinates
        float xScale = x * scale;
        float yScale = y * scale;
        float zScale = z * scale;

        //Generate the noise for the given coordinate, this value is between [-1, 1] so add 1 for it to always be >=0, then
        //Scale the value by 0.5*the max value achievable (ie the range is [0, 2] so the range of the final value is [0, max])
        int noise = Mathf.FloorToInt((Noise.Generate(xScale, yScale, zScale) + 1f) * (max / 2f));

        return(noise);
    }
示例#7
0
    public void GenerateMap()
    {
        blocks            = new GameObject[width, height];
        spawnedTrees      = new GameObject[width, height];
        float[,] noiseMap = Noise.Generate(width, height, noiseScale, Random.Range(0, 100000), Random.Range(0, 100000));

        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                GameObject block = SpawnBlock(x, y, noiseMap[x, y]);
                blocks[x, y] = block;
            }
        }
    }
示例#8
0
    //simplex noise generation method, returns a float
    public float SimplexNoiseFloat(int x, int y, int z, float scale, float height, float power)
    {
        float rValue;

        rValue  = Noise.Generate(((float)x) * scale, ((float)y) * scale, ((float)z) * scale);
        rValue += 1f;
        rValue *= height / 2f;

        if (power != 0)
        {
            rValue = Mathf.Pow(rValue, power);
        }

        return(rValue);
    }
示例#9
0
        public static float Noise2D(float x, float y, int depth, float frequencyFactor = 2f, float amplitudeFactor = 0.5f)
        {
            float value     = 0f;
            float amplitude = 1f;

            for (int i = 0; i < depth; i++)
            {
                value     += Noise.Generate(x, y) * amplitude;
                x         *= frequencyFactor;
                y         *= frequencyFactor;
                amplitude *= amplitudeFactor;
            }

            return(value);
        }
示例#10
0
    void FillChunk(int x, int y, int z)
    {
        float value;

        for (int k = 0; k < Chunk.size.x; ++k)
        {
            for (int j = 0; j < Chunk.size.y; ++j)
            {
                for (int i = 0; i < Chunk.size.z; ++i)
                {
                    value = Noise.Generate((x * Chunk.size.x + i) * noiseScale, (y * Chunk.size.y + j) * noiseScale, (z * Chunk.size.z + k) * noiseScale);
                    chunks[new Vector3Int(x, y, z)][i, j, k] = new Voxel(0.5f - value);
                }
            }
        }
    }
示例#11
0
        public BlockProvider(int dimensionX, int dimensionZ)
        {
            DimensionX = dimensionX;
            DimensionZ = dimensionZ;

            _blocks = new Block[dimensionX, dimensionZ];

            // Create some dummy tiles
            for (int x = 0; x < DimensionX; ++x)
            {
                for (int z = 0; z < DimensionZ; ++z)
                {
                    _blocks[x, z] = new Block(x, z, TileType.Grass, (Noise.Generate(x / 1000f, z / 1000f) + 1f) / 2f);
                }
            }
        }
示例#12
0
    public void GenerateMap()
    {
        float[,] noiseMap = Noise.Generate(mapWidth, mapHeight, seed, mapScale, octaves, persistance, lacunarity, offset);


        MapRenderer mr = FindObjectOfType <MapRenderer>();

        if (drawMode == DrawMode.NoiseMap)
        {
            mr.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (drawMode == DrawMode.ColorMap)
        {
            Color[] colorMap = this.ConvertNoiseToRegions(noiseMap);
            mr.DrawTexture(TextureGenerator.TextureFromColorMap(colorMap, noiseMap.GetLength(0), noiseMap.GetLength(1)));
        }
    }
示例#13
0
        MyColor RandomColor(Point p)
        {
            float fScale = .1f;
            Point pShift = new Point(10, 10);

            Func <Point, byte> gen = (pos) => Convert.ToByte(Math.Round((Noise.Generate((float)pos.x * fScale, (float)pos.y * fScale) + 1f) / 2 * 255));

            //p += pShift;
            Byte R = gen(p);

            p += pShift;
            Byte G = gen(p);

            p += pShift;
            Byte B = gen(p);

            return(new MyColor(R, G, B));
        }
示例#14
0
        private static int CalculateHeightMapValue(Vector3 position)
        {
            float x0 = (position.x + offset0.x) * frequency;
            float z0 = (position.z + offset0.z) * frequency;

            float x1 = (position.x + offset1.x) * frequency * 2f;
            float z1 = (position.z + offset1.z) * frequency * 2f;

            float x2 = (position.x + offset2.x) * frequency * 4f;
            float z2 = (position.z + offset2.z) * frequency * 4f;

            float noise0 = Noise.Generate(x0, z0) * amplitude;
            float noise1 = Noise.Generate(x1, z1) * amplitude / 4f;
            float noise2 = Noise.Generate(x2, z2) * amplitude / 8f;

            float noise = noise0 + noise1 + noise2;

            return(Mathf.FloorToInt(noise + baseHeight));
        }
        // Noise function
        private float GetNoise(
            float x,
            float y,
            float frequency,
            float amplitude,
            float persistance,
            int octaves)
        {
            float finalValue = 0f;

            for (int i = 0; i < octaves; ++i)
            {
                finalValue += noise.Generate(x * frequency, y * frequency) * amplitude;
                frequency  *= 2.0f;
                amplitude  *= persistance;
            }

            return(Mathf.Clamp(finalValue, -1, 1));
        }
示例#16
0
文件: MapUtils.cs 项目: Kddle/prism
    // Fractal Bronian Motion
    static float fBM(float x, float z, int oct, float pers)
    {
        float total     = 0;
        float frequency = 0.5f;
        float amplitude = 3f;
        float maxValue  = 0;

        for (int i = 0; i < oct; i++)
        {
            total += Noise.Generate((x + 64) * frequency, (z + 64) * frequency) * amplitude;

            maxValue += amplitude;

            amplitude *= pers;
            frequency *= 2;
        }

        return(total / maxValue);
    }
示例#17
0
        public MapData GenerateMap(Vector3 MapSize, Vector3 ChunckSize, int seed, float intensity)
        {
            var map = new MapData
            {
                Chunks       = new ChunkData[(int)MapSize.x, (int)MapSize.y, (int)MapSize.z],
                ChunkHeights = Noise.Generate(
                    (int)((MapSize.x + 1) * ChunckSize.x),
                    (int)((MapSize.z + 1) * ChunckSize.z),
                    seed,
                    intensity)
            };

            this.ForXyz(
                map.Chunks.GetLength(0),
                map.Chunks.GetLength(1),
                map.Chunks.GetLength(2),
                (x, y, z) =>
            {
                map.Chunks[x, y, z] = new ChunkData
                {
                    Blocks      = new BlockData[(int)ChunckSize.x, (int)ChunckSize.y, (int)ChunckSize.z],
                    MapPosition = new RVector3(x, y, z)
                };

                var chunk  = map.Chunks[x, y, z];
                var blocks = chunk.Blocks;

                this.ForXyz(
                    blocks.GetLength(0),
                    blocks.GetLength(1),
                    blocks.GetLength(2),
                    (cx, cy, cz) =>
                {
                    var h = map.ChunkHeights[cx + x * (int)ChunckSize.x, cz + z * (int)ChunckSize.z];
                    blocks[cx, cy, cz] = new BlockData
                    {
                        BlockType = GetBlock(h, cx, cy, cz)
                    };
                });
            });

            return(map);
        }
示例#18
0
        private int GenerateWaveHeight(float x, float y, float z)
        {
            float x0 = (x + Offsets[0].x) * Frequency;
            float y0 = (y + Offsets[0].y) * Frequency;
            float z0 = (z + Offsets[0].z) * Frequency;

            float x1 = (x + Offsets[1].x) * Frequency * 2;
            float y1 = (y + Offsets[1].y) * Frequency * 2;
            float z1 = (z + Offsets[1].z) * Frequency * 2;

            float x2 = (x + Offsets[2].x) * Frequency / 4;
            float y2 = (y + Offsets[2].y) * Frequency / 4;
            float z2 = (z + Offsets[2].z) * Frequency / 4;

            float noise0 = Noise.Generate(x0, y0, z0) * Amplitude;
            float noise1 = Noise.Generate(x1, y1, z1) * Amplitude / 2;
            float noise2 = Noise.Generate(x2, y2, z2) * Amplitude / 4;

            return((int)(noise0 + noise1 + noise2 + MinHeight));
        }
示例#19
0
    /**
     *  @brief  SimplexNoise Sampling
     *  @return Sampling 된 3DNoise 값을 반환한다.
     */
    public static float Get3DNoise(int x, int y, int z, float startFrequency, int octave, float persistence)
    {
        float noise          = 0;
        float nomalizeFactor = 0;

        float amplitude = 1.0f;
        float frequency = startFrequency;

        for (int i = 0; i < octave; i++)
        {
            nomalizeFactor += amplitude;

            noise     += amplitude * Noise.Generate(frequency * x, frequency * y, frequency * z);
            frequency *= 2;

            amplitude *= persistence;
        }

        return(noise / nomalizeFactor);
    }
示例#20
0
        public override void Process()
        {
            var generator = new Noise(world.Seed);

            for (int x = 0; x < Configuration.ChunkBlocks.x; x++)
            {
                for (int z = 0; z < Configuration.ChunkBlocks.z; z++)
                {
                    for (int y = 0; y < Configuration.ChunkBlocks.y; y++)
                    {
                        float blockX = chunk.WorldPosition.x + (x * Configuration.BlockSize);
                        float blockZ = chunk.WorldPosition.z + (z * Configuration.BlockSize);
                        float blockY = chunk.WorldPosition.y + (y * Configuration.BlockSize);

                        var noise = (generator.Generate(blockX / 79f, 0, blockZ / 79f) + 1f) * 0.37f;
                        var limit = Mathf.Lerp(0, 64, noise);

                        if (blockY <= limit)
                        {
                            chunk.SetBlock(x, y, z, BlockType.DIRT);

                            if (chunk.ChunkType == ChunkType.EMPTY)
                            {
                                chunk.ChunkType = ChunkType.FULL;
                            }
                        }
                        else
                        {
                            if (chunk.ChunkType == ChunkType.FULL)
                            {
                                chunk.ChunkType = ChunkType.MIXED;
                            }
                        }
                    }
                }
            }

            chunk.ChunkState = ChunkState.GENERATED;
            chunk.Working    = false;
            chunk.Attach();
        }
示例#21
0
        double getCaveness(double x, double y, double scale, double percentage)
        {
            double biome1 = Noise.Generate((float)(x / (scale * 4)), (float)(y / (scale * 4)));

            biome1 *= 2;
            biome1 += 0.5;
            if (biome1 < 0)
            {
                return(getPathyCave(x, y, scale, percentage));
            }
            else if (biome1 > 1)
            {
                return(getWideCave(x, y, scale, percentage));
            }
            else
            {
                double wide = getWideCave(x, y, scale, percentage);
                double path = getPathyCave(x, y, scale, percentage);
                return((biome1 * wide) + ((1 - biome1) * path));
            }
        }
示例#22
0
    // ----------------------------------------------------------------------------

    public static float DensityFunc(Vector3 worldPosition)
    {
        float   warpx = Noise.Generate(worldPosition.x * 0.0004f);
        float   warpy = Noise.Generate(worldPosition.y * 0.0004f);
        float   warpz = Noise.Generate(worldPosition.z * 0.0004f);
        Vector3 warp  = new Vector3(warpx, warpy, warpz);

        worldPosition += warp * 8;
        float sphere = Sphere(worldPosition, new Vector3(0, 0, 0), 500);
        float noise  = sphere;

        noise += (Noise.Generate(worldPosition * 0.400f)) * 0.5f / 2f;
        noise += (Noise.Generate(worldPosition * 0.200f)) * 1 / 2f;
        noise += (Noise.Generate(worldPosition * 0.100f)) * 2 / 2f;
        noise += (Noise.Generate(worldPosition * 0.050f)) * 4 / 2f;
        noise += (Noise.Generate(worldPosition * 0.025f)) * 8 / 2f;
        noise += (Noise.Generate(worldPosition * 0.010f)) * 16 / 2f;

        noise = Saturate(noise, sphere, worldPosition, 498);

        return(noise);
    }
示例#23
0
    int GenerateHeight(Vector3 wPos)
    {
        //让随机种子,振幅,频率,应用于我们的噪音采样结果
        float x0 = (wPos.x + offset0.x) * frequency;
        float y0 = (wPos.y + offset0.y) * frequency;
        float z0 = (wPos.z + offset0.z) * frequency;

        float x1 = (wPos.x + offset1.x) * frequency * 2;
        float y1 = (wPos.y + offset1.y) * frequency * 2;
        float z1 = (wPos.z + offset1.z) * frequency * 2;

        float x2 = (wPos.x + offset2.x) * frequency / 4;
        float y2 = (wPos.y + offset2.y) * frequency / 4;
        float z2 = (wPos.z + offset2.z) * frequency / 4;

        float noise0 = Noise.Generate(x0, y0, z0) * amplitude;
        float noise1 = Noise.Generate(x1, y1, z1) * amplitude / 2;
        float noise2 = Noise.Generate(x2, y2, z2) * amplitude / 4;

        //在采样结果上,叠加上baseHeight,限制随机生成的高度下限
        return(Mathf.FloorToInt(noise0 + noise1 + noise2 + baseHeight));
    }
示例#24
0
        public static MongoGameState.Terrain GenerateTerrain(int width, int height)
        {
            var           board = new MongoGameState.Terrain();
            StringBuilder sb    = new StringBuilder(board.Height * (board.Width + 1));

            board.Width  = width;
            board.Height = height;
            var random = new Random();

            Noise.Seed = random.Next();
            for (var y = 0; y < board.Height; y++)
            {
                for (var x = 0; x < board.Width; x++)
                {
                    var value = Math.Abs(Noise.Generate(x / 90f, y / 90f)) * 90f;
                    sb.Append(Math.Round(value / 15f));
                }
                sb.Append("|");
            }
            board.BoardStr = sb.ToString();
            return(board);
        }
示例#25
0
    private MapData Generator()
    {
        float[,] noiseMap = Noise.Generate(mapSize, mapSize, noiseScale, coord, octave, lacunarity, percistence, seed);

        Color[] colorMap = new Color[mapSize * mapSize];
        for (int x = 0; x < mapSize; x++)
        {
            for (int y = 0; y < mapSize; y++)
            {
                float actualPos = noiseMap[x, y];
                for (int i = 0; i < biomes.Length; i++)
                {
                    if (actualPos <= biomes[i].range)
                    {
                        colorMap[y * mapSize + x] = biomes[i].color;
                        break;
                    }
                }
            }
        }

        return(new MapData(noiseMap, colorMap));
    }
示例#26
0
    /// <summary>
    /// 1D simplex noise
    /// </summary>
    /// <param name="x"></param>
    /// <returns></returns>
    ///


    public static float PerlinNoise(Vector3 position, Vector3 offset, int octaves, float persistance, float frequency, float min, float max)
    {
        float noise     = 0;
        float amplitude = 1;
        float maxValue  = 1;

        for (int i = 1; i < octaves + 1; i++)
        {
            Vector3 finPos = Mathf.Pow(frequency, i) / 500 * (position + offset);

            float curNoise = Noise.Generate(finPos.x, finPos.y, finPos.z);
            curNoise += 1;
            curNoise /= 2;
            noise    += curNoise;

            maxValue  += amplitude;
            frequency *= 2;
            amplitude *= persistance;
        }

        noise = min + (max - min) * (noise / maxValue);
        return(noise);
    }
示例#27
0
    public Rect GetTexture(Chunk chunk, BlockPos pos, Direction direction)
    {
        if (usesConnectedTextures)
        {
            string blockName = chunk.GetBlock(pos).controller.Name();

            bool wn = ConnectedTextures.IsSame(chunk, pos, -1, 1, direction, blockName);
            bool n  = ConnectedTextures.IsSame(chunk, pos, 0, 1, direction, blockName);
            bool ne = ConnectedTextures.IsSame(chunk, pos, 1, 1, direction, blockName);
            bool w  = ConnectedTextures.IsSame(chunk, pos, -1, 0, direction, blockName);
            bool e  = ConnectedTextures.IsSame(chunk, pos, 1, 0, direction, blockName);
            bool es = ConnectedTextures.IsSame(chunk, pos, 1, -1, direction, blockName);
            bool s  = ConnectedTextures.IsSame(chunk, pos, 0, -1, direction, blockName);
            bool sw = ConnectedTextures.IsSame(chunk, pos, -1, -1, direction, blockName);

            return(connectedTextures[ConnectedTextures.GetTexture(n, e, s, w, wn, ne, es, sw)]);
        }

        if (textures.Count == 1)
        {
            return(textures[0]);
        }

        if (textures.Count > 1)
        {
            float randomNumber = noiseGen.Generate(pos.x, pos.y, pos.z);
            randomNumber += 1;
            randomNumber /= 2;
            randomNumber *= textures.Count;

            return(textures[(int)randomNumber]);
        }


        Debug.LogError("There were no textures for " + textureName);
        return(new Rect());
    }
示例#28
0
        public static Voxel[,,] GenerateChunk(Vector2i i)
        {
            var data   = new float[ChunkSize.X + 1, ChunkHeight, ChunkSize.Y + 1];
            var voxels = new Voxel[ChunkSize.X + 1, ChunkHeight, ChunkSize.Y + 1];
            var ns     = new Vector3d(
                NoiseStep * ChunkSize.X * i.X,
                0,
                NoiseStep * ChunkSize.Y * i.Y
                );

            // gen data
            for (var x = 0; x < data.GetLength(0); x++)
            {
                for (var y = 0; y < data.GetLength(1); y++)
                {
                    for (var z = 0; z < data.GetLength(2); z++)
                    {
                        var density = -y / (float)ChunkHeight / 2f + 0.1f;

                        density += Noise.Generate(
                            (float)(NoiseLocation.X + ns.X + NoiseStep * x * 1),
                            (float)(NoiseLocation.X + ns.Y + NoiseStep * y * 1),
                            (float)(NoiseLocation.X + ns.Z + NoiseStep * z * 1)) / 2f;

                        density += Noise.Generate(
                            (float)(NoiseLocation.X + ns.X * 2 + NoiseStep * x * 2),
                            (float)(NoiseLocation.X + ns.Y * 2 + NoiseStep * y * 2),
                            (float)(NoiseLocation.X + ns.Z * 2 + NoiseStep * z * 2)) / 8f;

                        density += Noise.Generate(
                            (float)(NoiseLocation.X + ns.X * 4 + NoiseStep * x * 4),
                            (float)(NoiseLocation.X + ns.Y * 4 + NoiseStep * y * 4),
                            (float)(NoiseLocation.X + ns.Z * 4 + NoiseStep * z * 4)) / 16f;

                        density += Noise.Generate(
                            (float)(NoiseLocation.X + ns.X * 8 + NoiseStep * x * 8),
                            (float)(NoiseLocation.X + ns.Y * 8 + NoiseStep * y * 8),
                            (float)(NoiseLocation.X + ns.Z * 8 + NoiseStep * z * 8)) / 32f;

                        data[x, y, z] = density;
                    }
                }
            }
            // make voxels
            for (var x = 0; x < data.GetLength(0); x++)
            {
                for (var y = 0; y < data.GetLength(1); y++)
                {
                    for (var z = 0; z < data.GetLength(2); z++)
                    {
                        var density = data[x, y, z];
                        var normal  = new Vector3(
                            ((x < data.GetLength(0) - 1 ? data[x + 1, y, z] : data[x, y, z]) + (x > 0 ? data[x - 1, y, z] : data[x, y, z])) / 2f,
                            ((y < data.GetLength(0) - 1 ? data[x, y + 1, z] : data[x, y, z]) + (y > 0 ? data[x, y - 1, z] : data[x, y, z])) / 2f,
                            ((z < data.GetLength(0) - 1 ? data[x, y, z + 1] : data[x, y, z]) + (z > 0 ? data[x, y, z - 1] : data[x, y, z])) / 2f
                            ).Normalized();

                        if (y / (float)ChunkHeight < 0.2f)
                        {
                            voxels[x, y, z] = new Voxel(1d, VoxelType.Blue, normal);
                        }
                        else
                        if (density < 0f)
                        {
                            voxels[x, y, z] = new Voxel(density, VoxelType.None, normal);
                        }
                        else
                        {
                            voxels[x, y, z] = new Voxel(density, VoxelType.DarkGray, normal);
                        }
                    }
                }
            }

            return(voxels);
        }
示例#29
0
 public static int GetNoise(int x, int y, int z, float scale, int max)
 {
     return(Mathf.FloorToInt((Noise.Generate(x * scale, y * scale, z * scale) + 1f) * (max / 2f)));
 }
        private void March(int3 coord, Mesh mesh)
        {
            float4[] points = new float4[terrain.Resolution * terrain.Resolution * terrain.Resolution];
            float spacing = terrain.BoundsSize / (terrain.Resolution - 1);
            float3 center = (float3)coord * terrain.BoundsSize;

            int3 xyz = 0;
            for (xyz.x = 0; xyz.x < terrain.Resolution; xyz.x++)
                for (xyz.y = 0; xyz.y < terrain.Resolution; xyz.y++)
                    for (xyz.z = 0; xyz.z < terrain.Resolution; xyz.z++)
                    {
                        float3 pos = center + (float3)xyz * spacing - terrain.BoundsSize / 2f;
                        float f = noise.Generate(pos);
                        int i = xyz.x * terrain.Resolution * terrain.Resolution + xyz.y * terrain.Resolution + xyz.z;
                        points[i] = new float4(pos, f);
                    }

            List<float3x3> trianglePoints = new List<float3x3>();
            for (xyz.x = 0; xyz.x < terrain.Resolution - 1; xyz.x++)
                for (xyz.y = 0; xyz.y < terrain.Resolution - 1; xyz.y++)
                    for (xyz.z = 0; xyz.z < terrain.Resolution - 1; xyz.z++)
                    {
                        for (int i = 0; i < 8; i++)
                        {
                            int3 corner = xyz + tables.Value.CubeCorners[i];
                            cube[i] = points[corner.x * terrain.Resolution * terrain.Resolution + corner.y * terrain.Resolution + corner.z];
                        }

                        int triangulationIndex = 0;
                        for (int i = 0; i < 8; i++)
                            if (cube[i].w > terrain.Surface)
                                triangulationIndex |= 1 << i;

                        triangulationIndex *= 16;
                        for (int i = 0; tables.Value.TriangulationTable[triangulationIndex + i] != -1; i += 3)
                        {
                            int2 edgeA = tables.Value.EdgeConnections[tables.Value.TriangulationTable[triangulationIndex + i]];
                            int2 edgeB = tables.Value.EdgeConnections[tables.Value.TriangulationTable[triangulationIndex + i + 1]];
                            int2 edgeC = tables.Value.EdgeConnections[tables.Value.TriangulationTable[triangulationIndex + i + 2]];

                            float3x3 triangle = new float3x3
                            {
                                c0 = interpolate(cube[edgeA.x], cube[edgeA.y]),
                                c1 = interpolate(cube[edgeB.x], cube[edgeB.y]),
                                c2 = interpolate(cube[edgeC.x], cube[edgeC.y])
                            };

                            trianglePoints.Add(triangle);
                        }
                    }

            mesh.Clear();
            if (trianglePoints.Count == 0)
                return;

            Vector3[] vertices = new Vector3[trianglePoints.Count * 3];
            int[] triangles = new int[trianglePoints.Count * 3];

            for (int i = 0; i < trianglePoints.Count; i++)
                for (int j = 0; j < 3; j++)
                {
                    int idx = i * 3 + j;
                    triangles[idx] = idx;
                    vertices[idx] = trianglePoints[i][j];
                }

            mesh.vertices = vertices;
            mesh.triangles = triangles;
            mesh.RecalculateNormals();
        }