我正在尝试使用perlin和一些分形创建一个带有LibNoise库的噪声纹理,以创建6个图层,我可以在一个图像中添加它们。
我遇到的问题似乎无法解决: (调试日志中显示3个问题。)
1)它生成的图像只是白色。并且有理由打印出一些 23170.49 :/
2)所有其他打印件都是 NaN ,这不应该发生......(在日志中超过65535)
3)我有一个错误:
IndexOutOfRangeException:数组索引超出范围。 HeightController.getTerrainData(Vector2 position)(在Assets / Scripts / TerrainGenerator / HeightController.cs:28) TerrainMesh.Start()(在Assets / Scripts / TerrainGenerator / TerrainMesh.cs:21)
但是这个错误甚至不应该发生,因为它在界限内,所以不能理解为什么它告诉我......
以下是我使用的代码,
1)HeightController
using UnityEngine;
using System.Collections;
public class HeightController : MonoBehaviour
{
public static int layers = 6;
public static float[] layersOpacity = {0.5f, 0.3f, 0.2f, 0.15f, 0.1f, 0.05f};
private static int layerSize = 256;
//private static int terrainSize = 2048; //build heightmap here?
private static int amplitude = 128; //divided by 2
private static int frequency = 4; //multiplied by 2 = obtaining a smaller height, but faster frequence.
//when you want to generate a terrain, just get the
//data array containing the stuffs to build a heightmap out of it.
//this here does the calculation of layers with opacity etc.
public static float[,] getTerrainData(Vector2 position) //the vector2 takes the SQUARES offset of terrains, 0,1 | 22,13 (the terraid ID)
{
float[,] finalLayersData = new float[layerSize,layerSize];
for (int i = 0; i < layers; ++i) //the entire array will be set an opacity then adds to the final.
{
float[,] currentLayerData = Calculate(position); //there should be a less laggy way here?
//multiplies each data with it's respective opacity.
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
currentLayerData[a,b] *= layersOpacity[i];
//adds to the final data array
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
finalLayersData[a,b] += currentLayerData[a,b];
}
return finalLayersData;
}
private static float[,] Calculate(Vector2 position)
{
float[,] data = new float[layerSize,layerSize];
int offsetX = (int)position.x*layerSize;
int offsetY = (int)position.y*layerSize;
Perlin perlin = new Perlin();
//the 1/4 then 1/16 then 1/32 etc.
FractalNoise fractal = new FractalNoise((1f/4f), frequency, amplitude, perlin);
for (var y = 0; y < layerSize; y++)
{
for (var x = 0; x < layerSize; x++)
{
float result = fractal.HybridMultifractal(x + offsetX, y + offsetY, layerSize);
data[x, y] = result;
print(result);
}
}
return data;
}
}
2)TerrainMesh
using UnityEngine;
using System.Collections;
public class TerrainMesh : MonoBehaviour
{
public static Transform[] TextureList = new Transform[64];
//public static long seed = 34;
public int Size = 256;
public Mesh mesh;
public MeshFilter meshFilter;
public MeshCollider meshCollider;
public Material material;
public float[,] data;
public Texture2D fun;
public void Start()
{
fun = new Texture2D(256, 256);
data = HeightController.getTerrainData(new Vector2(0, 0));
for (int x = 0; x < Size; ++x)
for (int y = 0; y < Size; ++y)
fun.SetPixel(x, y, new Color(data[x, y], data[x, y], data[x, y], 1f));
fun.Apply();
}
}
3)来自libnoise库,perlin噪音等。
using System.Collections;
using System;
using UnityEngine;
/* Perlin noise use example:
Perlin perlin = new Perlin();
var value : float = perlin.Noise(2);
var value : float = perlin.Noise(2, 3, );
var value : float = perlin.Noise(2, 3, 4);
SmoothRandom use example:
var p = SmoothRandom.GetVector3(3);
*/
public class SmoothRandom
{
public static Vector3 GetVector3 (float speed)
{
float time = Time.time * 0.01F * speed;
return new Vector3(Get().HybridMultifractal(time, 15.73F, 0.58F), Get().HybridMultifractal(time, 63.94F, 0.58F), Get().HybridMultifractal(time, 0.2F, 0.58F));
}
public static float Get (float speed)
{
float time = Time.time * 0.01F * speed;
return Get().HybridMultifractal(time * 0.01F, 15.7F, 0.65F);
}
private static FractalNoise Get () {
if (s_Noise == null)
s_Noise = new FractalNoise (1.27F, 2.04F, 8.36F);
return s_Noise;
}
private static FractalNoise s_Noise;
}
public class Perlin
{
// Original C code derived from
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.c
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.h
const int B = 0x100;
const int BM = 0xff;
const int N = 0x1000;
int[] p = new int[B + B + 2];
float[,] g3 = new float [B + B + 2 , 3];
float[,] g2 = new float[B + B + 2,2];
float[] g1 = new float[B + B + 2];
float s_curve(float t)
{
return t * t * (3.0F - 2.0F * t);
}
float lerp (float t, float a, float b)
{
return a + t * (b - a);
}
void setup (float value, out int b0, out int b1, out float r0, out float r1)
{
float t = value + N;
b0 = ((int)t) & BM;
b1 = (b0+1) & BM;
r0 = t - (int)t;
r1 = r0 - 1.0F;
}
float at2(float rx, float ry, float x, float y) { return rx * x + ry * y; }
float at3(float rx, float ry, float rz, float x, float y, float z) { return rx * x + ry * y + rz * z; }
public float Noise(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, u, v;
setup(arg, out bx0, out bx1, out rx0, out rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return(lerp(sx, u, v));
}
public float Noise(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
u = at2(rx0,ry0, g2[ b00, 0 ], g2[ b00, 1 ]);
v = at2(rx1,ry0, g2[ b10, 0 ], g2[ b10, 1 ]);
a = lerp(sx, u, v);
u = at2(rx0,ry1, g2[ b01, 0 ], g2[ b01, 1 ]);
v = at2(rx1,ry1, g2[ b11, 0 ], g2[ b11, 1 ]);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
public float Noise(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
setup(z, out bz0, out bz1, out rz0, out rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
u = at3(rx0,ry0,rz0, g3[ b00 + bz0, 0 ], g3[ b00 + bz0, 1 ], g3[ b00 + bz0, 2 ]);
v = at3(rx1,ry0,rz0, g3[ b10 + bz0, 0 ], g3[ b10 + bz0, 1 ], g3[ b10 + bz0, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz0, g3[ b01 + bz0, 0 ], g3[ b01 + bz0, 1 ], g3[ b01 + bz0, 2 ]);
v = at3(rx1,ry1,rz0, g3[ b11 + bz0, 0 ], g3[ b11 + bz0, 1 ], g3[ b11 + bz0, 2 ]);
b = lerp(t, u, v);
c = lerp(sy, a, b);
u = at3(rx0,ry0,rz1, g3[ b00 + bz1, 0 ], g3[ b00 + bz1, 2 ], g3[ b00 + bz1, 2 ]);
v = at3(rx1,ry0,rz1, g3[ b10 + bz1, 0 ], g3[ b10 + bz1, 1 ], g3[ b10 + bz1, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz1, g3[ b01 + bz1, 0 ], g3[ b01 + bz1, 1 ], g3[ b01 + bz1, 2 ]);
v = at3(rx1,ry1,rz1,g3[ b11 + bz1, 0 ], g3[ b11 + bz1, 1 ], g3[ b11 + bz1, 2 ]);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void normalize2(ref float x, ref float y)
{
float s;
s = (float)Math.Sqrt(x * x + y * y);
x = y / s;
y = y / s;
}
void normalize3(ref float x, ref float y, ref float z)
{
float s;
s = (float)Math.Sqrt(x * x + y * y + z * z);
x = y / s;
y = y / s;
z = z / s;
}
public Perlin()
{
int i, j, k;
System.Random rnd = new System.Random();
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (float)(rnd.Next(B + B) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize2(ref g2[i, 0], ref g2[i, 1]);
for (j = 0 ; j < 3 ; j++)
g3[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize3(ref g3[i, 0], ref g3[i, 1], ref g3[i, 2]);
}
while (--i != 0) {
k = p[i];
p[i] = p[j = rnd.Next(B)];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i,j] = g2[i,j];
for (j = 0 ; j < 3 ; j++)
g3[B + i,j] = g3[i,j];
}
}
}
public class FractalNoise
{
public FractalNoise (float inH, float inLacunarity, float inOctaves)
: this (inH, inLacunarity, inOctaves, null)
{
}
public FractalNoise (float inH, float inLacunarity, float inOctaves, Perlin noise)
{
m_Lacunarity = inLacunarity;
m_Octaves = inOctaves;
m_IntOctaves = (int)inOctaves;
m_Exponent = new float[m_IntOctaves+1];
float frequency = 1.0F;
for (int i = 0; i < m_IntOctaves+1; i++)
{
m_Exponent[i] = (float)Math.Pow (m_Lacunarity, -inH);
frequency *= m_Lacunarity;
}
if (noise == null)
m_Noise = new Perlin();
else
m_Noise = noise;
}
public float HybridMultifractal(float x, float y, float offset)
{
float weight, signal, remainder, result;
result = (m_Noise.Noise (x, y)+offset) * m_Exponent[0];
weight = result;
x *= m_Lacunarity;
y *= m_Lacunarity;
int i;
for (i=1;i<m_IntOctaves;i++)
{
if (weight > 1.0F) weight = 1.0F;
signal = (m_Noise.Noise (x, y) + offset) * m_Exponent[i];
result += weight * signal;
weight *= signal;
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
result += remainder * m_Noise.Noise (x,y) * m_Exponent[i];
return result;
}
public float RidgedMultifractal (float x, float y, float offset, float gain)
{
float weight, signal, result;
int i;
signal = Mathf.Abs (m_Noise.Noise (x, y));
signal = offset - signal;
signal *= signal;
result = signal;
weight = 1.0F;
for (i=1;i<m_IntOctaves;i++)
{
x *= m_Lacunarity;
y *= m_Lacunarity;
weight = signal * gain;
weight = Mathf.Clamp01 (weight);
signal = Mathf.Abs (m_Noise.Noise (x, y));
signal = offset - signal;
signal *= signal;
signal *= weight;
result += signal * m_Exponent[i];
}
return result;
}
public float BrownianMotion (float x, float y)
{
float value, remainder;
long i;
value = 0.0F;
for (i=0;i<m_IntOctaves;i++)
{
value = m_Noise.Noise (x,y) * m_Exponent[i];
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
value += remainder * m_Noise.Noise (x,y) * m_Exponent[i];
return value;
}
private Perlin m_Noise;
private float[] m_Exponent;
private int m_IntOctaves;
private float m_Octaves;
private float m_Lacunarity;
}
使用这些代码,我获得256 * 256白色图像,其上没有任何内容,并且第一次循环在一次迭代后停止。 获得我试图得到的东西也是一种不那么迟钝的方式xD也不会太糟糕 目前要生成它需要大约1或2分钟。
感谢您的时间。 不要犹豫,要求我进一步澄清。
答案 0 :(得分:0)
经典复制粘贴错误
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
你看到了吗?
a 在循环的两次迭代中都会递增!这也发生在右下方的循环中。
说到第二个循环,你可以整合两个循环来得到这个:
for (int a = 0; a < layerSize; ++a)
{
for (int b = 0; b < layerSize; ++b)
{
currentLayerData[a,b] *= layersOpacity[i];
finalLayersData[a,b] += currentLayerData[a,b];
}
}