/** * Copyright (c) 2011, Novyon Events * * 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. * * 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 HOLDER 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. * * @author Anthyon */ package com.jme3.terrain.noise.fractal; import com.jme3.terrain.noise.Basis; import com.jme3.terrain.noise.ShaderUtils; import com.jme3.terrain.noise.basis.ImprovedNoise; import com.jme3.terrain.noise.basis.Noise; /** * FractalSum is the simplest form of fractal functions summing up a few octaves * of the noise value with an ever decreasing (0 < roughness < 1) amplitude * * lacunarity = 2.0f is the classical octave distance * * Note: though noise basis functions are generally designed to return value * between -1..1, there sum can easily be made to extend out of this range. To * handle this is up to the user. * * @author Anthyon * */ public class FractalSum extends Noise implements Fractal { private Basis basis; private float lacunarity; private float amplitude; private float roughness; private float frequency; private float octaves; private int maxFreq; public FractalSum() { this.basis = new ImprovedNoise(); this.lacunarity = 2.124367f; this.amplitude = 1.0f; this.roughness = 0.6f; this.frequency = 1f; this.setOctaves(1); } @Override public float value(final float x, final float y, final float z) { float total = 0; for (float f = this.frequency, a = this.amplitude; f < this.maxFreq; f *= this.lacunarity, a *= this.roughness) { total += this.basis.value(this.scale * x * f, this.scale * y * f, this.scale * z * f) * a; } return ShaderUtils.clamp(total, -1, 1); } @Override public Fractal addBasis(final Basis basis) { this.basis = basis; return this; } public float getOctaves() { return this.octaves; } @Override public Fractal setOctaves(final float octaves) { this.octaves = octaves; this.maxFreq = 1 << (int) octaves; return this; } public float getFrequency() { return this.frequency; } @Override public Fractal setFrequency(final float frequency) { this.frequency = frequency; return this; } public float getRoughness() { return this.roughness; } @Override public Fractal setRoughness(final float roughness) { this.roughness = roughness; return this; } public float getAmplitude() { return this.amplitude; } @Override public Fractal setAmplitude(final float amplitude) { this.amplitude = amplitude; return this; } public float getLacunarity() { return this.lacunarity; } @Override public Fractal setLacunarity(final float lacunarity) { this.lacunarity = lacunarity; return this; } @Override public void init() { } }