/*
* The MIT License (MIT)
*
* FXGL - JavaFX Game Library
*
* Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
package sandbox;
import com.almasb.fxgl.app.GameApplication;
import com.almasb.fxgl.core.math.FXGLMath;
import com.almasb.fxgl.core.math.Vec2;
import com.almasb.fxgl.settings.GameSettings;
import javafx.scene.Node;
import javafx.scene.shape.Line;
import javafx.scene.transform.Rotate;
import java.util.ArrayList;
import java.util.List;
/**
*
*
* @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com)
*/
public class FractalGenerationsSample extends GameApplication {
@Override
protected void initSettings(GameSettings settings) {
settings.setWidth(800);
settings.setHeight(600);
settings.setTitle("FractalGenerationsSample");
settings.setVersion("0.1");
settings.setIntroEnabled(false);
settings.setMenuEnabled(false);
settings.setCloseConfirmation(false);
}
private Line line;
@Override
protected void initUI() {
setSeedAndReinitialize();
line = new Line(400, getHeight(), 400, getHeight() - 20);
branch(120, line, -90, true);
}
private float t = 0;
private List<Node> nodes = new ArrayList<>();
@Override
protected void onUpdate(double tpf) {
t += tpf;
nodes.forEach(getGameScene()::removeUINode);
nodes.clear();
branch(120, line, -90, true);
// getGameScene().getUINodes()
// .stream()
// .skip(1)
// .map(n -> (Line) n)
// .forEach(l -> l.setEndX(l.getStartX() + noise1D(t) * 50));
// .map(n -> (Rotate) n.getTransforms().get(0))
// .forEach(r -> {
// r.setAngle(noise1D(t) * 10);
// });
}
// adapted from Nature of Code
private void branch(float len, Line parent, double angle, boolean left) {
Vec2 v = Vec2.fromAngle(angle);
v.normalizeLocal().mulLocal(len);
Line line = new Line(parent.getEndX(), parent.getEndY(), parent.getEndX() + v.x, parent.getEndY() + v.y);
line.startXProperty().bind(parent.endXProperty());
line.startYProperty().bind(parent.endYProperty());
Rotate r = new Rotate();
r.pivotXProperty().bind(parent.endXProperty());
r.pivotYProperty().bind(parent.endYProperty());
//line.getTransforms().add(r);
line.setStrokeWidth(len / 120.0 * 6.5);
getGameScene().addUINode(line);
nodes.add(line);
len *= 0.66;
if (len > 2) {
// Here the angle is controlled by perlin noise
// This is a totally arbitrary way to do it, try others!
float theta = noise1D(t) * 3 * FXGLMath.radiansToDegrees;
//if (n%2==0) theta *= -1;
if (left) {
branch(len, line, theta, true);
branch(len, line, -theta, false);
} else {
branch(len, line, theta, true);
}
if (FXGLMath.randomBoolean()) {
branch(len, line, theta, true);
}
}
}
// from CRYtek
public static final int NOISE_TABLE_SIZE = 256;
public static final int NOISE_MASK = 255;
private float[] gx = new float[NOISE_TABLE_SIZE];
private float[] gy = new float[NOISE_TABLE_SIZE];
void setSeedAndReinitialize() {
// Generate the gradient lookup tables
for (int i = 0; i < NOISE_TABLE_SIZE; i++) {
// Ken Perlin proposes that the gradients are taken from the unit
// circle/sphere for 2D/3D.
// So lets generate a good pseudo-random vector and normalize it
Vec2 v = new Vec2();
// cry_frand is in the 0..1 range
v.x = -0.5f + FXGLMath.random();
v.y = -0.5f + FXGLMath.random();
v.normalizeLocal();
gx[i] = v.x;
gy[i] = v.y;
}
}
// (-0.5, 0.5) t > 0
private float noise1D(float x) {
// Compute what gradients to use
int qx0 = (int)Math.floor(x);
int qx1 = qx0 + 1;
float tx0 = x - (float)qx0;
float tx1 = tx0 - 1;
// Make sure we don't come outside the lookup table
qx0 = qx0 & NOISE_MASK;
qx1 = qx1 & NOISE_MASK;
// Compute the dotproduct between the vectors and the gradients
float v0 = gx[qx0] * tx0;
float v1 = gx[qx1] * tx1;
// Modulate with the weight function
float wx = (3 - 2 * tx0) * tx0 * tx0;
float v = v0 - wx * (v0 - v1);
return v;
}
public static void main(String[] args) {
launch(args);
}
}