Méthode | Description | |
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AddDiscontinuousNoise ( int octaves, float scale, float amplitude, float threshold ) : void | ||
AddLooseMaterial ( float amount ) : void | ||
AddMultipliedSimplexNoise ( int octaves1, float scale1, float>.Func |
One set of noise multiplied by another.
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AddSimplexNoise ( int octaves, float scale, float amplitude ) : void | ||
AddSimplexNoise ( int octaves, float scale, float amplitude, float>.Func |
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AddSimplexNoiseToLoose ( int octaves, float scale, float amplitude ) : void | ||
AddSimplexPowNoise ( int octaves, float scale, float amplitude, float power, float>.Func |
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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
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CollapseFrom ( int cx, int cy, float amount ) : void |
Collapses loose material away from the specified point.
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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
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TerrainGen ( int width, int height ) : System |
Méthode | Description | |
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CellNormal ( int cx, int cy ) : Vector3 | ||
ClearTempDiffMap ( ) : void | ||
DecayWater ( float MovingWaterDecay, float WaterErosionDecay, float CarryingDecay ) : void | ||
FallVector ( int cx, int cy ) : Vector3 |
public AddDiscontinuousNoise ( int octaves, float scale, float amplitude, float threshold ) : void | ||
octaves | int | |
scale | float | |
amplitude | float | |
threshold | float | |
Résultat | void |
public AddLooseMaterial ( float amount ) : void | ||
amount | float | |
Résultat | void |
public AddMultipliedSimplexNoise ( int octaves1, float scale1, float>.Func |
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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 | |
Résultat | void |
public AddSimplexNoise ( int octaves, float scale, float amplitude ) : void | ||
octaves | int | |
scale | float | |
amplitude | float | |
Résultat | void |
public AddSimplexNoise ( int octaves, float scale, float amplitude, float>.Func |
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octaves | int | |
scale | float | |
amplitude | float | |
transform | float>.Func | |
postTransform | float>.Func | |
Résultat | void |
public AddSimplexNoiseToLoose ( int octaves, float scale, float amplitude ) : void | ||
octaves | int | |
scale | float | |
amplitude | float | |
Résultat | void |
public AddSimplexPowNoise ( int octaves, float scale, float amplitude, float power, float>.Func |
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octaves | int | |
scale | float | |
amplitude | float | |
power | float | |
postTransform | float>.Func | |
Résultat | void |
public ClampToGround ( Vector3 pos ) : Vector3 | ||
pos | Vector3 | |
Résultat | Vector3 |
public Collapse ( float _threshold, float amount, float looseThreshold, int numIterations ) : void | ||
_threshold | float | |
amount | float | |
looseThreshold | float | |
numIterations | int | |
Résultat | void |
public CollapseFrom ( int cx, int cy, float amount ) : void | ||
cx | int | |
cy | int | |
amount | float | |
Résultat | void |
public CollapseTo ( int cx, int cy, float amount ) : void | ||
cx | int | |
cy | int | |
amount | float | |
Résultat | void |
public HeightAt ( float x, float y ) : float | ||
x | float | |
y | float | |
Résultat | float |
public RunWater2 ( int CellsPerRun ) : void | ||
CellsPerRun | int | |
Résultat | void |
public Slump ( float _threshold, float amount, int numIterations ) : void | ||
_threshold | float | |
amount | float | amount of material to move (proportional to difference) |
numIterations | int | |
Résultat | void |
public TerrainGen ( int width, int height ) : System | ||
width | int | |
height | int | |
Résultat | System |