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- using System.IO.IsolatedStorage;
- using UnityEngine;
- public static class Noise
- {
- public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vector2 offset)
- {
- float[,] noiseMap = new float[mapWidth, mapHeight];
- System.Random prng = new System.Random(seed);
- Vector2[] octaveOffsets = new Vector2[octaves];
- for(int i = 0; i < octaves; i++)
- {
- float offsetX = prng.Next(-100000, 100000) + offset.x;
- float offsetY = prng.Next(-100000, 100000) + offset.y;
- octaveOffsets[i] = new Vector2(offsetX, offsetY);
- }
- if(scale <= 0)
- {
- scale = 0.0001f;
- }
- float maxNoiseHeight = float.MinValue;
- float minNoiseHeight = float.MaxValue;
- float halfWidth = mapWidth / 2f;
- float halfHeight = mapHeight / 2f;
- for(int y = 0; y < mapHeight; y++)
- {
- for(int x = 0; x < mapWidth; x++)
- {
- float amplitude = 1;
- float frequency = 1;
- float noiseHeight = 0;
- for(int i = 0; i < octaves; i++)
- {
- float sampleX = (x-halfWidth) / scale * frequency + octaveOffsets[i].x;
- float sampleY = (y-halfHeight) / scale * frequency + octaveOffsets[i].y;
- float perlinValue = Mathf.PerlinNoise(sampleX, sampleY) * 2 - 1;
- noiseHeight += perlinValue * amplitude;
- amplitude *= persistance;
- frequency *= lacunarity;
- }
-
- if(noiseHeight > maxNoiseHeight)
- {
- maxNoiseHeight = noiseHeight;
- }
- else if(noiseHeight < minNoiseHeight)
- {
- minNoiseHeight = noiseHeight;
- }
- noiseMap[x, y] = noiseHeight;
- }
- }
- for (int y = 0; y < mapHeight; y++)
- {
- for (int x = 0; x < mapWidth; x++)
- {
- noiseMap[x,y] = Mathf.InverseLerp(minNoiseHeight, maxNoiseHeight, noiseMap[x,y]);
- }
- }
- return noiseMap;
- }
- }
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