C# Class VoxelTerrain.NoiseCube

Allows retrieving interpolated values from a three-dimensional noise table.
Exibir arquivo Open project: barograf/VoxelTerrain Class Usage Examples

Public Methods

Method Description
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

Method Details

GetInterpolatedValue() public method

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.
return float

NoiseCube() public method

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.
return System

RandomizeValues() public method

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

ToTexture3D() public method

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

ToTexture3D() public method

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