我在C#中试验Perlin Noise。我设法创建了一个有效的2D地图生成器。 但现在我想让我的噪音可以拼凑。我希望地图的右边缘适合地图的左边缘。
我在互联网上一直在寻找这个,我尝试了不同的东西,但是我无法让它发挥作用。是否有人知道这个公式?
这是我的代码:
public float[,] GenerateNoise(float[,] map, int xsize ,int ysize ,float scale, int seed,
int octaves, float persistance,float lacunarity)
{
Random rnd = new Random(seed);
float offsetX = rnd.Next(0, 100000);
float offsetY = rnd.Next(0, 100000);
if (scale <= 0)
{
scale = 0.0001f;
}
float minNoiseHeight = float.MinValue;
float maxNoiseHeight = float.MaxValue;
float[,] fallmap;
//fallmap = FalloffGenerator.GenerateFalloffMap(xsize);
Perlin Noise = new Perlin();
//perlin noise
for (int y = 0; y <= ysize - 1; y++)
{
for (int x = 0; x <= xsize - 1; x++)
{
float amplitude = 1f;
float frequency = 1f;
float noiseHeight = 0;
for (int i = 0; i < octaves; i++)
{
float sampleX = (xsize - x) / scale * frequency + offsetX;
float sampleY = (ysize - y) / scale * frequency + offsetY;
float PerlinValue = (float)Noise.perlin(sampleX, sampleY, 0) * 2 - 1;
map[x, y] = PerlinValue;
noiseHeight += PerlinValue * amplitude;
amplitude *= persistance;
frequency *= lacunarity;
// map[x, y] = map[x, y] - fallmap[x, y];
}
if(noiseHeight > maxNoiseHeight)
{
maxNoiseHeight = noiseHeight;
}else if (noiseHeight < minNoiseHeight)
{
minNoiseHeight = noiseHeight;
}
map[x, y] = noiseHeight;
//map[x, y] = map[x, y] - fallmap[x, y] ;
}
}
return map;
}