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https://github.com/curioustorvald/Terrarum.git
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Noise generator test for procedural lighting bolt
Former-commit-id: 20e12a834857c58464ff82025884f2fe54066bc8 Former-commit-id: 851efee817914c6b65d01c084f6f41feb2034a58
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@@ -4,5 +4,6 @@ package net.torvald.random
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* Created by minjaesong on 16-10-28.
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*/
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interface NoiseGenerator1D {
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fun get(x: Double): Double
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fun generate(seed: Long)
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operator fun get(x: Int): Float
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}
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@@ -1,18 +1,81 @@
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package net.torvald.random
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import com.jme3.math.FastMath
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import net.torvald.terrarum.gameactors.floorInt
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import net.torvald.terrarum.gameactors.round
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import net.torvald.terrarum.gameactors.roundInt
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import net.torvald.terrarum.gameworld.fmod
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import java.util.*
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/**
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* Generate value noise that is always "tileably looped" every x in loopSize.
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*
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* @param width: power of 2's are recommended.
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* Created by minjaesong on 16-10-28.
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*/
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class TileableValueNoise(
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val octaves: Int, val persistency: Double,
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val loopSize: Double = 1.0, val seed: Long? = null
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) : NoiseGenerator1D {
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val octaves: Int, val persistency: Float, val width: Int) {
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val rng = if (seed != null) HQRNG(seed) else HQRNG()
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private val noiseData = Array<Float>(width + 1, { 0f })
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private var noiseGenerated = false
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override fun get(x: Double): Double {
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TODO()
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fun generate(seed: Long) {
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val rng = HQRNG(seed)
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// initialise
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Arrays.fill(noiseData, 0f)
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for (i in 1..octaves) {
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// octave 1 samples four points
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val samples = 4 * i
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val amp = FastMath.pow(persistency, (i - 1).toFloat())
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var pointThis = 0f
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var pointNext = rng.nextBipolarFloat()
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var pointLoop = pointThis
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for (x in 0..width) {
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val thisSampleStart: Int = // 0-256 -> 0-4 -> 0-256(qnt)
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(x / width.toFloat() * samples).floorInt() * (width / samples)
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val nextSampleStart: Int =
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(x / width.toFloat() * samples).floorInt().plus(1) * (width / samples)
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val stepWithinWindow: Int = x % (width / samples)
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val windowScale: Float = stepWithinWindow.toFloat() / (width / samples)
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// next pair of points
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if (stepWithinWindow == 0 && x > 0) {
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pointThis = pointNext
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pointNext = if (nextSampleStart >= width) pointLoop else rng.nextBipolarFloat()
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}
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// additive mix
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val noiseValue = FastMath.interpolateLinear(windowScale, pointThis, pointNext) * amp
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noiseData[x] += noiseValue
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/*println("x: $x\tstart: $thisSampleStart\tnext: $nextSampleStart\t" +
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"window: $stepWithinWindow\t" +
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"pThis: $pointThis\tpNext: $pointNext\tvalue: $noiseValue")*/
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}
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}
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for (x in 0..width - 1) {
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//println(noiseData[x])
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}
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noiseGenerated = true
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}
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operator fun get(x: Int): Float {
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if (!noiseGenerated) throw Error("Noise not generated; use 'generate(seed: Long)'")
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return noiseData[x fmod width]
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}
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private fun Random.nextBipolarFloat(): Float {
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val d = this.nextFloat()
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return d.times(2f).minus(1f)
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}
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}
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@@ -4,6 +4,7 @@ package net.torvald.terrarum
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import com.jme3.math.FastMath
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import net.torvald.point.Point2d
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import net.torvald.random.HQRNG
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import net.torvald.random.TileableValueNoise
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import net.torvald.terrarum.gameactors.floorInt
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import net.torvald.terrarum.gameactors.roundInt
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import net.torvald.terrarum.virtualcomputer.terminal.ALException
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@@ -28,29 +29,57 @@ import javax.sound.sampled.AudioSystem
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*/
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class StateTestingSandbox : BasicGameState() {
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override fun init(container: GameContainer?, game: StateBasedGame?) {
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}
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val lightning_start = Point2d(50.0, 200.0)
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val lightning_end = Point2d(750.0, 200.0)
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val bolt = LightingBolt(lightning_start, lightning_end, 20)
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val bolt = LightingBolt(lightning_start, lightning_end, 50)
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val noiseGen = TileableValueNoise(12, 0.5f, 128)
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override fun init(container: GameContainer?, game: StateBasedGame?) {
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noiseGen.generate(seed)
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}
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override fun update(container: GameContainer?, game: StateBasedGame?, delta: Int) {
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}
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override fun getID() = Terrarum.STATE_ID_TEST_SHIT
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private var regenTime = 17
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private var seed = 1L
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override fun render(container: GameContainer, game: StateBasedGame, g: Graphics) {
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g.color = Color.white
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g.lineWidth = 3f
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//g.drawLine(lightning_start, lightning_end)
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bolt.draw(g)
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//bolt.draw(g)
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val amp = 60f
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val xoff = 10f
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val yoff = 300f
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for (x in noiseGen.width downTo 1) {
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val pStart = noiseGen[x] * amp + yoff
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val pEnd = noiseGen[x - 1] * amp + yoff
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val step = 6
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g.drawLine((noiseGen.width - x) * step + xoff, pStart,
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(noiseGen.width - x +1) * step + xoff, pEnd)
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}
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g.color = Color.red
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g.lineWidth = 1f
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g.drawLine(xoff, yoff, xoff + noiseGen.width * 6, yoff)
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}
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override fun keyPressed(key: Int, c: Char) {
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if (c == ' ') noiseGen.generate(++seed)
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}
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}
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fun Graphics.drawLine(p1: Point2d, p2: Point2d) {
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@@ -96,13 +96,13 @@ constructor(gamename: String) : StateBasedGame(gamename) {
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gc.graphics.clear() // clean up any 'dust' in the buffer
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//addState(StateVTTest())
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//addState(StateTestingSandbox())
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addState(StateTestingSandbox())
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//addState(StateSplash())
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//addState(StateMonitorCheck())
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//addState(StateFontTester())
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ingame = StateInGame()
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addState(ingame)
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//ingame = StateInGame()
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//addState(ingame)
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}
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companion object {
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