waterheightgenerator.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 145 行
JAVA
145 行
/*
* 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.effects.water;
import com.jme.math.FastMath;
/**
* <code>WaterHeightGenerator</code>
* Sample implementation of a water height generator
*
* @author Rikard Herlitz (MrCoder)
*/
public class WaterHeightGenerator implements HeightGenerator {
private float scalexsmall = 0.04f;
private float scaleysmall = 0.02f;
private float scalexbig = 0.015f;
private float scaleybig = 0.01f;
private float heightsmall = 3.0f;
private float heightbig = 10.0f;
private float speedsmall = 1.0f;
private float speedbig = 0.5f;
private int octaves = 2;
public float getHeight( float x, float z, float time ) {
float zval = z * scaleybig * 4f + time * speedbig * 4f;
float height = FastMath.sin( zval );
height *= heightbig;
if( octaves > 0 ) {
float height2 = (float) ImprovedNoise.noise( x * scaleybig, z * scalexbig, time * speedbig ) * heightbig;
height = height * 0.4f + height2 * 0.6f;
}
if( octaves > 1 )
height += ImprovedNoise.noise( x * scaleysmall, z * scalexsmall, time * speedsmall ) * heightsmall;
if( octaves > 2 )
height += ImprovedNoise.noise( x * scaleysmall * 2.0f, z * scalexsmall * 2.0f, time * speedsmall * 1.5f ) * heightsmall * 0.5f;
if( octaves > 3 )
height += ImprovedNoise.noise( x * scaleysmall * 4.0f, z * scalexsmall * 4.0f, time * speedsmall * 2.0f ) * heightsmall * 0.25f;
return height; // + waterHeight
}
public float getScalexsmall() {
return scalexsmall;
}
public void setScalexsmall( float scalexsmall ) {
this.scalexsmall = scalexsmall;
}
public float getScaleysmall() {
return scaleysmall;
}
public void setScaleysmall( float scaleysmall ) {
this.scaleysmall = scaleysmall;
}
public float getScalexbig() {
return scalexbig;
}
public void setScalexbig( float scalexbig ) {
this.scalexbig = scalexbig;
}
public float getScaleybig() {
return scaleybig;
}
public void setScaleybig( float scaleybig ) {
this.scaleybig = scaleybig;
}
public float getHeightsmall() {
return heightsmall;
}
public void setHeightsmall( float heightsmall ) {
this.heightsmall = heightsmall;
}
public float getHeightbig() {
return heightbig;
}
public void setHeightbig( float heightbig ) {
this.heightbig = heightbig;
}
public float getSpeedsmall() {
return speedsmall;
}
public void setSpeedsmall( float speedsmall ) {
this.speedsmall = speedsmall;
}
public float getSpeedbig() {
return speedbig;
}
public void setSpeedbig( float speedbig ) {
this.speedbig = speedbig;
}
public int getOctaves() {
return octaves;
}
public void setOctaves( int octaves ) {
this.octaves = octaves;
}
}
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