private float[][] GenerateVertices(int gridSize) { if (Parameters.ContainsKey("MaxHeight")) { MaxHeight = (int)Parameters["MaxHeight"]; } return(Noises.GenerateRandom(gridSize, MaxHeight)); }
private float[][] GenerateVertices(int gridSize, int seed) { var perlinNoise = Utils.GetEmptyArray(gridSize, gridSize); for (int i = 0; i < gridSize; i++) { for (int j = 0; j < gridSize; j++) { perlinNoise[i][j] = Noises.Perlin(seed, i * Frequency, j * Frequency); } } return(perlinNoise); }
public float[][] Generate(int gridSize, int seed) { var perlinNoise = Utils.GetEmptyArray(gridSize, gridSize); for (int i = 0; i < gridSize; i++) { for (int j = 0; j < gridSize; j++) { perlinNoise[i][j] = Noises.Simplex(seed, i * Frequency, j * Frequency); } } return(perlinNoise); }
private float GetNoise(float x, float y) { x *= Frequency; y *= Frequency; switch (noiseType) { case NoiseType.Perlin: return(Noises.Perlin(Seed, x, y)); case NoiseType.Simplex: return(Noises.Simplex(Seed, x, y)); case NoiseType.WhiteNoise: return(Noises.GetWhiteNoise(Seed, x, y)); default: return(0); } }