Added files
This commit is contained in:
parent
53dbf25843
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7ffa9ac886
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using TransportGame.Model;
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using TransportGame.Utils;
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namespace TransportGame.Business
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{
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public static class BiomeManager
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{
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private static List<Biome> biomes = new List<Biome>();
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/// <summary>
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/// Gets all the loaded biomes
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/// </summary>
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public static IEnumerable<Biome> Biomes
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{
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get
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{
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return biomes;
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}
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}
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/// <summary>
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/// Loads the biomes from the Biome directory.
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/// </summary>
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public static void LoadBiomes()
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{
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foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
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{
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try
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{
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// Open file
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var stream = File.OpenRead(file);
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// Try to deserialize biome
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XmlSerializer serializer = new XmlSerializer(typeof(Biome));
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var biome = (Biome)serializer.Deserialize(stream);
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// Add it to biome list
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biomes.Add(biome);
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Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
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}
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catch (Exception ex)
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{
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Logger.Exception(ex);
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}
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}
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using TransportGame.Model;
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using TransportGame.Utils;
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namespace TransportGame.Business
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{
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public static class BiomeManager
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{
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private static List<Biome> biomes = new List<Biome>();
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/// <summary>
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/// Gets all the loaded biomes
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/// </summary>
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public static IEnumerable<Biome> Biomes
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{
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get
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{
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return biomes;
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}
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}
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/// <summary>
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/// Loads the biomes from the Biome directory.
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/// </summary>
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public static void LoadBiomes()
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{
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foreach (var file in Directory.GetFiles(ConfigurationManager.BiomeDirectory, "*.xml", SearchOption.AllDirectories))
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{
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try
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{
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// Open file
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var stream = File.OpenRead(file);
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// Try to deserialize biome
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XmlSerializer serializer = new XmlSerializer(typeof(Biome));
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var biome = (Biome)serializer.Deserialize(stream);
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// Add it to biome list
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biomes.Add(biome);
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Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
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}
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catch (Exception ex)
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{
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Logger.Exception(ex);
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}
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}
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}
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}
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}
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@ -1,137 +1,137 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using TransportGame.Utils;
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namespace TransportGame.Noise
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{
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public abstract class NoiseGenerator
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{
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public float Scale { get; set; }
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public float Low { get; set; }
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public float High { get; set; }
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public float NonLinearPower { get; set; }
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public int Octaves { get; set; }
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public float Persistence { get; set; }
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private float seedX, seedY;
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public NoiseGenerator()
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{
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System.Random random = new System.Random();
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seedX = random.NextSingle(-10000f, 10000f);
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seedY = random.NextSingle(-10000f, 10000f);
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Scale = 1f;
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Low = -1f;
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High = 1f;
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NonLinearPower = 1f;
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Octaves = 1;
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Persistence = .5f;
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}
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/// <summary>
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/// Produces noise in the [-1,1] interval
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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protected abstract float GenerateNoise(float x, float y);
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <param name="octaves">Number of octaves (layers)</param>
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/// <param name="persistence">Persistence (impact of each layer)</param>
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/// <param name="nonLinearPower">Non-linearity</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
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{
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float value = 0;
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int freq = 1;
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float amp = 1;
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float maxAmp = 0;
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for (int i = 0; i < octaves; ++i)
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{
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value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
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maxAmp += amp;
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amp *= persistence;
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freq *= 2;
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}
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// Bring to [0,1]
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value = (value / maxAmp) / 2f + .5f;
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// Raise to non-linear power
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value = Mathf.Pow(value, nonLinearPower);
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// Bring to required interval
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value = value * (high - low) + low;
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// Done
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return value;
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <param name="octaves">Number of octaves (layers)</param>
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/// <param name="persistence">Persistence (impact of each layer)</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
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{
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return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale)
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{
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return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high)
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{
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return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y)
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{
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return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using TransportGame.Utils;
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namespace TransportGame.Noise
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{
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public abstract class NoiseGenerator
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{
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public float Scale { get; set; }
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public float Low { get; set; }
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public float High { get; set; }
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public float NonLinearPower { get; set; }
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public int Octaves { get; set; }
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public float Persistence { get; set; }
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private float seedX, seedY;
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public NoiseGenerator()
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{
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System.Random random = new System.Random();
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seedX = random.NextSingle(-10000f, 10000f);
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seedY = random.NextSingle(-10000f, 10000f);
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Scale = 1f;
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Low = -1f;
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High = 1f;
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NonLinearPower = 1f;
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Octaves = 1;
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Persistence = .5f;
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}
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/// <summary>
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/// Produces noise in the [-1,1] interval
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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protected abstract float GenerateNoise(float x, float y);
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <param name="octaves">Number of octaves (layers)</param>
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/// <param name="persistence">Persistence (impact of each layer)</param>
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/// <param name="nonLinearPower">Non-linearity</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence, float nonLinearPower)
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{
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float value = 0;
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int freq = 1;
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float amp = 1;
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float maxAmp = 0;
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for (int i = 0; i < octaves; ++i)
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{
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value += GenerateNoise(seedX + freq * scale * x, seedY + freq * scale * y) * amp;
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maxAmp += amp;
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amp *= persistence;
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freq *= 2;
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}
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// Bring to [0,1]
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value = (value / maxAmp) / 2f + .5f;
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// Raise to non-linear power
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value = Mathf.Pow(value, nonLinearPower);
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// Bring to required interval
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value = value * (high - low) + low;
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// Done
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return value;
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <param name="octaves">Number of octaves (layers)</param>
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/// <param name="persistence">Persistence (impact of each layer)</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale, int octaves, float persistence)
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{
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return Generate(x, y, low, high, scale, octaves, persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <param name="scale">Scale</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high, float scale)
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{
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return Generate(x, y, low, high, scale, Octaves, Persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <param name="low">Minimum value</param>
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/// <param name="high">Maximum value</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y, float low, float high)
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{
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return Generate(x, y, low, high, Scale, Octaves, Persistence, NonLinearPower);
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}
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/// <summary>
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/// Generates noise
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/// </summary>
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/// <param name="x">X coordinate</param>
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/// <param name="y">Y coordinate</param>
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/// <returns>Noise</returns>
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public float Generate(float x, float y)
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{
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return Generate(x, y, Low, High, Scale, Octaves, Persistence, NonLinearPower);
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}
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}
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}
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@ -1,16 +1,16 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace TransportGame.Noise
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{
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public class PerlinNoiseGenerator : NoiseGenerator
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{
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protected override float GenerateNoise(float x, float y)
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{
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return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace TransportGame.Noise
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{
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public class PerlinNoiseGenerator : NoiseGenerator
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{
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protected override float GenerateNoise(float x, float y)
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{
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return Mathf.PerlinNoise(x, y) * 2 - 1.0f;
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}
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}
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}
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