📄 midpointheightmap.java
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/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jmex.terrain.util;
import java.util.logging.Logger;
import com.jme.math.FastMath;
import com.jme.system.JmeException;
/**
* <code>MidPointHeightMap</code> creates a heightmap based on the
* Midpoint Displacement fractal generation algorithm based on Jason Shankel's
* paper from "Game Programming Gems". Terrain is generated by displacing the
* center of a "square" multiple times. Displacing the center creates for
* new squares, these new squares are then treated the same way, until the level
* of detail has been reached.
*
* It is important to note that the size of the terrain MUST be a power of
* two.
*
* @author Mark Powell
* @version $Id: MidPointHeightMap.java,v 1.5 2007/08/02 23:16:20 nca Exp $
*/
public class MidPointHeightMap extends AbstractHeightMap {
private static final Logger logger = Logger
.getLogger(MidPointHeightMap.class.getName());
private float roughness;
/**
* Constructor builds a new heightmap using the midpoint displacement
* algorithm. Roughness determines how chaotic the terrain will be.
* Where 1 is perfectly self-similar, > 1 early iterations have a
* disproportionately large effect creating smooth terrain, and < 1
* late iteraions have a disproportionately large effect creating
* chaotic terrain.
*
* @param size the size of the terrain, must be a power of 2.
* @param roughness how chaotic to make the terrain.
*
* @throws JmeException if size is less than or equal to
* zero or roughtness is less than 0.
*/
public MidPointHeightMap(int size, float roughness) {
if(!FastMath.isPowerOfTwo(size)) {
throw new JmeException("Size must be (2^N) sized.");
}
if (roughness < 0 || size <= 0) {
throw new JmeException("size and roughness must be " +
"greater than 0");
}
this.roughness = roughness;
this.size = size;
load();
}
/**
* <code>load</code> generates the heightfield using the Midpoint Displacement
* algorithm. <code>load</code> uses the latest attributes, so a call
* to <code>load</code> is recommended if attributes have changed using
* the set methods.
*/
public boolean load() {
float height;
double heightReducer;
float[][] tempBuffer;
//holds the points of the square.
int ni, nj;
int mi, mj;
int pmi, pmj;
if (null != heightData) {
unloadHeightMap();
}
height = size / 2f;
heightReducer = Math.pow(2, -1 * roughness);
heightData = new float[size*size];
tempBuffer = new float[size][size];
int counter = size;
while (counter > 0) {
//displace the center of the square.
for (int i = 0; i < size; i += counter) {
for (int j = 0; j < size; j += counter) {
//(0,0) point of the local square
ni = (i + counter) % size;
nj = (j + counter) % size;
//middle point of the local square
mi = (i + counter / 2);
mj = (j + counter / 2);
//displayce the middle point by the average of the
//corners, and a random value.
tempBuffer[mi][mj] =
(float) ((tempBuffer[i][j]
+ tempBuffer[ni][j]
+ tempBuffer[i][nj]
+ tempBuffer[ni][nj])
/ 4
+ (Math.random() * height - (height / 2)));
}
}
//next calculate the new midpoints of the line segments.
for (int i = 0; i < size; i += counter) {
for (int j = 0; j < size; j += counter) {
//(0,0) of the local square
ni = (i + counter) % size;
nj = (j + counter) % size;
//middle point of the local square.
mi = (i + counter / 2);
mj = (j + counter / 2);
//middle point on the line in the x-axis direction.
pmi = (i - counter / 2 + size) % size;
//middle point on the line in the y-axis direction.
pmj = (j - counter / 2 + size) % size;
//Calculate the square value for the top side of the rectangle
tempBuffer[mi][j] =
(float) ((tempBuffer[i][j]
+ tempBuffer[ni][j]
+ tempBuffer[mi][pmj]
+ tempBuffer[mi][mj])
/ 4
+ (Math.random() * height - (height / 2)));
//Calculate the square value for the left side of the rectangle
tempBuffer[i][mj] =
(float) ((tempBuffer[i][j]
+ tempBuffer[i][nj]
+ tempBuffer[pmi][mj]
+ tempBuffer[mi][mj])
/ 4
+ (Math.random() * height - (height / 2)));
}
}
counter /= 2;
height *= heightReducer;
}
normalizeTerrain(tempBuffer);
//transfer the new terrain into the height map.
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
setHeightAtPoint((float)tempBuffer[i][j], i, j);
}
}
logger.info("Created Heightmap using Mid Point");
return true;
}
/**
* <code>setRoughness</code> sets the new roughness value of the
* heightmap. Roughness determines how chaotic the terrain will be.
* Where 1 is perfectly self-similar, > 1 early iterations have a
* disproportionately large effect creating smooth terrain, and < 1
* late iteraions have a disproportionately large effect creating
* chaotic terrain.
*
* @param roughness how chaotic will the heightmap be.
*/
public void setRoughness(float roughness) {
if (roughness < 0) {
throw new JmeException("roughness must be greater than 0");
}
this.roughness = roughness;
}
}
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