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terrain - 地形的 Perlin 噪声生成

转载 作者:行者123 更新时间:2023-12-02 06:55:00 27 4
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我正在尝试实现我找到的一些源代码 online使用柏林噪声生成高度图。我已经成功地使用 Noise3 函数获取了高度图,其中第三个坐标是随机“种子”,以允许随机高度图。

我的问题是生成的地形相当沉闷 - 我想要山脉,但我想要起伏的草地。我已经阅读了一些关于 Perlin Noise 的文章(主要是 here )。由于我发现源代码显然没有考虑到可读性,而且我对柏林噪声的概念掌握很弱,我无法弄清楚我需要在代码中调整什么(幅度和频率?)创建更激烈的地形。

有关使用柏林噪声、一般柏林噪声生成高度图的更多信息,甚至一些更容易理解的代码也将受到欢迎。

编辑:我了解(某种程度上)柏林噪声的工作原理,例如,关于幅度和频率,我只是想知道在上面链接的代码中要更改哪些变量,这些变量是用于这两个方面。

最佳答案

Perlin 噪声完全由您设置的不同变量控制,即幅度、频率和持久性。 Octave 的数量有一点变化,但变化不大。在我过去编写的代码中,我只是调整了频率和持久性的数量级,直到得到我需要的东西。如果需要的话我可以尝试找到我的旧来源。

PerlinNoise.h

#pragma once

class PerlinNoise
{
public:

// Constructor
PerlinNoise();
PerlinNoise(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed);

// Get Height
double GetHeight(double x, double y) const;

// Get
double Persistence() const { return persistence; }
double Frequency() const { return frequency; }
double Amplitude() const { return amplitude; }
int Octaves() const { return octaves; }
int RandomSeed() const { return randomseed; }

// Set
void Set(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed);

void SetPersistence(double _persistence) { persistence = _persistence; }
void SetFrequency( double _frequency) { frequency = _frequency; }
void SetAmplitude( double _amplitude) { amplitude = _amplitude; }
void SetOctaves( int _octaves) { octaves = _octaves; }
void SetRandomSeed( int _randomseed) { randomseed = _randomseed; }

private:

double Total(double i, double j) const;
double GetValue(double x, double y) const;
double Interpolate(double x, double y, double a) const;
double Noise(int x, int y) const;

double persistence, frequency, amplitude;
int octaves, randomseed;
};

PerlinNoise.cpp

#include "PerlinNoise.h"

PerlinNoise::PerlinNoise()
{
persistence = 0;
frequency = 0;
amplitude = 0;
octaves = 0;
randomseed = 0;
}

PerlinNoise::PerlinNoise(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed)
{
persistence = _persistence;
frequency = _frequency;
amplitude = _amplitude;
octaves = _octaves;
randomseed = 2 + _randomseed * _randomseed;
}

void PerlinNoise::Set(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed)
{
persistence = _persistence;
frequency = _frequency;
amplitude = _amplitude;
octaves = _octaves;
randomseed = 2 + _randomseed * _randomseed;
}

double PerlinNoise::GetHeight(double x, double y) const
{
return amplitude * Total(x, y);
}

double PerlinNoise::Total(double i, double j) const
{
//properties of one octave (changing each loop)
double t = 0.0f;
double _amplitude = 1;
double freq = frequency;

for(int k = 0; k < octaves; k++)
{
t += GetValue(j * freq + randomseed, i * freq + randomseed) * _amplitude;
_amplitude *= persistence;
freq *= 2;
}

return t;
}

double PerlinNoise::GetValue(double x, double y) const
{
int Xint = (int)x;
int Yint = (int)y;
double Xfrac = x - Xint;
double Yfrac = y - Yint;

//noise values
double n01 = Noise(Xint-1, Yint-1);
double n02 = Noise(Xint+1, Yint-1);
double n03 = Noise(Xint-1, Yint+1);
double n04 = Noise(Xint+1, Yint+1);
double n05 = Noise(Xint-1, Yint);
double n06 = Noise(Xint+1, Yint);
double n07 = Noise(Xint, Yint-1);
double n08 = Noise(Xint, Yint+1);
double n09 = Noise(Xint, Yint);

double n12 = Noise(Xint+2, Yint-1);
double n14 = Noise(Xint+2, Yint+1);
double n16 = Noise(Xint+2, Yint);

double n23 = Noise(Xint-1, Yint+2);
double n24 = Noise(Xint+1, Yint+2);
double n28 = Noise(Xint, Yint+2);

double n34 = Noise(Xint+2, Yint+2);

//find the noise values of the four corners
double x0y0 = 0.0625*(n01+n02+n03+n04) + 0.125*(n05+n06+n07+n08) + 0.25*(n09);
double x1y0 = 0.0625*(n07+n12+n08+n14) + 0.125*(n09+n16+n02+n04) + 0.25*(n06);
double x0y1 = 0.0625*(n05+n06+n23+n24) + 0.125*(n03+n04+n09+n28) + 0.25*(n08);
double x1y1 = 0.0625*(n09+n16+n28+n34) + 0.125*(n08+n14+n06+n24) + 0.25*(n04);

//interpolate between those values according to the x and y fractions
double v1 = Interpolate(x0y0, x1y0, Xfrac); //interpolate in x direction (y)
double v2 = Interpolate(x0y1, x1y1, Xfrac); //interpolate in x direction (y+1)
double fin = Interpolate(v1, v2, Yfrac); //interpolate in y direction

return fin;
}

double PerlinNoise::Interpolate(double x, double y, double a) const
{
double negA = 1.0 - a;
double negASqr = negA * negA;
double fac1 = 3.0 * (negASqr) - 2.0 * (negASqr * negA);
double aSqr = a * a;
double fac2 = 3.0 * aSqr - 2.0 * (aSqr * a);

return x * fac1 + y * fac2; //add the weighted factors
}

double PerlinNoise::Noise(int x, int y) const
{
int n = x + y * 57;
n = (n << 13) ^ n;
int t = (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff;
return 1.0 - double(t) * 0.931322574615478515625e-9;/// 1073741824.0);
}

关于terrain - 地形的 Perlin 噪声生成,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/4753055/

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