Biomes complete
Add Ocean Oil Field and Desert Oil Field biomes. Rare chance of spawning. I only found a single Ocean Oil Field within 4k blocks of spawn. But if you find one, you will never run out of Oil, ever. These two biomes have a 40x multiplier on oil spawn chance. They can be disabled by setting the biome Id in the config to -1.
This commit is contained in:
parent
7b47ac8743
commit
03b583ce74
7 changed files with 445 additions and 17 deletions
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@ -44,9 +44,10 @@ import buildcraft.energy.GuiHandler;
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import buildcraft.energy.ItemBucketOil;
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import buildcraft.energy.ItemEngine;
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import buildcraft.energy.OilBucketHandler;
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import buildcraft.energy.worldgen.BiomeOilDesert;
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import buildcraft.energy.OilPopulate;
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import buildcraft.energy.worldgen.BiomeGenOilDesert;
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import buildcraft.energy.worldgen.OilPopulate;
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import buildcraft.energy.TriggerEngineHeat;
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import buildcraft.energy.worldgen.BiomeGenOilOcean;
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import buildcraft.energy.worldgen.BiomeInitializer;
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import cpw.mods.fml.common.Mod;
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import cpw.mods.fml.common.Mod.Init;
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@ -71,7 +72,8 @@ public class BuildCraftEnergy {
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public final static int ENERGY_REMOVE_BLOCK = 25;
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public final static int ENERGY_EXTRACT_ITEM = 2;
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public static boolean spawnOilSprings = true;
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public static BiomeOilDesert biomeOilDesert;
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public static BiomeGenOilDesert biomeOilDesert;
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public static BiomeGenOilOcean biomeOilOcean;
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public static BlockEngine engineBlock;
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public static Block oilMoving;
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public static Block oilStill;
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@ -115,6 +117,7 @@ public class BuildCraftEnergy {
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Property bucketFuelId = BuildCraftCore.mainConfiguration.get(Configuration.CATEGORY_ITEM, "bucketFuel.id", DefaultProps.BUCKET_FUEL_ID);
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Property itemFuelId = BuildCraftCore.mainConfiguration.get(Configuration.CATEGORY_ITEM, "fuel.id", DefaultProps.FUEL_ID);
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Property oilDesertBiomeId = BuildCraftCore.mainConfiguration.get("biomes", "oilDesert", 160);
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Property oilOceanBiomeId = BuildCraftCore.mainConfiguration.get("biomes", "oilOcean", 161);
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BuildCraftCore.mainConfiguration.save();
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class BiomeIdException extends RuntimeException {
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@ -124,16 +127,25 @@ public class BuildCraftEnergy {
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}
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}
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// int oilDesertId = oilDesertBiomeId.getInt();
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int oilDesertId = -1;
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int oilDesertId = oilDesertBiomeId.getInt();
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if (oilDesertId > 0) {
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if (BiomeGenBase.biomeList[oilDesertId] != null) {
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throw new BiomeIdException("oilDesert", oilDesertId);
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}
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biomeOilDesert = new BiomeOilDesert(oilDesertId);
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biomeOilDesert = new BiomeGenOilDesert(oilDesertId);
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OilPopulate.INSTANCE.excessiveBiomes.add(biomeOilDesert.biomeID);
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OilPopulate.INSTANCE.surfaceDepositBiomes.add(biomeOilDesert.biomeID);
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}
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int oilOceanId = oilOceanBiomeId.getInt();
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if (oilOceanId > 0) {
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if (BiomeGenBase.biomeList[oilOceanId] != null) {
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throw new BiomeIdException("oilOcean", oilOceanId);
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}
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biomeOilOcean = new BiomeGenOilOcean(oilOceanId);
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OilPopulate.INSTANCE.excessiveBiomes.add(biomeOilOcean.biomeID);
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OilPopulate.INSTANCE.surfaceDepositBiomes.add(biomeOilOcean.biomeID);
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}
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engineBlock = new BlockEngine(engineId.getInt(DefaultProps.ENGINE_ID));
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@ -8,9 +8,9 @@ import net.minecraft.world.biome.BiomeGenDesert;
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*
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* @author CovertJaguar <http://www.railcraft.info/>
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*/
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public class BiomeOilDesert extends BiomeGenDesert {
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public class BiomeGenOilDesert extends BiomeGenDesert {
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public BiomeOilDesert(int id) {
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public BiomeGenOilDesert(int id) {
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super(id);
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setColor(16421912);
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setBiomeName("Desert Oil Field");
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17
common/buildcraft/energy/worldgen/BiomeGenOilOcean.java
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17
common/buildcraft/energy/worldgen/BiomeGenOilOcean.java
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@ -0,0 +1,17 @@
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package buildcraft.energy.worldgen;
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import net.minecraft.world.biome.BiomeGenOcean;
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/**
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*
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* @author CovertJaguar <http://www.railcraft.info/>
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*/
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public class BiomeGenOilOcean extends BiomeGenOcean {
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public BiomeGenOilOcean(int id) {
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super(id);
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setBiomeName("Ocean Oil Field");
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setColor(112);
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setMinMaxHeight(-1.0F, 0.4F);
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}
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}
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@ -16,7 +16,14 @@ public class BiomeInitializer {
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@ForgeSubscribe
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public void initBiomes(WorldTypeEvent.InitBiomeGens event) {
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if (BuildCraftEnergy.biomeOilDesert != null) {
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event.newBiomeGens[0] = new GenLayerAddOilDesert(1500L, event.newBiomeGens[0]);
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event.newBiomeGens[1] = new GenLayerAddOilDesert(1500L, event.newBiomeGens[1]);
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event.newBiomeGens[2] = new GenLayerAddOilDesert(1500L, event.newBiomeGens[2]);
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}
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if (BuildCraftEnergy.biomeOilOcean != null) {
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event.newBiomeGens[0] = new GenLayerAddOilOcean(1500L, event.newBiomeGens[0]);
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event.newBiomeGens[1] = new GenLayerAddOilOcean(1500L, event.newBiomeGens[1]);
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event.newBiomeGens[2] = new GenLayerAddOilOcean(1500L, event.newBiomeGens[2]);
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}
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}
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}
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@ -21,20 +21,14 @@ public class GenLayerAddOilDesert extends GenLayer {
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final int[] inputBiomeIDs = parent.getInts(x - 1, y - 1, width + 2, length + 2);
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final int[] outputBiomeIDs = IntCache.getIntCache(width * length);
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boolean replace = nextInt(4) == 0;
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for (int yIter = 0; yIter < length; ++yIter) {
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for (int xIter = 0; xIter < width; ++xIter) {
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initChunkSeed(xIter + x, yIter + y);
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final int currentBiomeId = inputBiomeIDs[xIter + 1 + (yIter + 1) * (width + 2)];
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if (replace) {
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int newBiomeId = currentBiomeId;
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if (currentBiomeId == BiomeGenBase.desert.biomeID) {
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newBiomeId = BuildCraftEnergy.biomeOilDesert.biomeID;
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}
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outputBiomeIDs[xIter + yIter * width] = newBiomeId;
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if (currentBiomeId == BiomeGenBase.desert.biomeID
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&& SimplexNoise.noise((xIter + x) * 0.001, (yIter + y) * 0.001) > 0.7) {
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outputBiomeIDs[xIter + yIter * width] = BuildCraftEnergy.biomeOilDesert.biomeID;
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} else {
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outputBiomeIDs[xIter + yIter * width] = currentBiomeId;
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}
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40
common/buildcraft/energy/worldgen/GenLayerAddOilOcean.java
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40
common/buildcraft/energy/worldgen/GenLayerAddOilOcean.java
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@ -0,0 +1,40 @@
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package buildcraft.energy.worldgen;
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import buildcraft.BuildCraftEnergy;
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import net.minecraft.world.biome.BiomeGenBase;
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import net.minecraft.world.gen.layer.GenLayer;
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import net.minecraft.world.gen.layer.IntCache;
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/**
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*
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* @author CovertJaguar <http://www.railcraft.info/>
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*/
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public class GenLayerAddOilOcean extends GenLayer {
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public GenLayerAddOilOcean(final long size, final GenLayer genLayer) {
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super(size);
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parent = genLayer;
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}
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@Override
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public int[] getInts(final int x, final int y, final int width, final int length) {
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final int[] inputBiomeIDs = parent.getInts(x - 1, y - 1, width + 2, length + 2);
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final int[] outputBiomeIDs = IntCache.getIntCache(width * length);
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for (int yIter = 0; yIter < length; ++yIter) {
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for (int xIter = 0; xIter < width; ++xIter) {
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initChunkSeed(xIter + x, yIter + y);
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final int currentBiomeId = inputBiomeIDs[xIter + 1 + (yIter + 1) * (width + 2)];
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if (currentBiomeId == BiomeGenBase.ocean.biomeID
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&& SimplexNoise.noise((xIter + x) * 0.0008, (yIter + y) * 0.0008) > 0.8) {
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outputBiomeIDs[xIter + yIter * width] = BuildCraftEnergy.biomeOilOcean.biomeID;
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} else {
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outputBiomeIDs[xIter + yIter * width] = currentBiomeId;
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}
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}
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}
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return outputBiomeIDs;
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}
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}
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358
common/buildcraft/energy/worldgen/SimplexNoise.java
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358
common/buildcraft/energy/worldgen/SimplexNoise.java
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package buildcraft.energy.worldgen;
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/*
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* A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
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*
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* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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* Better rank ordering method by Stefan Gustavson in 2012.
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*
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* This could be speeded up even further, but it's useful as it is.
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*
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* Version 2012-03-09
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*
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* This code was placed in the public domain by its original author,
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* Stefan Gustavson. You may use it as you see fit, but
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* attribution is appreciated.
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*
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*/
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public class SimplexNoise { // Simplex noise in 2D, 3D and 4D
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private static Grad grad3[] = {new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
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new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
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new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)};
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private static Grad grad4[]= {new Grad(0,1,1,1),new Grad(0,1,1,-1),new Grad(0,1,-1,1),new Grad(0,1,-1,-1),
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new Grad(0,-1,1,1),new Grad(0,-1,1,-1),new Grad(0,-1,-1,1),new Grad(0,-1,-1,-1),
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new Grad(1,0,1,1),new Grad(1,0,1,-1),new Grad(1,0,-1,1),new Grad(1,0,-1,-1),
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new Grad(-1,0,1,1),new Grad(-1,0,1,-1),new Grad(-1,0,-1,1),new Grad(-1,0,-1,-1),
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new Grad(1,1,0,1),new Grad(1,1,0,-1),new Grad(1,-1,0,1),new Grad(1,-1,0,-1),
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new Grad(-1,1,0,1),new Grad(-1,1,0,-1),new Grad(-1,-1,0,1),new Grad(-1,-1,0,-1),
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new Grad(1,1,1,0),new Grad(1,1,-1,0),new Grad(1,-1,1,0),new Grad(1,-1,-1,0),
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new Grad(-1,1,1,0),new Grad(-1,1,-1,0),new Grad(-1,-1,1,0),new Grad(-1,-1,-1,0)};
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private static short p[] = {151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180};
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// To remove the need for index wrapping, double the permutation table length
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private static short perm[] = new short[512];
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private static short permMod12[] = new short[512];
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static {
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for(int i=0; i<512; i++)
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{
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perm[i]=p[i & 255];
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permMod12[i] = (short)(perm[i] % 12);
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}
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}
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// Skewing and unskewing factors for 2, 3, and 4 dimensions
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private static final double F2 = 0.5*(Math.sqrt(3.0)-1.0);
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private static final double G2 = (3.0-Math.sqrt(3.0))/6.0;
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private static final double F3 = 1.0/3.0;
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private static final double G3 = 1.0/6.0;
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private static final double F4 = (Math.sqrt(5.0)-1.0)/4.0;
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private static final double G4 = (5.0-Math.sqrt(5.0))/20.0;
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// This method is a *lot* faster than using (int)Math.floor(x)
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private static int fastfloor(double x) {
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int xi = (int)x;
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return x<xi ? xi-1 : xi;
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}
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private static double dot(Grad g, double x, double y) {
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return g.x*x + g.y*y; }
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private static double dot(Grad g, double x, double y, double z) {
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return g.x*x + g.y*y + g.z*z; }
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private static double dot(Grad g, double x, double y, double z, double w) {
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return g.x*x + g.y*y + g.z*z + g.w*w; }
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// 2D simplex noise
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public static double noise(double xin, double yin) {
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double n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin+yin)*F2; // Hairy factor for 2D
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int i = fastfloor(xin+s);
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int j = fastfloor(yin+s);
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double t = (i+j)*G2;
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double X0 = i-t; // Unskew the cell origin back to (x,y) space
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double Y0 = j-t;
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double x0 = xin-X0; // The x,y distances from the cell origin
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double y0 = yin-Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
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if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
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// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double y1 = y0 - j1 + G2;
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Work out the hashed gradient indices of the three simplex corners
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int ii = i & 255;
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int jj = j & 255;
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int gi0 = permMod12[ii+perm[jj]];
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int gi1 = permMod12[ii+i1+perm[jj+j1]];
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int gi2 = permMod12[ii+1+perm[jj+1]];
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// Calculate the contribution from the three corners
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double t0 = 0.5 - x0*x0-y0*y0;
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if(t0<0) n0 = 0.0;
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else {
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t0 *= t0;
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n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
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}
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double t1 = 0.5 - x1*x1-y1*y1;
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if(t1<0) n1 = 0.0;
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else {
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t1 *= t1;
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n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
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}
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double t2 = 0.5 - x2*x2-y2*y2;
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if(t2<0) n2 = 0.0;
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else {
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t2 *= t2;
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n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2);
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}
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// 3D simplex noise
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public static double noise(double xin, double yin, double zin) {
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double n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D
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int i = fastfloor(xin+s);
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int j = fastfloor(yin+s);
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int k = fastfloor(zin+s);
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double t = (i+j+k)*G3;
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double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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double Y0 = j-t;
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double Z0 = k-t;
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double x0 = xin-X0; // The x,y,z distances from the cell origin
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double y0 = yin-Y0;
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double z0 = zin-Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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if(x0>=y0) {
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if(y0>=z0)
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{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
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else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
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else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
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}
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else { // x0<y0
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||||
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.
|
||||
double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
|
||||
double y1 = y0 - j1 + G3;
|
||||
double z1 = z0 - k1 + G3;
|
||||
double x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
|
||||
double y2 = y0 - j2 + 2.0*G3;
|
||||
double z2 = z0 - k2 + 2.0*G3;
|
||||
double x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
|
||||
double y3 = y0 - 1.0 + 3.0*G3;
|
||||
double z3 = z0 - 1.0 + 3.0*G3;
|
||||
// Work out the hashed gradient indices of the four simplex corners
|
||||
int ii = i & 255;
|
||||
int jj = j & 255;
|
||||
int kk = k & 255;
|
||||
int gi0 = permMod12[ii+perm[jj+perm[kk]]];
|
||||
int gi1 = permMod12[ii+i1+perm[jj+j1+perm[kk+k1]]];
|
||||
int gi2 = permMod12[ii+i2+perm[jj+j2+perm[kk+k2]]];
|
||||
int gi3 = permMod12[ii+1+perm[jj+1+perm[kk+1]]];
|
||||
// Calculate the contribution from the four corners
|
||||
double 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);
|
||||
}
|
||||
double 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);
|
||||
}
|
||||
double 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);
|
||||
}
|
||||
double 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
|
||||
public static double noise(double x, double y, double z, double w) {
|
||||
|
||||
double n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
||||
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
||||
double s = (x + y + z + w) * F4; // Factor for 4D skewing
|
||||
int i = fastfloor(x + s);
|
||||
int j = fastfloor(y + s);
|
||||
int k = fastfloor(z + s);
|
||||
int l = fastfloor(w + s);
|
||||
double t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
||||
double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
||||
double Y0 = j - t;
|
||||
double Z0 = k - t;
|
||||
double W0 = l - t;
|
||||
double x0 = x - X0; // The x,y,z,w distances from the cell origin
|
||||
double y0 = y - Y0;
|
||||
double z0 = z - Z0;
|
||||
double 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.
|
||||
int rankx = 0;
|
||||
int ranky = 0;
|
||||
int rankz = 0;
|
||||
int 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++;
|
||||
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
||||
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
||||
int i3, j3, k3, l3; // 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 = rankx >= 3 ? 1 : 0;
|
||||
j1 = ranky >= 3 ? 1 : 0;
|
||||
k1 = rankz >= 3 ? 1 : 0;
|
||||
l1 = rankw >= 3 ? 1 : 0;
|
||||
// Rank 2 denotes the second largest coordinate.
|
||||
i2 = rankx >= 2 ? 1 : 0;
|
||||
j2 = ranky >= 2 ? 1 : 0;
|
||||
k2 = rankz >= 2 ? 1 : 0;
|
||||
l2 = rankw >= 2 ? 1 : 0;
|
||||
// Rank 1 denotes the second smallest coordinate.
|
||||
i3 = rankx >= 1 ? 1 : 0;
|
||||
j3 = ranky >= 1 ? 1 : 0;
|
||||
k3 = rankz >= 1 ? 1 : 0;
|
||||
l3 = rankw >= 1 ? 1 : 0;
|
||||
// The fifth corner has all coordinate offsets = 1, so no need to compute that.
|
||||
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
||||
double y1 = y0 - j1 + G4;
|
||||
double z1 = z0 - k1 + G4;
|
||||
double w1 = w0 - l1 + G4;
|
||||
double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords
|
||||
double y2 = y0 - j2 + 2.0*G4;
|
||||
double z2 = z0 - k2 + 2.0*G4;
|
||||
double w2 = w0 - l2 + 2.0*G4;
|
||||
double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
||||
double y3 = y0 - j3 + 3.0*G4;
|
||||
double z3 = z0 - k3 + 3.0*G4;
|
||||
double w3 = w0 - l3 + 3.0*G4;
|
||||
double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords
|
||||
double y4 = y0 - 1.0 + 4.0*G4;
|
||||
double z4 = z0 - 1.0 + 4.0*G4;
|
||||
double w4 = w0 - 1.0 + 4.0*G4;
|
||||
// Work out the hashed gradient indices of the five simplex corners
|
||||
int ii = i & 255;
|
||||
int jj = j & 255;
|
||||
int kk = k & 255;
|
||||
int ll = l & 255;
|
||||
int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
|
||||
int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
|
||||
int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
|
||||
int gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
|
||||
int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
|
||||
// Calculate the contribution from the five corners
|
||||
double 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);
|
||||
}
|
||||
double 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);
|
||||
}
|
||||
double 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);
|
||||
}
|
||||
double 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);
|
||||
}
|
||||
double 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 static class Grad
|
||||
{
|
||||
double x, y, z, w;
|
||||
|
||||
Grad(double x, double y, double z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
Grad(double x, double y, double z, double w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue