C# 클래스 VoxelTerrain.NoiseCube

Allows retrieving interpolated values from a three-dimensional noise table.
파일 보기 프로젝트 열기: barograf/VoxelTerrain 1 사용 예제들

공개 메소드들

메소드 설명
GetInterpolatedValue ( double x, double y, double z ) : float

Computes interpolated value of a noise using trilinear interpolation.

NoiseCube ( int width, int height, int depth ) : System

Creates a cube with specified dimensions and randomizes all values.

RandomizeValues ( ) : void

Randomizes all values in a cube.

ToTexture3D ( SlimDX.Direct3D11.Device graphicsDevice ) : ShaderResourceView
ToTexture3D ( SlimDX.Direct3D11.Device graphicsDevice, Format format ) : ShaderResourceView

메소드 상세

GetInterpolatedValue() 공개 메소드

Computes interpolated value of a noise using trilinear interpolation.
public GetInterpolatedValue ( double x, double y, double z ) : float
x double Coordinate along width.
y double Coordinate along height.
z double Coordinate along depth.
리턴 float

NoiseCube() 공개 메소드

Creates a cube with specified dimensions and randomizes all values.
public NoiseCube ( int width, int height, int depth ) : System
width int Width of a cube.
height int Height of a cube.
depth int Depth of a cube.
리턴 System

RandomizeValues() 공개 메소드

Randomizes all values in a cube.
public RandomizeValues ( ) : void
리턴 void

ToTexture3D() 공개 메소드

public ToTexture3D ( SlimDX.Direct3D11.Device graphicsDevice ) : ShaderResourceView
graphicsDevice SlimDX.Direct3D11.Device
리턴 ShaderResourceView

ToTexture3D() 공개 메소드

public ToTexture3D ( SlimDX.Direct3D11.Device graphicsDevice, Format format ) : ShaderResourceView
graphicsDevice SlimDX.Direct3D11.Device
format Format
리턴 ShaderResourceView