本文整理汇总了C++中cNoise::IntNoise2DInt方法的典型用法代码示例。如果您正苦于以下问题:C++ cNoise::IntNoise2DInt方法的具体用法?C++ cNoise::IntNoise2DInt怎么用?C++ cNoise::IntNoise2DInt使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cNoise
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在下文中一共展示了cNoise::IntNoise2DInt方法的4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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: sinf
void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise)
{
// Modify the size slightly to have different-sized ravines (1 / 2 to 1 / 1 of a_Size):
a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024;
// The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction
int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2;
int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2;
int CenterX = a_BlockX + OffsetX;
int CenterZ = a_BlockZ + OffsetZ;
// Get the base angle in which the ravine "axis" goes:
float Angle = static_cast<float>((static_cast<float>((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI);
float xc = sinf(Angle);
float zc = cosf(Angle);
// Calculate the definition points and radii:
int MaxRadius = static_cast<int>(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16));
int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32);
int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32);
int Mid = (Top + Bottom) / 2;
int DefinitionPointX = CenterX - static_cast<int>(xc * a_Size / 2);
int DefinitionPointZ = CenterZ - static_cast<int>(zc * a_Size / 2);
m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2));
for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++)
{
int LineX = CenterX + static_cast<int>(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
int LineZ = CenterZ + static_cast<int>(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
// Amplitude is the amount of blocks that this point is away from the ravine "axis"
int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size;
Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4]
int PointX = LineX + static_cast<int>(zc * Amplitude);
int PointZ = LineZ - static_cast<int>(xc * Amplitude);
int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function
int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4;
int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4;
m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom));
} // for i - m_Points[]
DefinitionPointX = CenterX + static_cast<int>(xc * a_Size / 2);
DefinitionPointZ = CenterZ + static_cast<int>(zc * a_Size / 2);
m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, Mid, Mid));
}
示例2:
cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_MaxOffset, int a_Size, cNoise & a_Noise) :
super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
m_Size(a_Size)
{
int Num = 1 + a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) % 3;
for (int i = 0; i < Num; i++)
{
int OriginX = a_OriginX + (a_Noise.IntNoise3DInt(13 * a_OriginX, 17 * a_OriginZ, 11 * i) / 19) % a_MaxOffset;
int OriginZ = a_OriginZ + (a_Noise.IntNoise3DInt(17 * a_OriginX, 13 * a_OriginZ, 11 * i) / 23) % a_MaxOffset;
int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_OriginX, 13 * a_OriginZ, 11 * i) / 17) % 20;
// Generate three branches from the origin point:
// The tunnels generated depend on X, Y, Z and Branches,
// for the same set of numbers it generates the same offsets!
// That's why we add a +1 to X in the third line
GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 3);
GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 2);
GenerateTunnelsFromPoint(OriginX + 1, OriginY, OriginZ, a_Noise, 3);
}
}
示例3: InitPerHeightRadius
void InitPerHeightRadius(int a_GridX, int a_GridZ)
{
int h = 0;
while (h < cChunkDef::Height)
{
m_Noise.SetSeed(m_Seed + h);
int rnd = m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 13;
int NumBlocks = (rnd % 3) + 2;
rnd = rnd / 4;
float Val = (float)(rnd % 256) / 128 - 1; // Random float in range [-1, +1]
if (h + NumBlocks > cChunkDef::Height)
{
NumBlocks = cChunkDef::Height - h;
}
for (int i = 0; i < NumBlocks; i++)
{
m_PerHeightRadius[h + i] = Val;
}
h += NumBlocks;
}
}
示例4: SubdivideLine
/** Recursively subdivides the line between the points of the specified index.
Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
of the new line. */
void SubdivideLine(int a_Idx1, int a_Idx2)
{
// Calculate the midpoint:
const sRavineDefPoint & p1 = m_DefPoints[a_Idx1];
const sRavineDefPoint & p2 = m_DefPoints[a_Idx2];
float MidX = (p1.m_X + p2.m_X) / 2;
float MidZ = (p1.m_Z + p2.m_Z) / 2;
float MidR = (p1.m_Radius + p2.m_Radius) / 2 + 0.1f;
float MidT = (p1.m_Top + p2.m_Top) / 2;
float MidB = (p1.m_Bottom + p2.m_Bottom) / 2;
// Adjust the midpoint by a small amount of perpendicular vector in a random one of its two directions:
float dx = p2.m_X - p1.m_X;
float dz = p2.m_Z - p1.m_Z;
if ((m_Noise.IntNoise2DInt((int)MidX, (int)MidZ) / 11) % 2 == 0)
{
MidX += dz * m_Roughness;
MidZ -= dx * m_Roughness;
}
else
{
MidX -= dz * m_Roughness;
MidZ += dx * m_Roughness;
}
int MidIdx = (a_Idx1 + a_Idx2) / 2;
m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB);
// Recurse the two halves, if they are worth recursing:
if (MidIdx - a_Idx1 > 1)
{
SubdivideLine(a_Idx1, MidIdx);
}
if (a_Idx2 - MidIdx > 1)
{
SubdivideLine(MidIdx, a_Idx2);
}
}