我正在尝试用LibNoise库使用perlin和一些分形创建6层,我可以在一个图像中添加一个噪声纹理。
我有问题,我似乎无法解决:(调试日志中显示的3个问题)
1)它生成的图像是白色的。因此,打印了一些23170.49:/
2)所有其他打印都是NaN,这应该不会发生…(日志中超过65535)
我有一个错误:
IndexOutOfRangeException: Array index out of range。HeightController。getTerrainData (Vector2位置)(在Assets/Scripts/terrainggenerator/HeightController.cs:28)TerrainMesh。Start () (at Assets/Scripts/TerrainGenerator/TerrainMesh.cs:21)
但是这个错误甚至不应该发生,因为它在边界内,所以我不明白为什么它告诉我…
以下是我使用的代码,
1) HeightController
using UnityEngine;
using System.Collections;
public class HeightController : MonoBehaviour
{
public static int layers = 6;
public static float[] layersOpacity = {0.5f, 0.3f, 0.2f, 0.15f, 0.1f, 0.05f};
private static int layerSize = 256;
//private static int terrainSize = 2048; //build heightmap here?
private static int amplitude = 128; //divided by 2
private static int frequency = 4; //multiplied by 2 = obtaining a smaller height, but faster frequence.
//when you want to generate a terrain, just get the
//data array containing the stuffs to build a heightmap out of it.
//this here does the calculation of layers with opacity etc.
public static float[,] getTerrainData(Vector2 position) //the vector2 takes the SQUARES offset of terrains, 0,1 | 22,13 (the terraid ID)
{
float[,] finalLayersData = new float[layerSize,layerSize];
for (int i = 0; i < layers; ++i) //the entire array will be set an opacity then adds to the final.
{
float[,] currentLayerData = Calculate(position); //there should be a less laggy way here?
//multiplies each data with it's respective opacity.
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
currentLayerData[a,b] *= layersOpacity[i];
//adds to the final data array
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
finalLayersData[a,b] += currentLayerData[a,b];
}
return finalLayersData;
}
private static float[,] Calculate(Vector2 position)
{
float[,] data = new float[layerSize,layerSize];
int offsetX = (int)position.x*layerSize;
int offsetY = (int)position.y*layerSize;
Perlin perlin = new Perlin();
//the 1/4 then 1/16 then 1/32 etc.
FractalNoise fractal = new FractalNoise((1f/4f), frequency, amplitude, perlin);
for (var y = 0; y < layerSize; y++)
{
for (var x = 0; x < layerSize; x++)
{
float result = fractal.HybridMultifractal(x + offsetX, y + offsetY, layerSize);
data[x, y] = result;
print(result);
}
}
return data;
}
}
2) TerrainMesh
using UnityEngine;
using System.Collections;
public class TerrainMesh : MonoBehaviour
{
public static Transform[] TextureList = new Transform[64];
//public static long seed = 34;
public int Size = 256;
public Mesh mesh;
public MeshFilter meshFilter;
public MeshCollider meshCollider;
public Material material;
public float[,] data;
public Texture2D fun;
public void Start()
{
fun = new Texture2D(256, 256);
data = HeightController.getTerrainData(new Vector2(0, 0));
for (int x = 0; x < Size; ++x)
for (int y = 0; y < Size; ++y)
fun.SetPixel(x, y, new Color(data[x, y], data[x, y], data[x, y], 1f));
fun.Apply();
}
}
3)从libnoise库,柏林噪声等
using System.Collections;
using System;
using UnityEngine;
/* Perlin noise use example:
Perlin perlin = new Perlin();
var value : float = perlin.Noise(2);
var value : float = perlin.Noise(2, 3, );
var value : float = perlin.Noise(2, 3, 4);
SmoothRandom use example:
var p = SmoothRandom.GetVector3(3);
*/
public class SmoothRandom
{
public static Vector3 GetVector3 (float speed)
{
float time = Time.time * 0.01F * speed;
return new Vector3(Get().HybridMultifractal(time, 15.73F, 0.58F), Get().HybridMultifractal(time, 63.94F, 0.58F), Get().HybridMultifractal(time, 0.2F, 0.58F));
}
public static float Get (float speed)
{
float time = Time.time * 0.01F * speed;
return Get().HybridMultifractal(time * 0.01F, 15.7F, 0.65F);
}
private static FractalNoise Get () {
if (s_Noise == null)
s_Noise = new FractalNoise (1.27F, 2.04F, 8.36F);
return s_Noise;
}
private static FractalNoise s_Noise;
}
public class Perlin
{
// Original C code derived from
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.c
// http://astronomy.swin.edu.au/~pbourke/texture/perlin/perlin.h
const int B = 0x100;
const int BM = 0xff;
const int N = 0x1000;
int[] p = new int[B + B + 2];
float[,] g3 = new float [B + B + 2 , 3];
float[,] g2 = new float[B + B + 2,2];
float[] g1 = new float[B + B + 2];
float s_curve(float t)
{
return t * t * (3.0F - 2.0F * t);
}
float lerp (float t, float a, float b)
{
return a + t * (b - a);
}
void setup (float value, out int b0, out int b1, out float r0, out float r1)
{
float t = value + N;
b0 = ((int)t) & BM;
b1 = (b0+1) & BM;
r0 = t - (int)t;
r1 = r0 - 1.0F;
}
float at2(float rx, float ry, float x, float y) { return rx * x + ry * y; }
float at3(float rx, float ry, float rz, float x, float y, float z) { return rx * x + ry * y + rz * z; }
public float Noise(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, u, v;
setup(arg, out bx0, out bx1, out rx0, out rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return(lerp(sx, u, v));
}
public float Noise(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
u = at2(rx0,ry0, g2[ b00, 0 ], g2[ b00, 1 ]);
v = at2(rx1,ry0, g2[ b10, 0 ], g2[ b10, 1 ]);
a = lerp(sx, u, v);
u = at2(rx0,ry1, g2[ b01, 0 ], g2[ b01, 1 ]);
v = at2(rx1,ry1, g2[ b11, 0 ], g2[ b11, 1 ]);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
public float Noise(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
setup(x, out bx0, out bx1, out rx0, out rx1);
setup(y, out by0, out by1, out ry0, out ry1);
setup(z, out bz0, out bz1, out rz0, out rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
u = at3(rx0,ry0,rz0, g3[ b00 + bz0, 0 ], g3[ b00 + bz0, 1 ], g3[ b00 + bz0, 2 ]);
v = at3(rx1,ry0,rz0, g3[ b10 + bz0, 0 ], g3[ b10 + bz0, 1 ], g3[ b10 + bz0, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz0, g3[ b01 + bz0, 0 ], g3[ b01 + bz0, 1 ], g3[ b01 + bz0, 2 ]);
v = at3(rx1,ry1,rz0, g3[ b11 + bz0, 0 ], g3[ b11 + bz0, 1 ], g3[ b11 + bz0, 2 ]);
b = lerp(t, u, v);
c = lerp(sy, a, b);
u = at3(rx0,ry0,rz1, g3[ b00 + bz1, 0 ], g3[ b00 + bz1, 2 ], g3[ b00 + bz1, 2 ]);
v = at3(rx1,ry0,rz1, g3[ b10 + bz1, 0 ], g3[ b10 + bz1, 1 ], g3[ b10 + bz1, 2 ]);
a = lerp(t, u, v);
u = at3(rx0,ry1,rz1, g3[ b01 + bz1, 0 ], g3[ b01 + bz1, 1 ], g3[ b01 + bz1, 2 ]);
v = at3(rx1,ry1,rz1,g3[ b11 + bz1, 0 ], g3[ b11 + bz1, 1 ], g3[ b11 + bz1, 2 ]);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void normalize2(ref float x, ref float y)
{
float s;
s = (float)Math.Sqrt(x * x + y * y);
x = y / s;
y = y / s;
}
void normalize3(ref float x, ref float y, ref float z)
{
float s;
s = (float)Math.Sqrt(x * x + y * y + z * z);
x = y / s;
y = y / s;
z = z / s;
}
public Perlin()
{
int i, j, k;
System.Random rnd = new System.Random();
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (float)(rnd.Next(B + B) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize2(ref g2[i, 0], ref g2[i, 1]);
for (j = 0 ; j < 3 ; j++)
g3[i,j] = (float)(rnd.Next(B + B) - B) / B;
normalize3(ref g3[i, 0], ref g3[i, 1], ref g3[i, 2]);
}
while (--i != 0) {
k = p[i];
p[i] = p[j = rnd.Next(B)];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i,j] = g2[i,j];
for (j = 0 ; j < 3 ; j++)
g3[B + i,j] = g3[i,j];
}
}
}
public class FractalNoise
{
public FractalNoise (float inH, float inLacunarity, float inOctaves)
: this (inH, inLacunarity, inOctaves, null)
{
}
public FractalNoise (float inH, float inLacunarity, float inOctaves, Perlin noise)
{
m_Lacunarity = inLacunarity;
m_Octaves = inOctaves;
m_IntOctaves = (int)inOctaves;
m_Exponent = new float[m_IntOctaves+1];
float frequency = 1.0F;
for (int i = 0; i < m_IntOctaves+1; i++)
{
m_Exponent[i] = (float)Math.Pow (m_Lacunarity, -inH);
frequency *= m_Lacunarity;
}
if (noise == null)
m_Noise = new Perlin();
else
m_Noise = noise;
}
public float HybridMultifractal(float x, float y, float offset)
{
float weight, signal, remainder, result;
result = (m_Noise.Noise (x, y)+offset) * m_Exponent[0];
weight = result;
x *= m_Lacunarity;
y *= m_Lacunarity;
int i;
for (i=1;i<m_IntOctaves;i++)
{
if (weight > 1.0F) weight = 1.0F;
signal = (m_Noise.Noise (x, y) + offset) * m_Exponent[i];
result += weight * signal;
weight *= signal;
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
result += remainder * m_Noise.Noise (x,y) * m_Exponent[i];
return result;
}
public float RidgedMultifractal (float x, float y, float offset, float gain)
{
float weight, signal, result;
int i;
signal = Mathf.Abs (m_Noise.Noise (x, y));
signal = offset - signal;
signal *= signal;
result = signal;
weight = 1.0F;
for (i=1;i<m_IntOctaves;i++)
{
x *= m_Lacunarity;
y *= m_Lacunarity;
weight = signal * gain;
weight = Mathf.Clamp01 (weight);
signal = Mathf.Abs (m_Noise.Noise (x, y));
signal = offset - signal;
signal *= signal;
signal *= weight;
result += signal * m_Exponent[i];
}
return result;
}
public float BrownianMotion (float x, float y)
{
float value, remainder;
long i;
value = 0.0F;
for (i=0;i<m_IntOctaves;i++)
{
value = m_Noise.Noise (x,y) * m_Exponent[i];
x *= m_Lacunarity;
y *= m_Lacunarity;
}
remainder = m_Octaves - m_IntOctaves;
value += remainder * m_Noise.Noise (x,y) * m_Exponent[i];
return value;
}
private Perlin m_Noise;
private float[] m_Exponent;
private int m_IntOctaves;
private float m_Octaves;
private float m_Lacunarity;
}
通过这些代码,我获得了一个256*256的白色图像,上面没有任何东西,第一个循环在一次迭代后停止。此外,一个不太迟的方式来获得我想要得到的东西不会太糟糕目前生成这个需要1到2分钟。
谢谢你的时间。如果需要进一步的说明,请不要犹豫。
经典复制粘贴错误
for (int a = 0; a < layerSize; ++a)
for (int b = 0; b < layerSize; ++a)
你看到了吗?
a在循环的两次迭代中都被加1 !下面的循环也会发生这种情况。
说到第二个循环,你可以合并这两个循环得到这个:
for (int a = 0; a < layerSize; ++a)
{
for (int b = 0; b < layerSize; ++b)
{
currentLayerData[a,b] *= layersOpacity[i];
finalLayersData[a,b] += currentLayerData[a,b];
}
}