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76 lines
2.6 KiB
76 lines
2.6 KiB
/**
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* Copyright (c) 2011, Novyon Events
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* - Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* @author Anthyon
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*/
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package com.jme3.terrain.noise;
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import com.jme3.terrain.noise.basis.ImprovedNoise;
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import com.jme3.terrain.noise.modulator.Modulator;
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import java.nio.FloatBuffer;
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/**
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* Interface for - basically 3D - noise generation algorithms, based on the
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* book: Texturing & Modeling - A Procedural Approach
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*
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* The main concept is to look at noise as a basis for generating fractals.
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* Basis can be anything, like a simple:
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*
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* <code>
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* float value(float x, float y, float z) {
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* return 0; // a flat noise with 0 value everywhere
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* }
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* </code>
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*
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* or a more complex perlin noise ({@link ImprovedNoise}
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*
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* Fractals use these functions to generate a more complex result based on some
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* frequency, roughness, etc values.
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*
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* Fractals themselves are implementing the Basis interface as well, opening
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* an infinite range of results.
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*
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* @author Anthyon
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*
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* @since 2011
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*
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*/
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public interface Basis {
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public void init();
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public Basis setScale(float scale);
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public float getScale();
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public Basis addModulator(Modulator modulator);
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public float value(float x, float y, float z);
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public FloatBuffer getBuffer(float sx, float sy, float base, int size);
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}
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