C# Class TerrainGeneration.TerrainGen

Show file Open project: geofftnz/TestBench1 Class Usage Examples

Public Methods

Method Description
AddDiscontinuousNoise ( int octaves, float scale, float amplitude, float threshold ) : void
AddLooseMaterial ( float amount ) : void
AddMultipliedSimplexNoise ( int octaves1, float scale1, float>.Func transform1, float offset1, float mul1, int octaves2, float scale2, float>.Func transform2, float offset2, float mul2, float>.Func postTransform, float amplitude ) : void

One set of noise multiplied by another.

AddSimplexNoise ( int octaves, float scale, float amplitude ) : void
AddSimplexNoise ( int octaves, float scale, float amplitude, float>.Func transform, float>.Func postTransform ) : void
AddSimplexNoiseToLoose ( int octaves, float scale, float amplitude ) : void
AddSimplexPowNoise ( int octaves, float scale, float amplitude, float power, float>.Func postTransform ) : void
ClampToGround ( Vector3 pos ) : Vector3
Clear ( float height ) : void
Collapse ( float _threshold, float amount, float looseThreshold, int numIterations ) : void

Similar to Slump(), but works on hard material instead of loose, and only when amount of loose coverage is below a certain threshold

CollapseFrom ( int cx, int cy, float amount ) : void

Collapses loose material away from the specified point.

CollapseTo ( int cx, int cy, float amount ) : void
HeightAt ( float x, float y ) : float
InitTerrain1 ( ) : void
Load ( string filename ) : void
ModifyTerrain ( ) : void
RunWater2 ( int CellsPerRun ) : void
Save ( string filename ) : void
SetBaseLevel ( ) : void
Slump ( float _threshold, float amount, int numIterations ) : void

Slumps the terrain by looking at difference between cell and adjacent cells

TerrainGen ( int width, int height ) : System

Private Methods

Method Description
CellNormal ( int cx, int cy ) : Vector3
ClearTempDiffMap ( ) : void
DecayWater ( float MovingWaterDecay, float WaterErosionDecay, float CarryingDecay ) : void
FallVector ( int cx, int cy ) : Vector3

Method Details

AddDiscontinuousNoise() public method

public AddDiscontinuousNoise ( int octaves, float scale, float amplitude, float threshold ) : void
octaves int
scale float
amplitude float
threshold float
return void

AddLooseMaterial() public method

public AddLooseMaterial ( float amount ) : void
amount float
return void

AddMultipliedSimplexNoise() public method

One set of noise multiplied by another.
public AddMultipliedSimplexNoise ( int octaves1, float scale1, float>.Func transform1, float offset1, float mul1, int octaves2, float scale2, float>.Func transform2, float offset2, float mul2, float>.Func postTransform, float amplitude ) : void
octaves1 int
scale1 float
transform1 float>.Func
offset1 float
mul1 float
octaves2 int
scale2 float
transform2 float>.Func
offset2 float
mul2 float
postTransform float>.Func
amplitude float
return void

AddSimplexNoise() public method

public AddSimplexNoise ( int octaves, float scale, float amplitude ) : void
octaves int
scale float
amplitude float
return void

AddSimplexNoise() public method

public AddSimplexNoise ( int octaves, float scale, float amplitude, float>.Func transform, float>.Func postTransform ) : void
octaves int
scale float
amplitude float
transform float>.Func
postTransform float>.Func
return void

AddSimplexNoiseToLoose() public method

public AddSimplexNoiseToLoose ( int octaves, float scale, float amplitude ) : void
octaves int
scale float
amplitude float
return void

AddSimplexPowNoise() public method

public AddSimplexPowNoise ( int octaves, float scale, float amplitude, float power, float>.Func postTransform ) : void
octaves int
scale float
amplitude float
power float
postTransform float>.Func
return void

ClampToGround() public method

public ClampToGround ( Vector3 pos ) : Vector3
pos Vector3
return Vector3

Clear() public method

public Clear ( float height ) : void
height float
return void

Collapse() public method

Similar to Slump(), but works on hard material instead of loose, and only when amount of loose coverage is below a certain threshold
public Collapse ( float _threshold, float amount, float looseThreshold, int numIterations ) : void
_threshold float
amount float
looseThreshold float
numIterations int
return void

CollapseFrom() public method

Collapses loose material away from the specified point.
public CollapseFrom ( int cx, int cy, float amount ) : void
cx int
cy int
amount float
return void

CollapseTo() public method

public CollapseTo ( int cx, int cy, float amount ) : void
cx int
cy int
amount float
return void

HeightAt() public method

public HeightAt ( float x, float y ) : float
x float
y float
return float

InitTerrain1() public method

public InitTerrain1 ( ) : void
return void

Load() public method

public Load ( string filename ) : void
filename string
return void

ModifyTerrain() public method

public ModifyTerrain ( ) : void
return void

RunWater2() public method

public RunWater2 ( int CellsPerRun ) : void
CellsPerRun int
return void

Save() public method

public Save ( string filename ) : void
filename string
return void

SetBaseLevel() public method

public SetBaseLevel ( ) : void
return void

Slump() public method

Slumps the terrain by looking at difference between cell and adjacent cells
public Slump ( float _threshold, float amount, int numIterations ) : void
_threshold float
amount float amount of material to move (proportional to difference)
numIterations int
return void

TerrainGen() public method

public TerrainGen ( int width, int height ) : System
width int
height int
return System