com.torvald → net.torvald

Former-commit-id: 375604da8a20a6ba7cd0a8d05a44add02b2d04f4
Former-commit-id: 287287c5920b07618174d7a7573f049d350ded66
This commit is contained in:
Song Minjae
2016-04-12 12:29:02 +09:00
parent 2a34efb489
commit ac9f5b5138
148 changed files with 473 additions and 524 deletions

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package net.torvald.terrarum.mapgenerator
import net.torvald.random.HQRNG
import com.sun.javaws.exceptions.InvalidArgumentException
import java.util.Random
object FloatingIslandsPreset {
val PRESETS = 5
internal fun generatePreset(random: HQRNG): Array<IntArray> {
val index = random.nextInt(PRESETS)
return generatePreset(index, random)
}
internal fun generatePreset(index: Int, random: Random): Array<IntArray> {
if (index == 0) {
return processPreset(random, FloatingIslePreset01.data, FloatingIslePreset01.w, FloatingIslePreset01.h)
}
else if (index == 1) {
return processPreset(random, FloatingIslePreset02.data, FloatingIslePreset02.w, FloatingIslePreset02.h)
}
else if (index == 2) {
return processPreset(random, FloatingIslePreset03.data, FloatingIslePreset03.w, FloatingIslePreset03.h)
}
else if (index == 3) {
return processPreset(random, FloatingIslePreset04.data, FloatingIslePreset04.w, FloatingIslePreset04.h)
}
else {
return processPreset(random, FloatingIslePreset05.data, FloatingIslePreset05.w, FloatingIslePreset05.h)
}
}
private fun processPreset(random: Random, preset: IntArray, w: Int, h: Int): Array<IntArray> {
val temp = Array(h) { IntArray(w) }
var counter = 0
val mirrored = random.nextBoolean()
for (i in 0..h - 1) {
for (j in 0..w - 1) {
if (!mirrored) {
if (counter < preset.size - 1) {
temp[i][j] = preset[counter]
counter++
}
else {
temp[i][j] = 0
}
}
else {
if (counter < preset.size - 1) {
temp[i][w - 1 - j] = preset[counter]
counter++
}
else {
temp[i][w - 1 - j] = 0
}
}
}
}
return temp
}
}

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package net.torvald.terrarum.mapgenerator
import net.torvald.random.HQRNG
import net.torvald.terrarum.gamemap.GameMap
import net.torvald.terrarum.tileproperties.TileNameCode
import com.jme3.math.FastMath
import com.sudoplay.joise.Joise
import com.sudoplay.joise.module.*
import java.util.*
object MapGenerator {
private lateinit var map: GameMap
private lateinit var random: Random
//private static float[] noiseArray;
var SEED: Long = 0
var WIDTH: Int = 0
var HEIGHT: Int = 0
//private lateinit var heightMap: IntArray
private lateinit var terrainMap: Array<BitSet>
var DIRT_LAYER_DEPTH: Int = 0
var TERRAIN_AVERAGE_HEIGHT: Int = 0
private var minimumFloatingIsleHeight: Int = 0
private val NOISE_GRAD_START = 0.67f
private val NOISE_GRAD_END = 0.56f
private val NOISE_SIMPLEX_ORE_START = 1.42f
private val NOISE_SIMPLEX_ORE_END = 1.28f
private val HILL_WIDTH = 256 // power of two!
//private val MAX_HILL_HEIGHT = 100
private val TERRAIN_UNDULATION = 250
private val SIMPLEXGEN_LARGEST_FEATURE = 200
private var OCEAN_WIDTH = 400
private var SHORE_WIDTH = 120
private val MAX_OCEAN_DEPTH = 200
private var GLACIER_MOUNTAIN_WIDTH = 900
private val GLACIER_MOUNTAIN_HEIGHT = 300
private val CAVEGEN_THRE_START = 0.95f
private val CAVEGEN_THRE_END = 0.67f
private var worldOceanPosition: Int = -1
private val TYPE_OCEAN_LEFT = 0
private val TYPE_OCEAN_RIGHT = 1
private val GRASSCUR_UP = 0
private val GRASSCUR_RIGHT = 1
private val GRASSCUR_DOWN = 2
private val GRASSCUR_LEFT = 3
private val TILE_MACRO_ALL = -1
fun attachMap(map: GameMap) {
this.map = map
WIDTH = map.width
HEIGHT = map.height
val widthMulFactor = WIDTH / 8192f
DIRT_LAYER_DEPTH = (100 * HEIGHT / 1024f).toInt()
minimumFloatingIsleHeight = (25 * (HEIGHT / 1024f)).toInt()
TERRAIN_AVERAGE_HEIGHT = HEIGHT / 4
OCEAN_WIDTH = Math.round(OCEAN_WIDTH * widthMulFactor)
SHORE_WIDTH = Math.round(SHORE_WIDTH * widthMulFactor)
GLACIER_MOUNTAIN_WIDTH = Math.round(GLACIER_MOUNTAIN_WIDTH * widthMulFactor)
}
/**
* Generate terrain and override attached map
*/
fun generateMap() {
random = HQRNG(SEED)
println("[mapgenerator] Seed: " + SEED)
worldOceanPosition = if (random.nextBoolean()) TYPE_OCEAN_LEFT else TYPE_OCEAN_RIGHT
//heightMap = raise2(MAX_HILL_HEIGHT / 2)
//generateOcean(heightMap)
//placeGlacierMount(heightMap)
//heightMapToObjectMap(heightMap)
terrainMap = raise3()
fillMapByNoiseMap()
/**
* Done: more perturbed overworld (harder to supra-navigate)
* Todo: veined ore distribution (metals) -- use veined simplex noise
* Todo: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
* Todo: Lakes! Aquifers! Lava chambers!
* Todo: deserts (variants: SAND_DESERT, SAND_RED)
* Todo: volcano(es?)
* Done: variants of beach (SAND, SAND_BEACH, SAND_BLACK, SAND_GREEN)
*/
val noiseArray = arrayOf(
TaggedJoise("Carving caves", noiseRidged(1.7f, 1.4f), 1f, TILE_MACRO_ALL, TILE_MACRO_ALL, TileNameCode.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
, TaggedJoise("Collapsing caves", noiseBlobs(0.5f, 0.5f), 0.3f, TileNameCode.AIR, TileNameCode.STONE, TileNameCode.STONE, NoiseFilterUniform)
//, TaggedJoise("Putting stone patches on the ground", noiseBlobs(0.8f, 0.8f), 1.02f, TileNameCode.DIRT, TileNameCode.DIRT, TileNameCode.STONE, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
//, TaggedJoise("Placing dirt spots in the cave", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.DIRT, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
//, TaggedJoise("Quarrying some stone into gravels", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.GRAVEL, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
//, TaggedJoise("Growing copper veins", noiseRidged(1.7f, 1.7f), 1.68f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_COPPER)
//, TaggedJoise("Cutting copper veins", noiseBlobs(0.4f, 0.4f), 0.26f, TileNameCode.ORE_COPPER, TileNameCode.STONE, TileNameCode.STONE)
//, TaggedJoise("Growing iron veins", noiseRidged(1.7f, 1.7f), 1.68f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_IRON)
//, TaggedJoise("Cutting iron veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_IRON, TileNameCode.STONE, TileNameCode.STONE)
//, TaggedJoise("Growing silver veins", noiseRidged(1.7f, 1.7f), 1.71f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_SILVER)
//, TaggedJoise("Cutting silver veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_SILVER, TileNameCode.STONE, TileNameCode.STONE)
//, TaggedJoise("Growing gold veins", noiseRidged(1.7f, 1.7f), 1.73f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_GOLD)
//, TaggedJoise("Cutting gold veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_GOLD, TileNameCode.STONE, TileNameCode.STONE)
////, TaggedJoise("Growing topaz clusters", noiseBlobs(0.9f, 0.9f), 2f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_TOPAZ)
//, TaggedJoise("Growing aluminium oxide clusters", noiseBlobs(0.9f, 0.9f), 1.7f, TileNameCode.STONE, TileNameCode.STONE, intArrayOf(TileNameCode.RAW_RUBY, TileNameCode.RAW_SAPPHIRE))
//, TaggedJoise("Growing emerald clusters", noiseBlobs(0.9f, 0.9f), 1,7f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_EMERALD)
//, TaggedJoise("Growing hearts of white", noiseBlobs(0.9f, 0.9f), 1.83f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_DIAMOND)
//, TaggedJoise("Growing hearts of violet", noiseRidged(2.5f, 2.5f), 1.75f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_AMETHYST)
//, TaggedJoise("Cutting over-grown hearts", noiseBlobs(0.7f, 0.7f), 0.17f, TileNameCode.RAW_AMETHYST, TileNameCode.STONE, TileNameCode.STONE)
)
processNoiseLayers(noiseArray)
/** TODO Cobaltite, Ilmenite, Aurichalcum (and possibly pitchblende?) */
floodBottomLava()
// freeze()
// fillOcean()
plantGrass()
//post-process
generateFloatingIslands()
//wire layer
for (i in 0..HEIGHT - 1) {
for (j in 0..WIDTH - 1) {
map.wireArray[i][j] = 0
}
}
// Free some memories
System.gc()
}
/* 1. Raise */
private fun noiseRidged(xStretch: Float, yStretch: Float): Joise {
val ridged = ModuleFractal()
ridged.setType(ModuleFractal.FractalType.RIDGEMULTI)
ridged.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
ridged.setNumOctaves(4)
ridged.setFrequency(1.0)
ridged.seed = SEED xor random.nextLong()
val ridged_autocorrect = ModuleAutoCorrect()
ridged_autocorrect.setRange(0.0, 1.0)
ridged_autocorrect.setSource(ridged)
val ridged_scale = ModuleScaleDomain()
ridged_scale.setScaleX(xStretch.toDouble())
ridged_scale.setScaleY(yStretch.toDouble())
ridged_scale.setSource(ridged_autocorrect)
return Joise(ridged_scale)
}
private fun noiseBlobs(xStretch: Float, yStretch: Float): Joise {
val gradval = ModuleBasisFunction()
gradval.seed = SEED xor random.nextLong()
gradval.setType(ModuleBasisFunction.BasisType.GRADVAL)
gradval.setInterpolation(ModuleBasisFunction.InterpolationType.QUINTIC)
val gradval_scale = ModuleScaleDomain()
gradval_scale.setScaleX(1.0 / xStretch)
gradval_scale.setScaleY(1.0 / yStretch)
gradval_scale.setSource(gradval)
return Joise(gradval_scale)
}
/**
* Note:
* * Threshold 1.4 for rarer gem clusters, 1.35 for ores
*/
private fun noiseSimplex(xStretch: Float, yStretch: Float): Joise {
val simplex = ModuleFractal()
simplex.seed = SEED
simplex.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.SIMPLEX)
simplex.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.LINEAR)
simplex.setNumOctaves(2)
simplex.setFrequency(1.0)
val simplex_scale = ModuleScaleDomain()
simplex_scale.setScaleX(1.0 / xStretch)
simplex_scale.setScaleY(1.0 / yStretch)
simplex_scale.setSource(simplex)
return Joise(simplex_scale)
}
private fun generateOcean(noiseArrayLocal: IntArray): IntArray {
val oceanLeftP1 = noiseArrayLocal[OCEAN_WIDTH]
val oceanRightP1 = noiseArrayLocal[noiseArrayLocal.size - OCEAN_WIDTH]
/**
* Add ocean so that:
* +1| - -
* 0| - -- ...
* -1|______ -
* interpolated to
* +1| - -
* 0| _--- -- ...
* -1|__- -
* ↑-- Rough, white noise
* -1 means -MAX_HILL_HEIGHT
*/
for (i in 0..OCEAN_WIDTH - 1) {
if (worldOceanPosition == TYPE_OCEAN_LEFT) {
noiseArrayLocal[i] = Math.round(
interpolateCosine(
i.toFloat() / OCEAN_WIDTH, (-MAX_OCEAN_DEPTH).toFloat(), oceanLeftP1.toFloat()))
} else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
noiseArrayLocal[noiseArrayLocal.size - OCEAN_WIDTH + i] = Math.round(
interpolateCosine(
i.toFloat() / OCEAN_WIDTH, oceanRightP1.toFloat(), (-MAX_OCEAN_DEPTH).toFloat()))
} else {
throw RuntimeException("Ocean position were not set correctly.")
}
}
return noiseArrayLocal
}
/**
* http://accidentalnoise.sourceforge.net/minecraftworlds.html
*/
private fun raise3(): Array<BitSet> {
val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })
// Height = Terrain undulation times 2.
val SCALE_X: Double = (TERRAIN_UNDULATION * 0.5).toDouble()
val SCALE_Y: Double = (TERRAIN_UNDULATION * 0.25).toDouble()
val ground_gradient = ModuleGradient()
ground_gradient.setGradient(0.0, 0.0, 0.0, 1.0)
/* Lowlands */
val lowland_shape_fractal = ModuleFractal()
lowland_shape_fractal.setType(ModuleFractal.FractalType.FBM)
lowland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
lowland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
lowland_shape_fractal.setNumOctaves(4)
lowland_shape_fractal.setFrequency(0.6)
lowland_shape_fractal.seed = SEED xor random.nextLong()
//println(lowland_shape_fractal.seed)
val lowland_autocorrect = ModuleAutoCorrect()
lowland_autocorrect.setRange(0.0, 1.0)
lowland_autocorrect.setSource(lowland_shape_fractal)
val lowland_scale = ModuleScaleOffset()
lowland_scale.setSource(lowland_autocorrect)
lowland_scale.setScale(0.8)
lowland_scale.setOffset(-2.75)
val lowland_y_scale = ModuleScaleDomain()
lowland_y_scale.setSource(lowland_scale)
lowland_y_scale.setScaleY(0.0)
val lowland_terrain = ModuleTranslateDomain()
lowland_terrain.setSource(ground_gradient)
lowland_terrain.setAxisYSource(lowland_y_scale)
/* highlands */
val highland_shape_fractal = ModuleFractal()
highland_shape_fractal.setType(ModuleFractal.FractalType.RIDGEMULTI)
highland_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
highland_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
highland_shape_fractal.setNumOctaves(4)
highland_shape_fractal.setFrequency(0.5) // horizontal size. Higher == narrower
highland_shape_fractal.seed = SEED xor random.nextLong()
//println(highland_shape_fractal.seed)
val highland_autocorrect = ModuleAutoCorrect()
highland_autocorrect.setSource(highland_shape_fractal)
highland_autocorrect.setRange(0.0, 1.0)
val highland_scale = ModuleScaleOffset()
highland_scale.setSource(highland_autocorrect)
highland_scale.setScale(1.4) // vertical size. Higher == taller
highland_scale.setOffset(-2.25)
val highland_y_scale = ModuleScaleDomain()
highland_y_scale.setSource(highland_scale)
highland_y_scale.setScaleY(0.0)
val highland_terrain = ModuleTranslateDomain()
highland_terrain.setSource(ground_gradient)
highland_terrain.setAxisYSource(highland_y_scale)
/* mountains */
val mountain_shape_fractal = ModuleFractal()
mountain_shape_fractal.setType(ModuleFractal.FractalType.BILLOW)
mountain_shape_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
mountain_shape_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
mountain_shape_fractal.setNumOctaves(6)
mountain_shape_fractal.setFrequency(0.55)
mountain_shape_fractal.seed = SEED xor random.nextLong()
//println(mountain_shape_fractal.seed)
val mountain_autocorrect = ModuleAutoCorrect()
mountain_autocorrect.setSource(mountain_shape_fractal)
mountain_autocorrect.setRange(0.0, 1.0)
val mountain_scale = ModuleScaleOffset()
mountain_scale.setSource(mountain_autocorrect)
mountain_scale.setScale(1.66)
mountain_scale.setOffset(-1.25)
val mountain_y_scale = ModuleScaleDomain()
mountain_y_scale.setSource(mountain_scale)
mountain_y_scale.setScaleY(0.1)
val mountain_terrain = ModuleTranslateDomain()
mountain_terrain.setSource(ground_gradient)
mountain_terrain.setAxisYSource(mountain_y_scale)
/* selection */
val terrain_type_fractal = ModuleFractal()
terrain_type_fractal.setType(ModuleFractal.FractalType.MULTI)
terrain_type_fractal.setAllSourceBasisTypes(ModuleBasisFunction.BasisType.GRADIENT)
terrain_type_fractal.setAllSourceInterpolationTypes(ModuleBasisFunction.InterpolationType.QUINTIC)
terrain_type_fractal.setNumOctaves(5)
terrain_type_fractal.setFrequency(0.4) // <= 0.33
terrain_type_fractal.seed = SEED xor random.nextLong()
//println(terrain_type_fractal.seed)
val terrain_autocorrect = ModuleAutoCorrect()
terrain_autocorrect.setSource(terrain_type_fractal)
terrain_autocorrect.setRange(0.0, 1.0)
val terrain_type_scale = ModuleScaleDomain()
terrain_type_scale.setScaleY(0.33)
terrain_type_scale.setSource(terrain_autocorrect)
val terrain_type_cache = ModuleCache()
terrain_type_cache.setSource(terrain_type_scale)
val highland_mountain_select = ModuleSelect()
highland_mountain_select.setLowSource(highland_terrain)
highland_mountain_select.setHighSource(mountain_terrain)
highland_mountain_select.setControlSource(terrain_type_cache)
highland_mountain_select.setThreshold(0.55)
highland_mountain_select.setFalloff(0.15)
val highland_lowland_select = ModuleSelect()
highland_lowland_select.setLowSource(lowland_terrain)
highland_lowland_select.setHighSource(highland_mountain_select)
highland_lowland_select.setControlSource(terrain_type_cache)
highland_lowland_select.setThreshold(0.25)
highland_lowland_select.setFalloff(0.15)
val ground_select = ModuleSelect()
ground_select.setLowSource(0.0)
ground_select.setHighSource(1.0)
ground_select.setThreshold(0.5)
ground_select.setControlSource(highland_lowland_select)
val joise = Joise(ground_select)
// fill the area as Joise map
println("[mapgenerator] Raising and eroding terrain...")
for (y in 0..(TERRAIN_UNDULATION - 1)) {
for (x in 0..WIDTH) {
val map: Boolean = (
joise.get(
x / SCALE_X,
y / SCALE_Y
) == 1.0)
noiseMap[y + TERRAIN_AVERAGE_HEIGHT - (TERRAIN_UNDULATION / 2)].set(x, map)
}
}
// fill the area bottom of the above map as 'filled'
for (y in TERRAIN_AVERAGE_HEIGHT + (TERRAIN_UNDULATION / 2)..HEIGHT - 1) {
for (x in 0..WIDTH) {
noiseMap[y].set(x, true)
}
}
return noiseMap
}
/**
* | ----
* | ---
* | ---
* | --
* | -
* | --
* | ---
* | ---
* - ----------------------------
* @param func_x
* *
* @return
*/
private fun getGlacierMountedAmplitude(func_x: Int): Float {
if (func_x > GLACIER_MOUNTAIN_WIDTH) {
return 0f
} else {
val func_y = GLACIER_MOUNTAIN_HEIGHT / 2f * Math.cos((10 * func_x / (FastMath.PI * GLACIER_MOUNTAIN_WIDTH)).toDouble()).toFloat() + GLACIER_MOUNTAIN_HEIGHT / 2
return func_y
}
}
private fun placeGlacierMount(heightMap: IntArray) {
println("[mapgenerator] Putting glacier...")
// raise
for (i in heightMap.indices) {
if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
heightMap[i] += Math.round(getGlacierMountedAmplitude(i))
} else {
heightMap[i] += Math.round(getGlacierMountedAmplitude(heightMap.size - i - 1))
}
}
}
/**
* Cosine interpolation between point a and b.
* @param x [0.0, 1.0] relative position between a and b
* *
* @param a leftmost point
* *
* @param b rightmost point
* *
* @return
*/
private fun interpolateCosine(x: Float, a: Float, b: Float): Float {
val ft = x * FastMath.PI
val f = (1 - FastMath.cos(ft)) * 0.5f
return a * (1 - f) + b * f
}
private fun heightMapToObjectMap(fs: IntArray) {
println("[mapgenerator] Shaping world as processed...")
// iterate for heightmap
for (x in 0..WIDTH - 1) {
val medianPosition = TERRAIN_AVERAGE_HEIGHT
val pillarOffset = medianPosition - fs[x]
// for pillar length
for (i in 0..HEIGHT - pillarOffset - 1) {
if (i < DIRT_LAYER_DEPTH) {
map.setTileTerrain(x, i + pillarOffset, TileNameCode.DIRT)
map.setTileWall(x, i + pillarOffset, TileNameCode.DIRT)
} else {
map.setTileTerrain(x, i + pillarOffset, TileNameCode.STONE)
map.setTileWall(x, i + pillarOffset, TileNameCode.STONE)
}
}
}
}
private fun fillMapByNoiseMap() {
println("[mapgenerator] Shaping world...")
// generate dirt-stone transition line
// use catmull spline
val dirtStoneLine = IntArray(WIDTH)
val POINTS_GAP = 64 // power of two!
val splineControlPoints = Array((WIDTH / POINTS_GAP) + 1, { Pair(0, 0) })
// get spline points
for (x in 0..(WIDTH / POINTS_GAP)) {
for (y in 0..TERRAIN_AVERAGE_HEIGHT + TERRAIN_UNDULATION) {
splineControlPoints[x] = Pair(x * POINTS_GAP, y)
if (terrainMap[y].get(splineControlPoints[x].first)) break
}
// println("Spline[$x] x: ${splineControlPoints[x].first}, " +
// "y: ${splineControlPoints[x].second}")
}
// do interpolation
for (x in 0..dirtStoneLine.size - 1) {
val x_1 = x / POINTS_GAP
val splineX0 = splineControlPoints[ clamp(x_1 - 1, 0, dirtStoneLine.size / POINTS_GAP) ].first
val splineX1 = splineControlPoints[x_1].first
val splineX2 = splineControlPoints[ clamp(x_1 + 1, 0, dirtStoneLine.size / POINTS_GAP) ].first
val splineX3 = splineControlPoints[ clamp(x_1 + 2, 0, dirtStoneLine.size / POINTS_GAP) ].first
val splineP0 = splineControlPoints[ clamp(x_1 - 1, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
val splineP1 = splineControlPoints[x_1].second.toFloat()
val splineP2 = splineControlPoints[ clamp(x_1 + 1, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
val splineP3 = splineControlPoints[ clamp(x_1 + 2, 0, dirtStoneLine.size / POINTS_GAP) ].second.toFloat()
if (x in POINTS_GAP - 1..WIDTH - 2 * POINTS_GAP) {
dirtStoneLine[x] = Math.round(FastMath.interpolateCatmullRom(
(x - splineX1) / POINTS_GAP.toFloat(),
-0.3f,//0.01f,
splineP0,
splineP1,
splineP2,
splineP3
))
}
else {
dirtStoneLine[x] = Math.round(FastMath.interpolateCatmullRom(
(x - splineX1) / POINTS_GAP.toFloat(),
-0.3f,//0.01f,
splineP0,
splineP1,
splineP2,
splineP3
))
}
}
// scan vertically
for (x in 0..WIDTH - 1) {
for (y in 0..HEIGHT - 1) {
if (terrainMap[clamp(y + DIRT_LAYER_DEPTH, 0, HEIGHT - 1)].get(x)) {
// map.setTileTerrain(x, y, TileNameCode.DIRT)
// map.setTileWall(x, y, TileNameCode.DIRT)
val tile =
if (y < dirtStoneLine[x]) TileNameCode.DIRT
else TileNameCode.STONE
map.setTileTerrain(x, y, tile)
map.setTileWall(x, y, tile)
}
}
}
}
/* 2. Carve */
/**
* Carve (place specified block) by noisemap, inversed gradation filter applied.
* @param map noisemap
* *
* @param scarcity higher == rarer
* * 1.0 is a default value. This value works as a multiplier to the gradient filter.
* @param tile
* *
* @param message
*/
private fun carveByMap(noisemap: Any, scarcity: Float, tile: Int, message: String,
filter: NoiseFilter = NoiseFilterQuadratic,
filterStart: Float = NOISE_GRAD_START,
filterEnd: Float = NOISE_GRAD_END) {
println("[mapgenerator] " + message)
for (y in 0..HEIGHT - 1) {
for (x in 0..WIDTH - 1) {
val noise: Float = when (noisemap) {
is Joise ->
noisemap.get(
x.toDouble() / 48.0, // 48: Fixed value
y.toDouble() / 48.0
).toFloat()
is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
Math.round(x / noisemap.xStretch),
Math.round(y / noisemap.yStretch)
)
else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
}
if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity) {
map.setTileTerrain(x, y, tile)
}
}
}
}
private fun fillByMap(noisemap: Any, scarcity: Float, replaceFrom: Int, replaceTo: Int, message: String,
filter: NoiseFilter = NoiseFilterQuadratic,
filterStart: Float = NOISE_GRAD_START,
filterEnd: Float = NOISE_GRAD_END) {
println("[mapgenerator] " + message)
for (y in 0..HEIGHT - 1) {
for (x in 0..WIDTH - 1) {
val noise: Float = when (noisemap) {
is Joise ->
noisemap.get(
x.toDouble() / 48.0, // 48: Fixed value
y.toDouble() / 48.0
).toFloat()
is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
Math.round(x / noisemap.xStretch),
Math.round(y / noisemap.yStretch)
)
else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
}
if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity
&& map.getTileFromTerrain(x, y) == replaceFrom) {
map.setTileTerrain(x, y, replaceTo)
}
}
}
}
private fun fillByMap(noisemap: Any, scarcity: Float, replaceFrom: Int, tile: IntArray, message: String,
filter: NoiseFilter = NoiseFilterQuadratic,
filterStart: Float = NOISE_GRAD_START,
filterEnd: Float = NOISE_GRAD_END) {
println("[mapgenerator] " + message)
for (y in 0..HEIGHT - 1) {
for (x in 0..WIDTH - 1) {
val noise: Float = when (noisemap) {
is Joise ->
noisemap.get(
x.toDouble() / 48.0, // 48: Fixed value
y.toDouble() / 48.0
).toFloat()
is TaggedSimplexNoise -> noisemap.noiseModule.getNoise(
Math.round(x / noisemap.xStretch),
Math.round(y / noisemap.yStretch)
)
else -> throw(IllegalArgumentException("[mapgenerator] Unknown noise module type '${noisemap.javaClass.simpleName}': Only the 'Joise' or 'TaggedSimplexNoise' is valid."))
}
if (noise > filter.getGrad(y, filterStart, filterEnd) * scarcity && map.getTileFromTerrain(x, y) == replaceFrom) {
map.setTileTerrain(x, y, tile[random.nextInt(tile.size)])
}
}
}
}
private fun processNoiseLayers(noiseRecords: Array<TaggedJoise>) {
for (record in noiseRecords) {
println("[mapgenerator] ${record.message}...")
for (y in 0..HEIGHT - 1) {
for (x in 0..WIDTH - 1) {
val noise: Float = record.noiseModule.get(
x.toDouble() / 48.0, // 48: Fixed value
y.toDouble() / 48.0
).toFloat()
val fromTerr = record.replaceFromTerrain
val fromWall = record.replaceFromWall
val to: Int = when(record.replaceTo) {
is Int -> record.replaceTo as Int
is IntArray -> (record.replaceTo as IntArray)[random.nextInt((record.replaceTo as IntArray).size)]
else -> throw IllegalArgumentException("[mapgenerator] Unknown replaceTo tile type '${record.replaceTo.javaClass.canonicalName}': Only 'kotlin.Int' and 'kotlin.IntArray' is valid.")
}
if (to == TILE_MACRO_ALL) throw IllegalArgumentException("[mapgenerator] Invalid replaceTo: TILE_MACRO_ALL")
val threshold = record.filter.getGrad(y, record.filterArg1, record.filterArg2)
if (noise > threshold * record.scarcity) {
if ((map.getTileFromTerrain(x, y) == fromTerr || fromTerr == TILE_MACRO_ALL)
&& (map.getTileFromWall(x, y) == fromWall || fromWall == TILE_MACRO_ALL)) {
map.setTileTerrain(x, y, to)
}
}
}
}
}
}
private fun generateFloatingIslands() {
println("[mapgenerator] Placing floating islands...")
val nIslandsMax = Math.round(map.width * 6f / 8192f)
val nIslandsMin = Math.max(2, Math.round(map.width * 4f / 8192f))
val nIslands = random.nextInt(nIslandsMax - nIslandsMin) + nIslandsMin
val prevIndex = -1
val tiles = intArrayOf(TileNameCode.AIR, TileNameCode.STONE, TileNameCode.DIRT, TileNameCode.GRASS)
for (i in 0..nIslands - 1) {
var currentIndex = random.nextInt(FloatingIslandsPreset.PRESETS)
while (currentIndex == prevIndex) {
currentIndex = random.nextInt(FloatingIslandsPreset.PRESETS)
}
val island = FloatingIslandsPreset.generatePreset(currentIndex, random)
val startingPosX = random.nextInt(map.width - 2048) + 1024
val startingPosY = minimumFloatingIsleHeight + random.nextInt(minimumFloatingIsleHeight)
for (j in island.indices) {
for (k in 0..island[0].size - 1) {
if (island[j][k] > 0) {
map.setTileTerrain(k + startingPosX, j + startingPosY, tiles[island[j][k]])
}
}
}
}
}
/* Flood */
private fun floodBottomLava() {
println("[mapgenerator] Flooding bottom lava...")
for (i in HEIGHT * 14 / 15..HEIGHT - 1) {
for (j in 0..WIDTH - 1) {
if (map.terrainArray[i][j].toInt() == 0) {
map.setTileTerrain(j, i, TileNameCode.LAVA)
}
}
}
}
/* Plant */
private fun plantGrass() {
println("[mapgenerator] Planting grass...")
/* TODO composing dirt and stone
* over certain level, use background dirt with stone 'peckles'
* beetween levels, use background dirt with larger and denser stone peckles.
* under another certain level, use background stone with dirt peckles.
*/
for (y in TERRAIN_AVERAGE_HEIGHT - TERRAIN_UNDULATION..TERRAIN_AVERAGE_HEIGHT + TERRAIN_UNDULATION - 1) {
for (x in 0..map.width - 1) {
val thisTile = map.getTileFromTerrain(x, y)
for (i in 0..8) {
var nearbyWallTile: Int?
nearbyWallTile = map.getTileFromWall(x + i % 3 - 1, y + i / 3 - 1)
if (nearbyWallTile == null) break;
if (i != 4 && thisTile == TileNameCode.DIRT && nearbyWallTile == TileNameCode.AIR) {
map.setTileTerrain(x, y, TileNameCode.GRASS)
break
}
}
}
}
}
private fun isGrassOrDirt(x: Int, y: Int): Boolean {
return map.getTileFromTerrain(x, y) == TileNameCode.GRASS || map.getTileFromTerrain(x, y) == TileNameCode.DIRT
}
private fun replaceIfTerrain(ifTileRaw: Int, x: Int, y: Int, replaceTileRaw: Int) {
if (map.getTileFromTerrain(x, y) == ifTileRaw) {
map.setTileTerrain(x, y, replaceTileRaw)
}
}
private fun replaceIfWall(ifTileRaw: Int, x: Int, y: Int, replaceTileRaw: Int) {
if (map.getTileFromWall(x, y) == ifTileRaw) {
map.setTileWall(x, y, replaceTileRaw)
}
}
/* Post-process */
private fun fillOcean() {
val thisSandList = intArrayOf(
TileNameCode.SAND, TileNameCode.SAND, TileNameCode.SAND, TileNameCode.SAND,
TileNameCode.SAND_WHITE, TileNameCode.SAND_WHITE, TileNameCode.SAND_WHITE,
TileNameCode.SAND_BLACK, TileNameCode.SAND_BLACK, TileNameCode.SAND_GREEN
)
val thisRand = HQRNG(SEED xor random.nextLong())
val thisSand = thisSandList[thisRand.nextInt(thisSandList.size)]
// val thisSand = TileNameCode.SAND_GREEN
val thisSandStr = if (thisSand == TileNameCode.SAND_BLACK)
"black"
else if (thisSand == TileNameCode.SAND_GREEN)
"green"
else if (thisSand == TileNameCode.SAND)
"yellow"
else
"white"
println("[mapgenerator] Beach sand type: $thisSandStr")
var ix = 0
while (ix < OCEAN_WIDTH * 1.5) {
//flooding
if (ix < OCEAN_WIDTH) {
if (worldOceanPosition == TYPE_OCEAN_LEFT) {
for (y in getTerrainHeightFromHeightMap(OCEAN_WIDTH)..getTerrainHeightFromHeightMap(ix) - 1) {
map.setTileTerrain(ix, y, TileNameCode.WATER)
}
} else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
for (y in getTerrainHeightFromHeightMap(map.width - 1 - OCEAN_WIDTH)..getTerrainHeightFromHeightMap(map.width - 1 - ix) - 1) {
map.setTileTerrain(map.width - 1 - ix, y, TileNameCode.WATER)
}
}
}
//sand
// linearly increase thickness of the sand sheet
for (iy in 0..40 - ix * 40 / (OCEAN_WIDTH + SHORE_WIDTH) - 1) {
if (worldOceanPosition == TYPE_OCEAN_LEFT) {
val terrainPoint = getTerrainHeightFromHeightMap(ix)
map.setTileTerrain(ix, terrainPoint + iy, thisSand)
// clear grass and make the sheet thicker
map.setTileTerrain(ix, terrainPoint + iy - 1, thisSand)
} else if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
val terrainPoint = getTerrainHeightFromHeightMap(map.width - 1 - ix)
map.setTileTerrain(map.width - 1 - ix, terrainPoint + iy, thisSand)
// clear grass and make the sheet thicker
map.setTileTerrain(map.width - 1 - ix, terrainPoint + iy - 1, thisSand)
}
}
ix++
}
}
private fun freeze() {
for (y in 0..map.height - 1 - 1) {
for (x in 0..getFrozenAreaWidth(y) - 1) {
if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
replaceIfTerrain(TileNameCode.DIRT, x, y, TileNameCode.SNOW)
replaceIfTerrain(TileNameCode.STONE, x, y, TileNameCode.ICE_NATURAL)
replaceIfWall(TileNameCode.DIRT, x, y, TileNameCode.SNOW)
replaceIfWall(TileNameCode.STONE, x, y, TileNameCode.ICE_NATURAL)
} else {
replaceIfTerrain(TileNameCode.DIRT, map.width - 1 - x, y, TileNameCode.SNOW)
replaceIfTerrain(TileNameCode.STONE, map.width - 1 - x, y, TileNameCode.ICE_NATURAL)
replaceIfWall(TileNameCode.DIRT, map.width - 1 - x, y, TileNameCode.SNOW)
replaceIfWall(TileNameCode.STONE, map.width - 1 - x, y, TileNameCode.ICE_NATURAL)
}
}
}
}
/**
* @return width of the frozen area for mapgenerator.freeze
*/
private fun getFrozenAreaWidth(y: Int): Int {
val randDeviation = 7
// narrower that the actual width
val width = Math.round(GLACIER_MOUNTAIN_WIDTH * 0.625f)
val height: Int
if (worldOceanPosition == TYPE_OCEAN_RIGHT) {
height = getTerrainHeightFromHeightMap(width)
} else {
height = getTerrainHeightFromHeightMap(map.width - 1 - width)
}
val k = width / FastMath.sqrt(height.toFloat())
if (y < height) {
// ground
return width
} else {
// underground
return Math.round(
k * FastMath.sqrt(y.toFloat()) + (random.nextInt(3) - 1))
}
}
/**
* @param x position of heightmap
* *
* @return
*/
private fun getTerrainHeightFromHeightMap(x: Int): Int {
TODO()
}
/* Utility */
private fun clampN(clampNumber: Int, num: Int): Int {
return FastMath.floor((num / clampNumber).toFloat()) * clampNumber
}
private fun outOfBound(w: Int, h: Int, x: Int, y: Int): Boolean {
return !(x > 0 && y > 0 && x < w && y < h)
}
private fun getDistance(x1: Float, y1: Float, x2: Float, y2: Float): Float {
return FastMath.sqrt(FastMath.pow(x1 - x2, 2f) + FastMath.pow(y2 - y1, 2f))
}
private fun circularDig(i: Int, j: Int, brushSize: Int, fillFrom: Int, fill: Int) {
val halfBrushSize = brushSize * 0.5f
for (pointerY in 0..brushSize - 1) {
for (pointerX in 0..brushSize - 1) {
if (getDistance(j.toFloat(), i.toFloat(), j + pointerX - halfBrushSize, i + pointerY - halfBrushSize) <= FastMath.floor((brushSize / 2).toFloat()) - 1) {
if (Math.round(j + pointerX - halfBrushSize) > brushSize
&& Math.round(j + pointerX - halfBrushSize) < WIDTH - brushSize
&& Math.round(i + pointerY - halfBrushSize) > brushSize
&& Math.round(i + pointerY - halfBrushSize) < HEIGHT - brushSize) {
if (map.terrainArray[Math.round(i + pointerY - halfBrushSize)][Math.round(j + pointerX - halfBrushSize)] == fillFrom.toByte()) {
map.terrainArray[Math.round(i + pointerY - halfBrushSize)][Math.round(j + pointerX - halfBrushSize)] = fill.toByte()
}
}
}
}
}
}
private fun clamp(x: Int, min: Int, max: Int): Int = if (x < min) min else if (x > max) max else x
data class TaggedSimplexNoise(var noiseModule: SimplexNoise, var xStretch: Float, var yStretch: Float)
data class TaggedJoise(var message: String,
var noiseModule: Joise, var scarcity: Float,
var replaceFromTerrain: Int, var replaceFromWall: Int,
var replaceTo: Any,
var filter: NoiseFilter = NoiseFilterQuadratic,
var filterArg1: Float = NOISE_GRAD_START,
var filterArg2: Float = NOISE_GRAD_END)
}

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package net.torvald.terrarum.mapgenerator
/**
* Created by minjaesong on 16-03-31.
*/
interface NoiseFilter {
fun getGrad(func_argX: Int, start: Float, end: Float): Float
}

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package net.torvald.terrarum.mapgenerator
import com.jme3.math.FastMath
/**
* Double Quadratic polynomial
* (16/9) * (start-end)/height^2 * (x-height)^2 + end
* 16/9: terrain is formed from 1/4 of height.
* 1 - (1/4) = 3/4, reverse it and square it.
* That makes 16/9.
* Shape:
* cavity -
* small
* -
* -
* --
* ----
* cavity --------
* large ----------------
* @param func_argX
* *
* @param start
* *
* @param end
* *
* @return
* Created by minjaesong on 16-03-31.
*/
object NoiseFilterCubic : NoiseFilter {
override fun getGrad(func_argX: Int, start: Float, end: Float): Float {
val graph_gradient = -FastMath.pow(FastMath.pow((1 - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat(), 3f), -1f) * // 1/4 -> 3/4 -> 9/16 -> 16/9
(start - end) / FastMath.pow(MapGenerator.HEIGHT.toFloat(), 3f) *
FastMath.pow((func_argX - MapGenerator.HEIGHT).toFloat(), 3f) + end
if (func_argX < MapGenerator.TERRAIN_AVERAGE_HEIGHT) {
return start
} else if (func_argX >= MapGenerator.HEIGHT) {
return end
} else {
return graph_gradient
}
}
}

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package net.torvald.terrarum.mapgenerator
import com.jme3.math.FastMath
/**
* Quadratic polynomial
* -(16/9) * (start-end)/height^2 * (x - 0.25 * height)^2 + start
* 16/9: terrain is formed from 1/4 of height.
* 1 - (1/4) = 3/4, reverse it and square it.
* That makes 16/9.
* Shape:
* cavity _
* small
* _
* _
* __
* ____
* cavity ________
* large ________________
* @param func_argX
* *
* @param start
* *
* @param end
* *
* @return
* Created by minjaesong on 16-03-31.
*/
object NoiseFilterMinusQuadratic : NoiseFilter {
override fun getGrad(func_argX: Int, start: Float, end: Float): Float {
val graph_gradient = -FastMath.pow(FastMath.sqr((1 - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat()), -1f) * // 1/4 -> 3/4 -> 9/16 -> 16/9
(start - end) / FastMath.sqr(MapGenerator.HEIGHT.toFloat()) *
FastMath.sqr((func_argX - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat()) + start
if (func_argX < MapGenerator.TERRAIN_AVERAGE_HEIGHT) {
return start
} else if (func_argX >= MapGenerator.HEIGHT) {
return end
} else {
return graph_gradient
}
}
}

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package net.torvald.terrarum.mapgenerator
import com.jme3.math.FastMath
/**
* Quadratic polynomial
* (16/9) * (start-end)/height^2 * (x-height)^2 + end
* 16/9: terrain is formed from 1/4 of height.
* 1 - (1/4) = 3/4, reverse it and square it.
* That makes 16/9.
* Shape:
* cavity -
* small
* -
* -
* --
* ----
* cavity --------
* large ----------------
* @param func_argX
* *
* @param start
* *
* @param end
* *
* @return
*
* Created by minjaesong on 16-03-31.
*/
object NoiseFilterQuadratic : NoiseFilter {
override fun getGrad(func_argX: Int, start: Float, end: Float): Float {
val graph_gradient = FastMath.pow(FastMath.sqr((1 - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat()), -1f) * // 1/4 -> 3/4 -> 9/16 -> 16/9
(start - end) / FastMath.sqr(MapGenerator.HEIGHT.toFloat()) *
FastMath.sqr((func_argX - MapGenerator.HEIGHT).toFloat()) + end
if (func_argX < MapGenerator.TERRAIN_AVERAGE_HEIGHT) {
return start
} else if (func_argX >= MapGenerator.HEIGHT) {
return end
} else {
return graph_gradient
}
}
}

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package net.torvald.terrarum.mapgenerator
import com.jme3.math.FastMath
/**
* Created by minjaesong on 16-03-31.
*/
object NoiseFilterSqrt : NoiseFilter {
override fun getGrad(func_argX: Int, start: Float, end: Float): Float {
val graph_gradient = (end - start) / FastMath.sqrt((MapGenerator.HEIGHT - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat()) * FastMath.sqrt((func_argX - MapGenerator.TERRAIN_AVERAGE_HEIGHT).toFloat()) + start
if (func_argX < MapGenerator.TERRAIN_AVERAGE_HEIGHT) {
return start
} else if (func_argX >= MapGenerator.HEIGHT) {
return end
} else {
return graph_gradient
}
}
}

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package net.torvald.terrarum.mapgenerator
/**
* Created by minjaesong on 16-03-31.
*/
object NoiseFilterUniform : NoiseFilter {
override fun getGrad(func_argX: Int, start: Float, end: Float): Float {
return 1f
}
}

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package net.torvald.terrarum.mapgenerator
import net.torvald.colourutil.Col4096
import net.torvald.random.HQRNG
import org.newdawn.slick.Color
import java.util.*
/**
* Created by minjaesong on 16-02-23.
*/
object RoguelikeRandomiser {
val POTION_PRIMARY_COLSET = intArrayOf(15, 15, 7, 7, 0, 0)
var potionColours: HashMap<Int, Col4096> = HashMap()
var coloursDiscovered: HashMap<Col4096, Boolean> = HashMap()
val coloursTaken: ArrayList<Col4096> = ArrayList()
var seed: Long = 0
private val random: Random = HQRNG()
private val POTION_HEAL_TIER1 = 0x00
private val POTION_HEAL_TIRE2 = 0x01
private val POTION_MAGIC_REGEN_TIER1 = 0x10
private val POTION_BERSERK_TIER1 = 0x20
fun setupColours() {
}
/**
* For external classes/objects, does not touch COLOUR SET
* @param arr Array of Int(0-15)
*/
fun composeColourFrom(arr: IntArray): Color {
val colourElements = arr.copyOf()
shuffleArrayInt(colourElements, HQRNG())
val colourStack = IntArrayStack(colourElements)
return Col4096(colourStack.pop(),
colourStack.pop(),
colourStack.pop())
.toSlickColour()
}
fun shuffleArrayInt(ar: IntArray, rnd: Random) {
for (i in ar.size - 1 downTo 0) {
val index = rnd.nextInt(i + 1);
// Simple swap
val a = ar[index];
ar[index] = ar[i];
ar[i] = a;
}
}
class IntArrayStack {
/**
* Number of elements in the stack
*/
var depth: Int = 0
private set
var size: Int
get() = data.size
set(newSize) {
if (newSize > depth) inflate(newSize - data.size)
else deflate(data.size - newSize)
}
private lateinit var data: IntArray
constructor(stackSize: Int) {
data = IntArray(stackSize)
}
constructor(arr: IntArray) {
data = arr.copyOf()
depth = size
}
fun push(v: Int) {
if (depth >= data.size) throw StackOverflowError()
data[depth++] = v
}
fun pop(): Int {
if (depth == 0) throw EmptyStackException()
return data[--depth]
}
fun peek(): Int? {
if (depth == 0) return null
return data[depth - 1]
}
fun dup() {
if (depth == 0) throw EmptyStackException()
if (depth == data.size) throw StackOverflowError()
push(peek()!!)
}
fun swap() {
if (depth < 2) throw UnsupportedOperationException("Stack is empty or has only one element.")
val up = pop()
val dn = pop()
push(up)
push(dn)
}
fun drop() {
if (depth == 0) throw EmptyStackException()
--depth
}
fun defineFromArray(arr: IntArray) { data = arr.copyOf() }
/**
* Increase the stack size by a factor.
*/
fun inflate(sizeToAdd: Int) {
if (sizeToAdd < 0) throw UnsupportedOperationException("$sizeToAdd: Cannot deflate the stack with this function. Use deflate(int) instead.")
size += sizeToAdd
val oldStack = this.asArray()
data = IntArray(size, { if (it < oldStack.size) oldStack[it] else 0 })
}
/**
* Decrease the stack size by a factor. Overflowing data will be removed.
*/
fun deflate(sizeToTake: Int) {
if (size - sizeToTake < 1) throw UnsupportedOperationException("$sizeToTake: Cannot deflate the stack to the size of zero or negative.")
size -= sizeToTake
val oldStack = this.asArray()
data = IntArray(size, { oldStack[it] })
if (depth > data.size) depth = data.size
}
/**
* Convert stack as array. Index zero is the bottommost element.
* @return array of data, with array size equivalent to the stack depth.
*/
fun asArray() = data.copyOfRange(0, depth - 1)
fun equalTo(other: IntArrayStack) = (this.asArray() == other.asArray())
fun plus() { data[depth - 2] += pop() }
fun minus() { data[depth - 2] -= pop() }
fun times() { data[depth - 2] *= pop() }
fun div() { data[depth - 2] /= pop() }
fun mod() { data[depth - 2] %= pop() }
}
}

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package net.torvald.terrarum.mapgenerator
import net.torvald.random.HQRNG
import com.jme3.math.FastMath
class SimplexNoise
/**
* @param largestFeature
* *
* @param persistence higher the value, rougher the output
* *
* @param seed
*/
(internal var largestFeature: Int, internal var persistence: Float, internal var seed: Long) {
internal var octaves: Array<SimplexNoise_octave>
internal var frequencys: FloatArray
internal var amplitudes: FloatArray
init {
//receives a number (e.g. 128) and calculates what power of 2 it is (e.g. 2^7)
val numberOfOctaves = FastMath.intLog2(largestFeature)
val rnd = HQRNG(seed)
octaves = Array<SimplexNoise_octave>(numberOfOctaves, {i -> SimplexNoise_octave(rnd.nextInt())})
frequencys = FloatArray(numberOfOctaves)
amplitudes = FloatArray(numberOfOctaves)
for (i in 0..numberOfOctaves - 1) {
octaves[i] = SimplexNoise_octave(rnd.nextInt())
frequencys[i] = FastMath.pow(2f, i.toFloat())
amplitudes[i] = FastMath.pow(persistence, (octaves.size - i).toFloat())
}
}
fun getNoise(x: Int, y: Int): Float {
var result = 0f
for (i in octaves.indices) {
//float frequency = FastMath.pow(2,i);
//float amplitude = FastMath.pow(persistence,octaves.length-i);
result += (octaves[i].noise((x / frequencys[i]).toDouble(), (y / frequencys[i]).toDouble()) * amplitudes[i]).toFloat()
}
return result
}
fun getNoise(x: Int, y: Int, z: Int): Float {
var result = 0f
for (i in octaves.indices) {
val frequency = FastMath.pow(2f, i.toFloat())
val amplitude = FastMath.pow(persistence, (octaves.size - i).toFloat())
result += (octaves[i].noise((x / frequency).toDouble(), (y / frequency).toDouble(), (z / frequency).toDouble()) * amplitude).toFloat()
}
return result
}
}

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package net.torvald.terrarum.mapgenerator
/*
* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
*
* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method by Stefan Gustavson in 2012.
*
* This could be speeded up even further, but it's useful as it is.
*
* Version 2012-03-09
*
* This code was placed in the public domain by its original author,
* Stefan Gustavson. You may use it as you see fit, but
* attribution is appreciated.
*
*/
import net.torvald.random.HQRNG
class SimplexNoise_octave(seed: Int) { // Simplex noise in 2D, 3D and 4D
private var p = ShortArray(p_supply.size)
// To remove the need for index wrapping, double the permutation table length
private val perm = ShortArray(512)
private val permMod12 = ShortArray(512)
init {
p = p_supply.clone()
if (seed == RANDOMSEED) {
throw IllegalArgumentException("Seed cannot be zero.")
}
//the random for the swaps
val rand = HQRNG(seed.toLong())
//the seed determines the swaps that occur between the default order and the order we're actually going to use
for (i in 0..NUMBEROFSWAPS - 1) {
val swapFrom = rand.nextInt(p.size)
val swapTo = rand.nextInt(p.size)
val temp = p[swapFrom]
p[swapFrom] = p[swapTo]
p[swapTo] = temp
}
for (i in 0..511) {
perm[i] = p[i and 255]
permMod12[i] = (perm[i] % 12).toShort()
}
}
// 2D simplex noise
fun noise(xin: Double, yin: Double): Double {
val n0: Double
val n1: Double
val n2: Double // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
val s = (xin + yin) * F2 // Hairy factor for 2D
val i = fastfloor(xin + s)
val j = fastfloor(yin + s)
val t = (i + j) * G2
val X0 = i - t // Unskew the cell origin back to (x,y) space
val Y0 = j - t
val x0 = xin - X0 // The x,y distances from the cell origin
val y0 = yin - Y0
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
val i1: Int
val j1: Int // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
i1 = 1
j1 = 0
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else {
i1 = 0
j1 = 1
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
val x1 = x0 - i1 + G2 // Offsets for middle corner in (x,y) unskewed coords
val y1 = y0 - j1 + G2
val x2 = x0 - 1.0 + 2.0 * G2 // Offsets for last corner in (x,y) unskewed coords
val y2 = y0 - 1.0 + 2.0 * G2
// Work out the hashed gradient indices of the three simplex corners
val ii = i and 255
val jj = j and 255
val gi0 = permMod12[ii + perm[jj]].toInt()
val gi1 = permMod12[ii + i1 + perm[jj + j1].toInt()].toInt()
val gi2 = permMod12[ii + 1 + perm[jj + 1].toInt()].toInt()
// Calculate the contribution from the three corners
var t0 = 0.5 - x0 * x0 - y0 * y0
if (t0 < 0)
n0 = 0.0
else {
t0 *= t0
n0 = t0 * t0 * dot(grad3[gi0], x0, y0) // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1 * x1 - y1 * y1
if (t1 < 0)
n1 = 0.0
else {
t1 *= t1
n1 = t1 * t1 * dot(grad3[gi1], x1, y1)
}
var t2 = 0.5 - x2 * x2 - y2 * y2
if (t2 < 0)
n2 = 0.0
else {
t2 *= t2
n2 = t2 * t2 * dot(grad3[gi2], x2, y2)
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0 * (n0 + n1 + n2)
}
// 3D simplex noise
fun noise(xin: Double, yin: Double, zin: Double): Double {
val n0: Double
val n1: Double
val n2: Double
val n3: Double // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
val s = (xin + yin + zin) * F3 // Very nice and simple skew factor for 3D
val i = fastfloor(xin + s)
val j = fastfloor(yin + s)
val k = fastfloor(zin + s)
val t = (i + j + k) * G3
val X0 = i - t // Unskew the cell origin back to (x,y,z) space
val Y0 = j - t
val Z0 = k - t
val x0 = xin - X0 // The x,y,z distances from the cell origin
val y0 = yin - Y0
val z0 = zin - Z0
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
val i1: Int
val j1: Int
val k1: Int // Offsets for second corner of simplex in (i,j,k) coords
val i2: Int
val j2: Int
val k2: Int // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) {
i1 = 1
j1 = 0
k1 = 0
i2 = 1
j2 = 1
k2 = 0
} // X Y Z order
else if (x0 >= z0) {
i1 = 1
j1 = 0
k1 = 0
i2 = 1
j2 = 0
k2 = 1
} // X Z Y order
else {
i1 = 0
j1 = 0
k1 = 1
i2 = 1
j2 = 0
k2 = 1
} // Z X Y order
}
else {
// x0<y0
if (y0 < z0) {
i1 = 0
j1 = 0
k1 = 1
i2 = 0
j2 = 1
k2 = 1
} // Z Y X order
else if (x0 < z0) {
i1 = 0
j1 = 1
k1 = 0
i2 = 0
j2 = 1
k2 = 1
} // Y Z X order
else {
i1 = 0
j1 = 1
k1 = 0
i2 = 1
j2 = 1
k2 = 0
} // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
val x1 = x0 - i1 + G3 // Offsets for second corner in (x,y,z) coords
val y1 = y0 - j1 + G3
val z1 = z0 - k1 + G3
val x2 = x0 - i2 + 2.0 * G3 // Offsets for third corner in (x,y,z) coords
val y2 = y0 - j2 + 2.0 * G3
val z2 = z0 - k2 + 2.0 * G3
val x3 = x0 - 1.0 + 3.0 * G3 // Offsets for last corner in (x,y,z) coords
val y3 = y0 - 1.0 + 3.0 * G3
val z3 = z0 - 1.0 + 3.0 * G3
// Work out the hashed gradient indices of the four simplex corners
val ii = i and 255
val jj = j and 255
val kk = k and 255
val gi0 = permMod12[ii + perm[jj + perm[kk]]].toInt()
val gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1].toInt()].toInt()].toInt()
val gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2].toInt()].toInt()].toInt()
val gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1].toInt()].toInt()].toInt()
// Calculate the contribution from the four corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0
if (t0 < 0)
n0 = 0.0
else {
t0 *= t0
n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0)
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1
if (t1 < 0)
n1 = 0.0
else {
t1 *= t1
n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1)
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2
if (t2 < 0)
n2 = 0.0
else {
t2 *= t2
n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2)
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3
if (t3 < 0)
n3 = 0.0
else {
t3 *= t3
n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3)
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0 * (n0 + n1 + n2 + n3)
}
// 4D simplex noise, better simplex rank ordering method 2012-03-09
fun noise(x: Double, y: Double, z: Double, w: Double): Double {
val n0: Double
val n1: Double
val n2: Double
val n3: Double
val n4: Double // Noise contributions from the five corners
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
val s = (x + y + z + w) * F4 // Factor for 4D skewing
val i = fastfloor(x + s)
val j = fastfloor(y + s)
val k = fastfloor(z + s)
val l = fastfloor(w + s)
val t = (i + j + k + l) * G4 // Factor for 4D unskewing
val X0 = i - t // Unskew the cell origin back to (x,y,z,w) space
val Y0 = j - t
val Z0 = k - t
val W0 = l - t
val x0 = x - X0 // The x,y,z,w distances from the cell origin
val y0 = y - Y0
val z0 = z - Z0
val w0 = w - W0
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
// To find out which of the 24 possible simplices we're in, we need to
// determine the magnitude ordering of x0, y0, z0 and w0.
// Six pair-wise comparisons are performed between each possible pair
// of the four coordinates, and the results are used to rank the numbers.
var rankx = 0
var ranky = 0
var rankz = 0
var rankw = 0
if (x0 > y0) rankx++ else ranky++
if (x0 > z0) rankx++ else rankz++
if (x0 > w0) rankx++ else rankw++
if (y0 > z0) ranky++ else rankz++
if (y0 > w0) ranky++ else rankw++
if (z0 > w0) rankz++ else rankw++
val i1: Int
val j1: Int
val k1: Int
val l1: Int // The integer offsets for the second simplex corner
val i2: Int
val j2: Int
val k2: Int
val l2: Int // The integer offsets for the third simplex corner
val i3: Int
val j3: Int
val k3: Int
val l3: Int // The integer offsets for the fourth simplex corner
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
// impossible. Only the 24 indices which have non-zero entries make any sense.
// We use a thresholding to set the coordinates in turn from the largest magnitude.
// Rank 3 denotes the largest coordinate.
i1 = if (rankx >= 3) 1 else 0
j1 = if (ranky >= 3) 1 else 0
k1 = if (rankz >= 3) 1 else 0
l1 = if (rankw >= 3) 1 else 0
// Rank 2 denotes the second largest coordinate.
i2 = if (rankx >= 2) 1 else 0
j2 = if (ranky >= 2) 1 else 0
k2 = if (rankz >= 2) 1 else 0
l2 = if (rankw >= 2) 1 else 0
// Rank 1 denotes the second smallest coordinate.
i3 = if (rankx >= 1) 1 else 0
j3 = if (ranky >= 1) 1 else 0
k3 = if (rankz >= 1) 1 else 0
l3 = if (rankw >= 1) 1 else 0
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
val x1 = x0 - i1 + G4 // Offsets for second corner in (x,y,z,w) coords
val y1 = y0 - j1 + G4
val z1 = z0 - k1 + G4
val w1 = w0 - l1 + G4
val x2 = x0 - i2 + 2.0 * G4 // Offsets for third corner in (x,y,z,w) coords
val y2 = y0 - j2 + 2.0 * G4
val z2 = z0 - k2 + 2.0 * G4
val w2 = w0 - l2 + 2.0 * G4
val x3 = x0 - i3 + 3.0 * G4 // Offsets for fourth corner in (x,y,z,w) coords
val y3 = y0 - j3 + 3.0 * G4
val z3 = z0 - k3 + 3.0 * G4
val w3 = w0 - l3 + 3.0 * G4
val x4 = x0 - 1.0 + 4.0 * G4 // Offsets for last corner in (x,y,z,w) coords
val y4 = y0 - 1.0 + 4.0 * G4
val z4 = z0 - 1.0 + 4.0 * G4
val w4 = w0 - 1.0 + 4.0 * G4
// Work out the hashed gradient indices of the five simplex corners
val ii = i and 255
val jj = j and 255
val kk = k and 255
val ll = l and 255
val gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32
val gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1].toInt()].toInt()].toInt()] % 32
val gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2].toInt()].toInt()].toInt()] % 32
val gi3 = perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3].toInt()].toInt()].toInt()] % 32
val gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1].toInt()].toInt()].toInt()] % 32
// Calculate the contribution from the five corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0
if (t0 < 0)
n0 = 0.0
else {
t0 *= t0
n0 = t0 * t0 * dot(grad4[gi0], x0, y0, z0, w0)
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1
if (t1 < 0)
n1 = 0.0
else {
t1 *= t1
n1 = t1 * t1 * dot(grad4[gi1], x1, y1, z1, w1)
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2
if (t2 < 0)
n2 = 0.0
else {
t2 *= t2
n2 = t2 * t2 * dot(grad4[gi2], x2, y2, z2, w2)
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3
if (t3 < 0)
n3 = 0.0
else {
t3 *= t3
n3 = t3 * t3 * dot(grad4[gi3], x3, y3, z3, w3)
}
var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4
if (t4 < 0)
n4 = 0.0
else {
t4 *= t4
n4 = t4 * t4 * dot(grad4[gi4], x4, y4, z4, w4)
}
// Sum up and scale the result to cover the range [-1,1]
return 27.0 * (n0 + n1 + n2 + n3 + n4)
}
// Inner class to speed upp gradient computations
// (array access is a lot slower than member access)
private class Grad {
internal var x: Double = 0.toDouble()
internal var y: Double = 0.toDouble()
internal var z: Double = 0.toDouble()
internal var w: Double = 0.toDouble()
internal constructor(x: Double, y: Double, z: Double) {
this.x = x
this.y = y
this.z = z
}
internal constructor(x: Double, y: Double, z: Double, w: Double) {
this.x = x
this.y = y
this.z = z
this.w = w
}
}
companion object {
var RANDOMSEED = 0
private val NUMBEROFSWAPS = 400
private val grad3 = arrayOf(Grad(1.0, 1.0, 0.0), Grad(-1.0, 1.0, 0.0), Grad(1.0, -1.0, 0.0), Grad(-1.0, -1.0, 0.0), Grad(1.0, 0.0, 1.0), Grad(-1.0, 0.0, 1.0), Grad(1.0, 0.0, -1.0), Grad(-1.0, 0.0, -1.0), Grad(0.0, 1.0, 1.0), Grad(0.0, -1.0, 1.0), Grad(0.0, 1.0, -1.0), Grad(0.0, -1.0, -1.0))
private val grad4 = arrayOf(Grad(0.0, 1.0, 1.0, 1.0), Grad(0.0, 1.0, 1.0, -1.0), Grad(0.0, 1.0, -1.0, 1.0), Grad(0.0, 1.0, -1.0, -1.0), Grad(0.0, -1.0, 1.0, 1.0), Grad(0.0, -1.0, 1.0, -1.0), Grad(0.0, -1.0, -1.0, 1.0), Grad(0.0, -1.0, -1.0, -1.0), Grad(1.0, 0.0, 1.0, 1.0), Grad(1.0, 0.0, 1.0, -1.0), Grad(1.0, 0.0, -1.0, 1.0), Grad(1.0, 0.0, -1.0, -1.0), Grad(-1.0, 0.0, 1.0, 1.0), Grad(-1.0, 0.0, 1.0, -1.0), Grad(-1.0, 0.0, -1.0, 1.0), Grad(-1.0, 0.0, -1.0, -1.0), Grad(1.0, 1.0, 0.0, 1.0), Grad(1.0, 1.0, 0.0, -1.0), Grad(1.0, -1.0, 0.0, 1.0), Grad(1.0, -1.0, 0.0, -1.0), Grad(-1.0, 1.0, 0.0, 1.0), Grad(-1.0, 1.0, 0.0, -1.0), Grad(-1.0, -1.0, 0.0, 1.0), Grad(-1.0, -1.0, 0.0, -1.0), Grad(1.0, 1.0, 1.0, 0.0), Grad(1.0, 1.0, -1.0, 0.0), Grad(1.0, -1.0, 1.0, 0.0), Grad(1.0, -1.0, -1.0, 0.0), Grad(-1.0, 1.0, 1.0, 0.0), Grad(-1.0, 1.0, -1.0, 0.0), Grad(-1.0, -1.0, 1.0, 0.0), Grad(-1.0, -1.0, -1.0, 0.0))
private val p_supply = shortArrayOf(151, 160, 137, 91, 90, 15, //this contains all the numbers between 0 and 255, these are put in a random order depending upon the seed
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)
// Skewing and unskewing factors for 2, 3, and 4 dimensions
private val F2 = 0.5 * (Math.sqrt(3.0) - 1.0)
private val G2 = (3.0 - Math.sqrt(3.0)) / 6.0
private val F3 = 1.0 / 3.0
private val G3 = 1.0 / 6.0
private val F4 = (Math.sqrt(5.0) - 1.0) / 4.0
private val G4 = (5.0 - Math.sqrt(5.0)) / 20.0
// This method is a *lot* faster than using (int)Math.floor(x)
private fun fastfloor(x: Double): Int {
val xi = x.toInt()
return if (x < xi) xi - 1 else xi
}
private fun dot(g: Grad, x: Double, y: Double): Double {
return g.x * x + g.y * y
}
private fun dot(g: Grad, x: Double, y: Double, z: Double): Double {
return g.x * x + g.y * y + g.z * z
}
private fun dot(g: Grad, x: Double, y: Double, z: Double, w: Double): Double {
return g.x * x + g.y * y + g.z * z + g.w * w
}
}
}

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