49 lines
1.1 KiB
C#
49 lines
1.1 KiB
C#
using UnityEngine;
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public class e2dPerlinOctave
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{
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public e2dPerlinOctave(float amplitude, int frequency)
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{
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this.mAmplitude = amplitude;
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this.mFrequency = frequency;
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this.mNoise = new float[this.mFrequency];
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}
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public void Regenerate()
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{
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for (int i = 0; i < this.mFrequency; i++)
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{
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this.mNoise[i] = this.mAmplitude * UnityEngine.Random.value;
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}
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}
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public float GetValue(float x01)
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{
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float num = x01 * (float)(this.mFrequency - 1);
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int num2 = Mathf.FloorToInt(num);
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int num3 = Mathf.CeilToInt(num);
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float x2 = num - (float)num2;
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return this.InterpolateCosine(this.mNoise[num2], this.mNoise[num3], x2);
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}
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private float InterpolateCosine(float a, float b, float x)
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{
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float f = x * 3.14159274f;
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float num = (1f - Mathf.Cos(f)) * 0.5f;
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return a * (1f - num) + b * num;
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}
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private float InterpolateCubic(float v0, float v1, float v2, float v3, float x)
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{
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float num = v3 - v2 - (v0 - v1);
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float num2 = v0 - v1 - num;
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float num3 = v2 - v0;
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return num * x * x * x + num2 * x * x + num3 * x + v1;
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}
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private float mAmplitude;
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private int mFrequency;
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private float[] mNoise;
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}
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