private void Awake() { m_NoiseMapGeneration = new NoiseMapGeneration(); m_Renderer = GetComponent <MeshRenderer>(); m_MeshFilter = GetComponent <MeshFilter>(); m_Collider = GetComponent <MeshCollider>(); }
// Start is called before the first frame update void Start() { m_NoiseMapGeneration = gameObject.GetComponent <NoiseMapGeneration>(); m_TileRenderer = gameObject.GetComponent <MeshRenderer>(); m_MeshFilter = gameObject.GetComponent <MeshFilter>(); m_MeshCollider = gameObject.GetComponent <MeshCollider>(); //m_VisualizationMode = gameObject.GetComponent<LevelGeneration>().GetVisualizationMode(); GenerateTile(1f, 11f); }
public void check_nosie_normalization() { NoiseMapGeneration noisemap_gen = new NoiseMapGeneration(); if (noisemap_gen.noise < 0) { Debug.Log("Normalized noise value less than 0"); } if (noisemap_gen.noise > 1) { Debug.Log("Normalized noise value greater than 1"); } }
void SetHeight() { //float[,] noise = NoiseMapGeneration.GenerateNoiseMap(numFaces.x + 1, numFaces.y + 1, 0, 0, noiseProfile); int idx = 0; for (int y = 0; y <= numFaces.y; y++) { for (int x = 0; x <= numFaces.x; x++) { float baseHeight = baseHeightMult * NoiseMapGeneration.Evaluate((float)x / numFaces.x * size.x, (float)y / numFaces.y * size.y, baseNoise); float creviceHeight = creviceHeightMult * NoiseMapGeneration.Evaluate((float)x / numFaces.x * size.x, (float)y / numFaces.y * size.y, creviceNoise); vertices[idx].y = baseHeight - creviceHeight; ++idx; } } }