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Commit 2c82dbc

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author
Cory Leach
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Update NoiseVisualizer2D.cs
Removed reference to noise generator. Just using stateless methods directly. Using fractal noise in all cases.
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Runtime/Visualizers/NoiseVisualizer2D.cs

Lines changed: 3 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -7,9 +7,6 @@ namespace Gameframe.Procgen
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[ExecuteAlways]
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public class NoiseVisualizer2D : MonoBehaviour
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{
10-
[SerializeField]
11-
private NoiseGenerator _noiseGenerator;
12-
1310
[SerializeField]
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private Renderer _renderer;
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@@ -64,11 +61,6 @@ private void Update()
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[ContextMenu("Generate")]
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private void Generate()
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{
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if (_noiseGenerator == null)
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{
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return;
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}
71-
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if (_texture != null && (_texture.width != textureResolution || _texture.height != textureResolution))
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{
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ClearTexture();
@@ -81,9 +73,6 @@ private void Generate()
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_texture.filterMode = filterMode;
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84-
_noiseGenerator.Seed = seed;
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_noiseGenerator.Frequency = frequency;
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var point00 = transform.TransformPoint(new Vector3(-0.5f,-0.5f));
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var point10 = transform.TransformPoint(new Vector3( 0.5f,-0.5f));
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var point01 = transform.TransformPoint(new Vector3(-0.5f, 0.5f));
@@ -104,13 +93,13 @@ private void Generate()
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switch (dimension)
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{
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case Dimension.Value1D:
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v = _noiseGenerator.Value1D(point.x);
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v = ValueNoise.Fractal1D(point.x * frequency, seed, frequency, octaves, lacunarity, persistence);
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break;
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case Dimension.Value2D:
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v = _noiseGenerator.Value2D(point.x, point.y);
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v = ValueNoise.Fractal2D(point * frequency, seed, frequency, octaves, lacunarity, persistence);
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break;
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case Dimension.Value3D:
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v = _noiseGenerator.Value3D(point.x, point.y, point.z);
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v = ValueNoise.Fractal3D(point * frequency, seed, frequency, octaves, lacunarity, persistence);
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break;
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case Dimension.Perlin1D:
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v = PerlinGradientNoise.Fractal1D(point.x, seed, frequency, octaves, lacunarity, persistence);

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