Java:不相关的单纯形噪声

我陷入另一个噪音问题(我从来没有这样做过)。 现在地形正在生成,它的相当好,但它的彼此不相关。 这是一个截图

噪音不相关

正如你可能注意到,每一列地形都不光滑,这使得bruscal高度跳跃例如:而不是做2 4 6 7等等它使得2 14 16 18 28 46等

注:这只发生在高振幅值,但在较低的振幅,它没有任何山脉几乎一切顺利

这是我的地形生成代码:

public void GenerateChunk(float offsetX, float amplitude)//I am using a value of 73 for amplitude. { for (int y = 200; y < 400; y += 16) { for(float x = 0; x < CHUNK_SIZE; x += 1) { try { float height = (float) PerlinNoise.noise(x+offsetX, 0); height *= amplitude; Block B = new Block(Material.DIRT,(int) (offsetX+(x*16)),(int) height + y, new Image("res/Dirt.png")); Blocks.add(B); B.setVisible(true); } catch (SlickException e) { e.printStackTrace(); } } } } 

这是我的Simplex Noise Class:

private static int grad3 [] [] = {{1,1,0},{ – 1,1,0},{1,-1,0},{ – 1,-1,0},{1,0 ,{1,0,1},{1,0,-1},{ – 1,0,-1},{0,1,1},{0,-1,1},{ 0,1,-1},{0,-1,-1}};

 private static int p[] = { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180}; // To remove the need for index wrapping, double the permutation table length private static int perm[] = new int[512]; static { for(int i = 0; i < 512; i++) perm[i] = p[i & 255]; } // This method is a *lot* faster than using (int)Math.floor(x) private static int fastfloor(double x) { return x > 0 ? (int)x : (int)x - 1; } private static double dot(int g[], double x, double y) { return g[0] * x + g[1] * y; } // 2D simplex noise public static double noise(double xin, double yin) { double n0, n1, n2; final double F2 = 0.5 * (Math.sqrt(3.0) - 1.0); double s = (xin + yin) * F2; int i = fastfloor(xin + s); int j = fastfloor(yin + s); final double G2 = (3.0 - Math.sqrt(3.0)) / 6.0; double t = (i + j) * G2; double X0 = i - t; double Y0 = j - t; double x0 = xin - X0; double y0 = yin - Y0; int i1, j1; if (x0 > y0) { i1=1; j1=0; } else { i1 = 0; j1 = 1; } double x1 = x0 - i1 + G2; double y1 = y0 - j1 + G2; double x2 = x0 - 1.0 + 2.0 * G2; double y2 = y0 - 1.0 + 2.0 * G2; int ii = i & 255; int jj = j & 255; int gi0 = perm[ii + perm[jj]] % 12; int gi1 = perm[ii + i1 + perm[jj + j1]] % 12; int gi2 = perm[ii + 1 + perm[jj + 1]] % 12; double t0 = 0.5 - x0 * x0 - y0 * y0; if(t0 < 0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * dot(grad3[gi0], x0, y0); } double t1 = 0.5 - x1 * x1 - y1 * y1; if(t1 < 0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * dot(grad3[gi1], x1, y1); } double t2 = 0.5 - x2 * x2 - y2 * y2; if(t2 < 0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * dot(grad3[gi2], x2, y2); } return 70.0 * (n0 + n1 + n2); } public static void genGrad(long seed) { Random rnd = new Random(seed); for(int i = 0; i < 255; i++) p[i] = i; for(int i = 0; i < 255; i++) { int j = rnd.nextInt(255); int nSwap = p[i]; p[i] = p[j]; p[j] = nSwap; } for(int i = 0; i < 512; i++) perm[i] = p[i & 255]; } 

噪音的频率可能太高了。 您可以通过将input缩放到噪声函数来控制频率:

 float height = (float) PerlinNoise.noise(frequency * (x+offsetX), 0); 

然后,您可以根据需要调整值。 较低的频率将产生更平滑的地形,并具有较大的水平尺度用于颠簸。 然后,您可以调整幅度以设置凸块所需的垂直比例。