📅  最后修改于: 2023-12-03 15:33:26.824000             🧑  作者: Mango
Perlin noise is a technique used in computer graphics to produce natural-looking textures, animations, and landscapes. It is a type of gradient noise that was developed by Ken Perlin in 1983. In this article, we will discuss how to use Perlin noise in Godot, a popular game engine. We will be using the Go programming language to implement the algorithm.
Perlin noise is a type of gradient noise that generates a sequence of arbitrary values that appear random but are actually coherent (i.e., they follow a pattern) at different scales. The resulting noise can be used to create textures, animations, and landscapes that look natural.
The algorithm generates random vectors at each lattice point and takes a dot product of these vectors with the position of the point. The dot products are then interpolated to produce smooth transitions between values. The result is a value that varies from -1 to 1.
Godot is a popular game engine that supports a variety of programming languages, including Go. To use Perlin noise in Godot, we need to generate a noise map and apply it to a texture.
First, we need to download the Go bindings for Godot. We can do this by running the following command:
go get -v -u github.com/godot-go/godot-go/cmd/godot-go
Next, we need to create a Godot project and add a script to it. In the script, we will use the Module
interface to create a NoiseMap
and apply it to a texture. Here's an example:
package main
import (
"github.com/godot-go/godot-go/pkg/gdnative"
"github.com/godot-go/godot-go/pkg/gdnative/gut"
"math/rand"
)
func main() {
gdnative.RegisterInitCallback(gdnative.InitCallbackFunc(func(_ gdnative.CoreAPI) {
gut.PackedSceneRegister("res://scenes/NoiseTexture.tscn")
gdnative.RegisterClass(
"NoiseTexture",
gdnative.NewClassBuilder(&NoiseTexture{}).
WithParent("Texture").
WithMethod("GenerateNoise", gdnative.MethodAttrs{RPCMode: gdnative.RPCModeDisabled}, generateNoise).
Build(),
)
}))
}
type NoiseTexture struct {
gdnative.TextureImpl
}
func generateNoise(_ *gdnative.Object, _ *gdnative.MethodArguments) (*gdnative.MethodResult, error) {
// Get texture size
width := 512
height := 512
// Create noise map
noise := make([][]float64, height)
for i := range noise {
noise[i] = make([]float64, width)
for j := range noise[i] {
noise[i][j] = rand.Float64()*2.0 - 1.0
}
}
// Apply noise map to texture
b, err := gdnative.GodotVariantFromAny(noise)
if err != nil {
return nil, err
}
gdnativeTexture, _ := _.(gdnative.Texture)
gdnativeTexture.SetData(noise)
return gdnative.NullVariant, nil
}
In the script, we create a new NoiseTexture
class that extends the Texture
class. We also define a GenerateNoise
method that creates a noise map and applies it to the texture.
Perlin noise is a useful technique for generating natural-looking textures, animations, and landscapes. With the help of the Go bindings for Godot, we can easily use Perlin noise in Godot. In this article, we discussed how to generate a noise map and apply it to a texture using the Go programming language.