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This question was closed Mar 16, 2014 at 06:04 PM by z3nth10n for the following reason:

Problem is not reproducible or outdated

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1
Question by z3nth10n · Nov 28, 2013 at 08:36 PM · terrainperlin noiseinfinite

CoherentNoise still coherent through diferent terrains

Hi,

Well I had downloaded old version of CoherentNoise via SVN and I'm trying to make something like that. But I don't know where I can start... Can somebody give me, some tips? That is the code that I have so far:

 public void GenerateHeights(Terrain terrain)
     {
         var Pink = seed;
         var n = new CoherentNoise.Generation.Fractal.PinkNoise(Pink);
         
         float[,] heights = new float[terrain.terrainData.heightmapWidth, terrain.terrainData.heightmapHeight];
         
         for (int i = 0; i < terrain.terrainData.heightmapWidth; i++)
         {
             for (int k = 0; k < terrain.terrainData.heightmapHeight; k++)
             {
                 var x = n.GetValue((((float)terrain.terrainData.heightmapWidth * (float)lastChunkCharged + (float)i) / (float)terrain.terrainData.heightmapWidth) * tileSize, (((float)terrain.terrainData.heightmapHeight * (float)lastChunkCharged + (float)k) / (float)terrain.terrainData.heightmapHeight) * tileSize, 0);
                 heights[i, k] = x/5.0f;
             }
         }
         
         terrain.terrainData.SetHeights(0,0, heights);
 
     }

and my infinite terrain generation

     void Start() {
 
         Terrain linkedTerrain = gameObject.GetComponent<Terrain>();
         
         _terrainGrid[0,0] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[0,1] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[0,2] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[1,0] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[1,1] = linkedTerrain;
         _terrainGrid[1,2] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[2,0] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[2,1] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         _terrainGrid[2,2] = Terrain.CreateTerrainGameObject(linkedTerrain.terrainData).GetComponent<Terrain>();
         
         UpdateTerrainPositionsAndNeighbors();
 
 
     }
 
 private void UpdateTerrainPositionsAndNeighbors()
     {
 
         _terrainGrid[0,0].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x - _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z + _terrainGrid[1,1].terrainData.size.z);
         _terrainGrid[0,1].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x - _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z);
         _terrainGrid[0,2].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x - _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z - _terrainGrid[1,1].terrainData.size.z);
         
         _terrainGrid[1,0].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z + _terrainGrid[1,1].terrainData.size.z);
         _terrainGrid[1,2].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z - _terrainGrid[1,1].terrainData.size.z);
         
         _terrainGrid[2,0].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x + _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z + _terrainGrid[1,1].terrainData.size.z);
         _terrainGrid[2,1].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x + _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z);
         _terrainGrid[2,2].transform.position = new Vector3(
             _terrainGrid[1,1].transform.position.x + _terrainGrid[1,1].terrainData.size.x,
             _terrainGrid[1,1].transform.position.y,
             _terrainGrid[1,1].transform.position.z - _terrainGrid[1,1].terrainData.size.z);
 
         for (int x = 0; x < 3; x++) 
         {
             for (int z = 0; z < 3; z++) 
             {
                 
                 GenerateHeights(_terrainGrid[x,z]);
                 lastChunkCharged += 1;
                 
             }
         }
         
         _terrainGrid[0,0].SetNeighbors(             null,              null, _terrainGrid[1,0], _terrainGrid[0,1]);
         _terrainGrid[0,1].SetNeighbors(             null, _terrainGrid[0,0], _terrainGrid[1,1], _terrainGrid[0,2]);
         _terrainGrid[0,2].SetNeighbors(             null, _terrainGrid[0,1], _terrainGrid[1,2],              null);
         _terrainGrid[1,0].SetNeighbors(_terrainGrid[0,0],              null, _terrainGrid[2,0], _terrainGrid[1,1]);
         _terrainGrid[1,1].SetNeighbors(_terrainGrid[0,1], _terrainGrid[1,0], _terrainGrid[2,1], _terrainGrid[1,2]);
         _terrainGrid[1,2].SetNeighbors(_terrainGrid[0,2], _terrainGrid[1,1], _terrainGrid[2,2],              null);
         _terrainGrid[2,0].SetNeighbors(_terrainGrid[1,0],              null,              null, _terrainGrid[2,1]);
         _terrainGrid[2,1].SetNeighbors(_terrainGrid[1,1], _terrainGrid[2,0],              null, _terrainGrid[2,2]);
         _terrainGrid[2,2].SetNeighbors(_terrainGrid[1,2], _terrainGrid[2,1],              null,              null);
 
     }
 
     void UpdatePlayerAndTerrain() {
 
         Vector3 playerPosition = new Vector3(PlayerObject.transform.position.x, PlayerObject.transform.position.y, PlayerObject.transform.position.z);
         Terrain playerTerrain = null;
         int xOffset = 0;
         int yOffset = 0;
         for (int x = 0; x < 3; x++)
         {
             for (int y = 0; y < 3; y++)
             {
                 if ((playerPosition.x >= _terrainGrid[x,y].transform.position.x) &&
                     (playerPosition.x <= (_terrainGrid[x,y].transform.position.x + _terrainGrid[x,y].terrainData.size.x)) &&
                     (playerPosition.z >= _terrainGrid[x,y].transform.position.z) &&
                     (playerPosition.z <= (_terrainGrid[x,y].transform.position.z + _terrainGrid[x,y].terrainData.size.z)))
                 {
                     playerTerrain = _terrainGrid[x,y];
                     xOffset = 1 - x;
                     yOffset = 1 - y;
                     break;
                 }
             }
             if (playerTerrain != null)
                 break;
         }
         
         if (playerTerrain != _terrainGrid[1,1])
         {
             Terrain[,] newTerrainGrid = new Terrain[3,3];
             for (int x = 0; x < 3; x++)
                 for (int y = 0; y < 3; y++)
             {
                 int newX = x + xOffset;
                 if (newX < 0)
                     newX = 2;
                 else if (newX > 2)
                     newX = 0;
                 int newY = y + yOffset;
                 if (newY < 0)
                     newY = 2;
                 else if (newY > 2)
                     newY = 0;
                 newTerrainGrid[newX, newY] = _terrainGrid[x,y];
             }
             _terrainGrid = newTerrainGrid;
             UpdateTerrainPositionsAndNeighbors();
         }
 
     }
 
     // Update is called once per frame
     void Update ()
     {
         UpdatePlayerAndTerrain();
     }

I'm thinking to make a new function in .cs files called getLastValue and it returns the last pixel of each edge of the terrain, and share that information in a Vector4, that have arrays of each side of the squared terrain grid. And the next terrain, will take all that values for make a continous terrain. But I don't know if it will take to much RAM... So what are you advices?

Thanks in advance.


There you can see the problem I have:

Terrain not coherent there.

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