如何在unity中应用柏林噪声到线渲染器?



我正在尝试将柏林噪声应用于unity 2d中的线条渲染器,下面是我的代码:

public class Ground : MonoBehaviour
{
private static bool seedGenerated;
public static float Seed;
public LineRenderer LineR;
public EdgeCollider2D col;
private Vector2[] points;
public int lengthOfLineRenderer;
public float scale = 20f;
public float OffsetX = 0;
public float OffsetY = 0f;
// Start is called before the first frame update
void Start()
{
if(!seedGenerated)
{
Seed = Random.Range(0f,9999f);
seedGenerated = true;
}
OffsetX = Seed + transform.position.x;
points = new Vector2[lengthOfLineRenderer * 10 + 1];
LineR.positionCount = lengthOfLineRenderer * 10 + 1;
for (float i = 0f; i < lengthOfLineRenderer; i += 0.1f)
{
LineR.SetPosition((int)Mathf.Round(i * 10), new Vector3(i,CalculateHeight(i),0.0f));
//points[(int)Mathf.Round(i*10)] = new Vector2(i,CalculateHeight(i));
}
LineR.SetPosition(100,new Vector3(10f,CalculateHeight(10f),0));
points[100] = new Vector2(10f,CalculateHeight(101));
col.points = points;
}
// Update is called once per frame
void Update()
{
}
float CalculateHeight(float x)
{
float width = lengthOfLineRenderer * 10;
float xCoord = x / width * scale + OffsetX;
return Mathf.PerlinNoise(xCoord,OffsetY);
}
}

的位置被正确应用,变量lengthOfLineRenderer等于10,因为我想让这条线的比例为10一切都很好,但是当我在OffsetX中生成另一行10个偏移量不同时,它们似乎大多数时候都没有正确对齐,问题是在我的代码中还是在柏林噪声方法中?

让我们做一些简单的数学运算。根据你方描述,我们有:

lengthOfLineRenderer = 10
scale = 10
width = lengthOfLineRenderer * 10
= 100

第一行的最后一个点是:

xCoord = 10f / width * scale + OffsetX
= 10f / 100 * 10 + OffsetX
= 1 + OffsetX

第二行(在OffsetX中有10个偏移量)的第一个点是:

xCoord = 0f / width * scale + OffsetX + 10
= OffsetX + 10

显然是1 + OffsetX != OffsetX + 10,所以要使它们相等,你需要scale = 100

这里是我修复的一些东西的新代码:

private static bool seedGenerated;
public static float Seed;
public LineRenderer LineR;
public EdgeCollider2D col;
private Vector2[] points;
public int lengthOfLineRenderer;
public float scale;
public float OffsetX = 0;
public float OffsetY = 0f;
public float frequency;
// Start is called before the first frame update
void Start()
{
if(!seedGenerated)
{
Seed = Random.Range(0,9999);
seedGenerated = true;
}
OffsetX = Seed + transform.position.x;
points = new Vector2[lengthOfLineRenderer * 10+1 ];
LineR.positionCount = lengthOfLineRenderer * 10+1 ;
for (float i = 0f; i < lengthOfLineRenderer+0.1f; i += 0.1f)
{
LineR.SetPosition((int)Mathf.Round(i * 10), new Vector3(i,CalculateHeight(i) * frequency,0.0f));
points[(int)Mathf.Round(i*10)] = new Vector2(i,CalculateHeight(i) * frequency);
}
col.points = points;
}
// Update is called once per frame
void Update()
{
}
float CalculateHeight(float x)
{
float width = lengthOfLineRenderer * 10;
float xCoord = x / width * scale + OffsetX;
return Mathf.PerlinNoise(xCoord,OffsetY);
}

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