我正在尝试为gdscript编写一个perlin噪声函数(Godot Engine脚本),但它似乎没有工作,我不知道我哪里出错了,无论是在置换表创建还是在perlin噪声功能实现。我需要一些帮助才能理解出了什么问题。
我研究制作代码的地方:
http://www.dreamincode.net/forums/topic/66480-perlin-noise/ https://github.com/gustavoteixeira/tcc/tree/master/heightmap_generators
var _seed = 0
const _PI = 3.141592653589793
const MAX_COLUMN = 16
const MAX_LINE = 16
var rd_multiarray = []
var gradient = []
var permutation = []
func _ready():
#Function that uses the perlin noise () function to generate a two-
#dimensional array
#---------PSEUDO-RANDOM NUMBER GENERATOR---------------------------------
func simple_noise2d(var x, var y):
var n=int(x)+int(y)*57
n=(n<<13)^n
var nn=(n*(n*n*60493+19990303)+1376312589)&0x7fffffff
return 1.0-(float(nn/1073741824.0))
#---------INTERPOLATION--------------------------------------------------
func interpolate(var a,var b,var x):
var ft=x * 3.1415927
var f=(1.0-cos(ft))* 0.5
return a*(1.0-f)+b*f
#---------NOISE-----------------------------------------------------
func generate_permutation():
for i in range(256):
permutation.append(randf()*256)
func generateGradients():
for i in range(4):
gradient.append(0)
var point1 = Vector2()
point1.x = 1
point1.y = 0
gradient[0] = point1
var point2 = Vector2()
point2.x = 0
point2.y = 1
gradient[1] = point2
var point3 = Vector2()
point3.x = -1
point3.y = 0
gradient[2] = point3
var point4 = Vector2()
point4.x = 0
point4.y = -1
gradient[3] = point4
func dotproduct(var v1, var x2, var y2):
return float((v1.x * x2) + (v1.y * y2))
func fade(var t):
return float(t*t*t*(t*(t*6-15)+10))
func perlin_noise(var x, var y):
var x_int = int(floor(x))
var y_int = int(floor(y))
var grid_x = float(x - x_int)
var grid_y = float(y - y_int)
var x_fade = fade(grid_x)
var y_fade = fade(grid_y)
var gradient1 = gradient[ int(permutation[int(x_int + permutation[int(y_int % 256)]) % 256]) % 4]
var gradient2 = gradient[ int(permutation[int((x_int+1) + permutation[int(y_int % 256)]) % 256]) % 4]
var gradient3 = gradient[ int(permutation[int(x_int + permutation[int((y_int+1) % 256)]) % 256]) % 4]
var gradient4 = gradient[ int(permutation[int((x_int+1) + permutation[int((y_int+1) % 256)]) % 256]) % 4]
var dp1 = float(dotproduct(gradient1, grid_x, grid_y))
var dp2 = float(dotproduct(gradient2, grid_x - 1, grid_y))
var dp3 = float(dotproduct(gradient3, grid_x, grid_y - 1))
var dp4 = float(dotproduct(gradient4, grid_x - 1, grid_y - 1))
var x1lerp = float(cos_interpolate(dp1, dp2, x_fade))
var x2lerp = float(cos_interpolate(dp3, dp4, x_fade))
var final_value = float(cos_interpolate(x1lerp, x2lerp, y_fade))
return final_value
当我在另一个负责为我生成数组的函数中使用perlin_noise()函数时,当我在屏幕上绘制它以更好地可视化时,我得到的东西很像白噪声,问题不在于函数中生成世界,与已经实现了perlin噪声函数的模块相同,并且它可以工作,但我的工作没有。
答案 0 :(得分:3)
我到了这里,这页帮助了我很多,现在我明白了会发生什么:
http://www.angelcode.com/dev/perlin/perlin.html
我还在GDScript中构建了一个类来产生一些噪音,它遵循git链接:
https://github.com/PerduGames/SoftNoise-GDScript-
func generateGradients():
for i in range(256):
p.append(i)
for i in range(256):
var j = randi() % 256
var nSwap = p[i]
p[i] = p[j]
p[j] = nSwap
for i in range(256):
gx.append(float(randf())/(32767/2) - 1.0)
gy.append(float(randf())/(32767/2) - 1.0)
func perlin_noise2d(var x, var y):
var qx0 = int(floor(x))
var qx1 = qx0 + 1
var qy0 = int(floor(y))
var qy1 = qy0 + 1
var q00 = int(p[(qy0 + p[qx0 % 256]) % 256])
var q01 = int(p[(qy0 + p[qx1 % 256]) % 256])
var q10 = int(p[(qy1 + p[qx0 % 256]) % 256])
var q11 = int(p[(qy1 + p[qx1 % 256]) % 256])
var tx0 = x - floor(x)
var tx1 = tx0 - 1
var ty0 = y - floor(y)
var ty1 = ty0 - 1
var v00 = gx[q00]*tx0 + gy[q00]*ty0
var v01 = gx[q01]*tx1 + gy[q01]*ty0
var v10 = gx[q10]*tx0 + gy[q10]*ty1
var v11 = gx[q11]*tx1 + gy[q11]*ty1
var wx = (3 - 2*tx0)*tx0*tx0
var v0 = v00 - wx*(v00 - v01)
var v1 = v10 - wx*(v10 - v11)
var wy = (3 - 2*ty0)*ty0*ty0
var v = v0 - wy*(v0 - v1)
return v