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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* 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;
import com.jme3.terrain.noise.basis.ImprovedNoise;
import com.jme3.terrain.noise.modulator.Modulator;
import java.nio.FloatBuffer;
/**
* Interface for - basically 3D - noise generation algorithms, based on the
* book: Texturing & Modeling - A Procedural Approach
*
* The main concept is to look at noise as a basis for generating fractals.
* Basis can be anything, like a simple:
*
*
* float value(float x, float y, float z) {
* return 0; // a flat noise with 0 value everywhere
* }
*
*
* or a more complex perlin noise ({@link ImprovedNoise}
*
* Fractals use these functions to generate a more complex result based on some
* frequency, roughness, etcetera values.
*
* Fractals themselves are implementing the Basis interface as well, opening
* an infinite range of results.
*
* @author Anthyon
*
* @since 2011
*
*/
public interface Basis {
public void init();
public Basis setScale(float scale);
public float getScale();
public Basis addModulator(Modulator modulator);
public float value(float x, float y, float z);
public FloatBuffer getBuffer(float sx, float sy, float base, int size);
}
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