Reworked lake noisemap, added new tile concept, v1.2.0

This commit is contained in:
Nicola Sovic
2022-03-30 21:19:52 +02:00
parent 4fa95617c2
commit 4e46d21a63
23 changed files with 424 additions and 8 deletions

View File

@@ -8,7 +8,7 @@ public class NoiseGenerator
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile);
float[] samples = calculateSamples(tile, 0.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 5;
@@ -20,7 +20,7 @@ public class NoiseGenerator
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile);
float[] samples = calculateSamples(tile, 0.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 10;
@@ -32,7 +32,7 @@ public class NoiseGenerator
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile);
float[] samples = calculateSamples(tile, 0.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 7.5f;
@@ -44,7 +44,7 @@ public class NoiseGenerator
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile);
float[] samples = calculateSamples(tile, 0.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 7.5f;
@@ -56,10 +56,10 @@ public class NoiseGenerator
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
float[] samples = calculateSamples(tile);
float[] samples = calculateSamples(tile, 1.5f);
for (int i = 0; i < samples.Length; i++)
{
vertices[i].y = samples[i] * 7.5f;
vertices[i].y = samples[i] * 2;
}
applyMesh(tile, vertices, mesh);
}
@@ -69,7 +69,7 @@ public class NoiseGenerator
//Currently no noise. (Objects floating)
}
private float[] calculateSamples(GameObject tile)
private float[] calculateSamples(GameObject tile, float modifier)
{
Mesh mesh = tile.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
@@ -80,7 +80,7 @@ public class NoiseGenerator
{
float xCord = tile.GetComponent<Tile>().getPosition().x + vertices[i].x / (vertices.Length - 1) * 10;
float yCord = tile.GetComponent<Tile>().getPosition().z + vertices[i].z / (vertices.Length - 1) * 10;
float sample = Mathf.PerlinNoise(xCord, yCord) - 0.5f;
float sample = Mathf.PerlinNoise(xCord, yCord) - modifier;
samples[i] = sample;
}
}