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Golang perlin.Noise2D函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/iand/perlin.Noise2D函数的典型用法代码示例。如果您正苦于以下问题:Golang Noise2D函数的具体用法?Golang Noise2D怎么用?Golang Noise2D使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了Noise2D函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。

示例1: render

func render() {
	base_x += 1.0
	base_y += 1.0

	alpha = alpha_lerp()
	beta = beta_lerp()

	r := uint8(r_lerp())
	g := uint8(g_lerp())
	b := uint8(b_lerp())

	for x := 0.0; x < width; x++ {
		for y := 0.0; y < height; y++ {
			px := base_x + x
			py := base_y + y

			perlin := perlin.Noise2D(px, py, int64(seed), alpha, beta, octaves)
			perlin = (perlin * .5) + .5
			perlin = math.Max(0.0, perlin)
			perlin = math.Min(1.0, perlin)

			color := rog.RGB{r, g, b}
			result := rog.Black.Alpha(color, perlin)

			rog.Set(int(x), int(y)+1, nil, result, "")
		}
	}

}
开发者ID:ajhager,项目名称:rog,代码行数:29,代码来源:main.go


示例2: Feature2

func (self *World) Feature2(x uint16, z uint16) float64 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/4), float64(z-MAP_DIAM)/(NOISE_SCALE/4), self.seed, 3, 5, 7)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < -1.0 {
		noise = -1.0
	}
	return noise
}
开发者ID:codygman,项目名称:amberfell,代码行数:10,代码来源:world.go


示例3: Feature1

func (self *World) Feature1(x uint16, z uint16) float64 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/4), float64(z-MAP_DIAM)/(NOISE_SCALE/4), worldSeed, 6, 8, 14)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < -1.0 {
		noise = -1.0
	}
	return noise
}
开发者ID:caustin,项目名称:amberfell,代码行数:10,代码来源:world.go


示例4: SoilThickness

func (self *World) SoilThickness(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(2*NOISE_SCALE), float64(z-MAP_DIAM)/(2*NOISE_SCALE), self.seed, 1.8, 1.6, 8)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < -1.0 {
		noise = -1.0
	}

	return uint16(noise*2.5 + 2.5)
}
开发者ID:codygman,项目名称:amberfell,代码行数:11,代码来源:world.go


示例5: Copper

func (self *World) Copper(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2.5), float64(z-MAP_DIAM)/(NOISE_SCALE/2.5), self.seed, 3.1, 2.0, 6)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < 0.54 {
		noise = 0
	}

	noise = noise * 3

	return uint16(noise)
}
开发者ID:codygman,项目名称:amberfell,代码行数:13,代码来源:world.go


示例6: Iron

func (self *World) Iron(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2.2), float64(z-MAP_DIAM)/(NOISE_SCALE/2.2), self.seed, 2.5, 1.9, 6)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < 0.56 {
		noise = 0
	}

	noise = noise * 3

	return uint16(noise)
}
开发者ID:codygman,项目名称:amberfell,代码行数:13,代码来源:world.go


示例7: Coal

func (self *World) Coal(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2), float64(z-MAP_DIAM)/(NOISE_SCALE/2), self.seed, 1.9, 1.2, 12)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < 0.55 {
		noise = 0
	}

	noise = noise * 4

	return uint16(noise)
}
开发者ID:codygman,项目名称:amberfell,代码行数:13,代码来源:world.go


示例8: Rocks

func (self *World) Rocks(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE/2), float64(z-MAP_DIAM)/(NOISE_SCALE/2), self.seed, 1.5, 3.0, 12)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < 0.8 {
		noise = 0
	}

	noise = noise * 5

	return uint16(noise)
}
开发者ID:codygman,项目名称:amberfell,代码行数:13,代码来源:world.go


示例9: Ore

func (self *World) Ore(x uint16, z uint16, blockid BlockId, occcurrence float64) uint16 {
	xloc := (float64(x) + MAP_DIAM*float64(blockid)) / (NOISE_SCALE / 2)
	zloc := (float64(z) + MAP_DIAM*float64(blockid)) / (NOISE_SCALE / 2)
	noise := perlin.Noise2D(xloc, zloc, self.seed, 2.4, 1.8, 4)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < occcurrence {
		noise = 0
	} else {
		noise = 5 * (noise - occcurrence) / (1 - occcurrence)
	}
	return uint16(noise)
}
开发者ID:codygman,项目名称:amberfell,代码行数:14,代码来源:world.go


示例10: GroundLevel

func (self *World) GroundLevel(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(4*NOISE_SCALE), float64(z-MAP_DIAM)/(4*NOISE_SCALE), self.seed, 1.4, 1.2, 4)
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < -1.0 {
		noise = -1.0
	}
	if noise < 0.0 {
		noise /= 10
	}

	ground := uint16(SEA_LEVEL + ((CHUNK_HEIGHT-SEA_LEVEL)*0.9)*(noise+0.1)/1.1)
	return ground
}
开发者ID:codygman,项目名称:amberfell,代码行数:15,代码来源:world.go


示例11: GroundLevel

func (self *World) GroundLevel(x uint16, z uint16) uint16 {
	noise := perlin.Noise2D(float64(x-MAP_DIAM)/(4*NOISE_SCALE), float64(z-MAP_DIAM)/(4*NOISE_SCALE), worldSeed, 1.4, 1.2, 4)
	if noise > 0.85 {
		noise = noise + (1.0-noise)*0.5
	}
	if noise > 1.0 {
		noise = 1.0
	}
	if noise < -1.0 {
		noise = -1.0
	}
	if noise < 0 {
		noise /= 15
	}
	ground := uint16((CHUNK_HEIGHT/2)*(noise+0.1)/1.1 + CHUNK_HEIGHT/3.0)
	return ground
}
开发者ID:Cyberdada,项目名称:amberfell,代码行数:17,代码来源:world.go


示例12: NewPane

func NewPane(w, h, n int) *Pane {
	p := new(Pane)
	p.w = w
	p.h = h
	p.fw = dx * float64(w)
	p.fh = dx * float64(h)
	p.coat = make([]float64, w*h)
	p.dirt = make([]float64, w*h)
	p.droplets = make([]Droplet, n)

	for i := range p.droplets {
		p.droplets[i].init()
	}

	for i := range p.dirt {
		p.dirt[i] = perlin.Noise2D(float64(i%w)/10, float64(i/w)/10, 1, 2, 2, 3)*0.7 + 1
	}
	return p
}
开发者ID:laochailan,项目名称:rain,代码行数:19,代码来源:main.go


示例13: Precipitation

func (self *World) Precipitation(x uint16, z uint16) float64 {
	return perlin.Noise2D(float64(x-MAP_DIAM)/(NOISE_SCALE), float64(z-MAP_DIAM)/(NOISE_SCALE), self.seed, 2.0, 0.6, 1)
}
开发者ID:codygman,项目名称:amberfell,代码行数:3,代码来源:world.go



注:本文中的github.com/iand/perlin.Noise2D函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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