【发布时间】:2022-01-23 18:44:17
【问题描述】:
我需要一点帮助, 我有这个 Perlin 噪声函数,但我不知道如何正确创建偏移量。
我正在使用它来创建无限地形生成,当我使用此脚本时,单个块的噪声值不能正确组合在一起。它们会制造孔洞。
有没有办法解决这个问题?
public float[,] GenerateNoise(int chunkSize, int octaves, string seed, float noiseScale, float persistence, float lacunarity, Vector2 offset)
{
if (noiseScale <= 0)
{
noiseScale = 0.0001f;
}
float halfWidth = chunkSize / 2f;
float halfHeight = chunkSize / 2f;
float[,] noiseMap = new float[chunkSize, chunkSize];
System.Random rand = new System.Random(seed.GetHashCode());
//Octaves offset
Vector2[] octavesOffset = new Vector2[octaves];
for (int i = 0; i < octaves; i++)
{
float offset_X = rand.Next(-100000, 100000) + offset.x;
float offset_Y = rand.Next(-100000, 100000) + offset.y;
octavesOffset[i] = new Vector2(offset_X / chunkSize , offset_Y / chunkSize);
}
for (int x = 0; x < chunkSize; x++)
{
for (int y = 0; y < chunkSize; y++)
{
float amplitude = 1;
float frequency = 1;
float noiseHeight = 0;
float superpositionCompensation = 0;
for (int i = 0; i < octaves; i++)
{
float sampleX = (x - halfWidth) / noiseScale * frequency + octavesOffset[i].x * frequency;
float sampleY = (y - halfHeight) / noiseScale * frequency + octavesOffset[i].y * frequency;
float noiseValue = Mathf.PerlinNoise(sampleX, sampleY);
noiseHeight += noiseValue * amplitude;
noiseHeight -= superpositionCompensation;
amplitude *= persistence;
frequency *= lacunarity;
superpositionCompensation = amplitude / 2;
}
noiseMap[x, y] = Mathf.Clamp01(noiseHeight);
}
}
return noiseMap;
}
【问题讨论】:
标签: unity3d offset terrain perlin-noise