add mono c# (using dotnet9.0 from https://github.com/dotnet/runtime), add ECS (entt), add some c# code, add fastNoise

This commit is contained in:
2025-12-08 23:38:22 +08:00
parent 39378bf23c
commit 3ffb4cc449
341 changed files with 11747 additions and 262 deletions

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ExampleApp/Src/Noise.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Prism;
namespace Example
{
public static class Noise
{
public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, float scale)
{
float[,] noiseMap = new float[mapWidth, mapHeight];
if (scale <= 0)
scale = 0.0001f;
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
float sampleX = x / scale;
float sampleY = y / scale;
float perlinValue = Prism.Noise.PerlinNoise(sampleX, sampleY);
noiseMap[x, y] = perlinValue;
}
}
return noiseMap;
}
public static float InverseLerp(float min, float max, float value)
{
if (Math.Abs(max - min) < 0.000001f) return min;
return (value - min) / (max - min);
}
public static float[,] GenerateNoiseMap(int mapWidth, int mapHeight, int seed, float scale, int octaves, float persistance, float lacunarity, Vec2 offset)
{
float[,] noiseMap = new float[mapWidth, mapHeight];
System.Random prng = new System.Random(seed);
Vec2[] octaveOffsets = new Vec2[octaves];
for (int i = 0; i < octaves; i++)
{
float offsetX = prng.Next(-100000, 100000) + offset.X;
float offsetY = prng.Next(-100000, 100000) + offset.Y;
octaveOffsets[i] = new Vec2(offsetX, offsetY);
}
if (scale <= 0)
{
scale = 0.0001f;
}
float maxNoiseHeight = float.MinValue;
float minNoiseHeight = float.MaxValue;
float halfWidth = mapWidth / 2f;
float halfHeight = mapHeight / 2f;
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
float amplitude = 1;
float frequency = 1;
float noiseHeight = 0;
for (int i = 0; i < octaves; i++)
{
float sampleX = (x - halfWidth) / scale * frequency + octaveOffsets[i].X;
float sampleY = (y - halfHeight) / scale * frequency + octaveOffsets[i].Y;
float perlinValue = Prism.Noise.PerlinNoise(sampleX, sampleY);// * 2 - 1; // 0->1 // -1 -> 1
noiseHeight += perlinValue * amplitude;
amplitude *= persistance;
frequency *= lacunarity;
}
if (noiseHeight > maxNoiseHeight)
{
maxNoiseHeight = noiseHeight;
}
else if (noiseHeight < minNoiseHeight)
{
minNoiseHeight = noiseHeight;
}
noiseMap[x, y] = noiseHeight;
}
}
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
noiseMap[x, y] = InverseLerp(minNoiseHeight, maxNoiseHeight, noiseMap[x, y]);
}
}
return noiseMap;
}
}
}