Newer
Older
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
using System.Collections.Generic;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
public struct TerrainGenJob : IJob
{
public Vector2 InitialCrawlPosition { get; private set; }
public Vector2Int GridPosition { get; private set; }
private List<Octave> octaves;
public int Samples { get; private set; }
public TerrainData TerrainData { get; private set; }
private float[,] heights;
private bool ready;
public List<float> crawlPositionsX;
public List<float> crawlPositionsY;
public TerrainGenJob(Vector2 initialCrawlPos, Vector2Int gridPos, List<Octave> octaves, int samples, TerrainData data)
{
crawlPositionsX = new();
crawlPositionsY = new();
heights = null;
ready = false;
InitialCrawlPosition = initialCrawlPos;
GridPosition = gridPos;
Samples = samples;
this.octaves = octaves;
TerrainData = data;
}
public float[,] GetHeights()
{
if (ready)
return heights;
else
throw new System.InvalidOperationException("Heights not built yet.");
}
public void Generate()
{
heights = new float[Samples, Samples];
foreach (var octave in octaves)
{
for (int x = 0; x < Samples; x++)
{
for (int y = 0; y < Samples; y++)
{
float2 crawlPos = new((x + InitialCrawlPosition.x * (Samples - 1)) * octave.frequency,
(y + InitialCrawlPosition.y * (Samples - 1)) * octave.frequency);
crawlPositionsX.Add(crawlPos.x);
crawlPositionsY.Add(crawlPos.y);
float addition;
switch (octave.type)
{
default:
case NoiseType.MathfPerlin:
addition = Mathf.PerlinNoise(crawlPos.x, crawlPos.y);
break;
case NoiseType.MathematicsPerlin:
addition = noise.cnoise(crawlPos) / 2.3f + 0.5f;
break;
case NoiseType.Simplex:
addition = noise.snoise(crawlPos) / 4.6f + 0.5f;
break;
case NoiseType.Celluar:
addition = noise.cellular(crawlPos).x / 2.3f + 0.5f;
break;
}
heights[y, x] += addition * octave.amplitude;
}
}
}
ready = true;
}
public void Execute()
{
Generate();
}
}