Java Code Examples for com.jme3.terrain.noise.fractal.FractalSum#setScale()
The following examples show how to use
com.jme3.terrain.noise.fractal.FractalSum#setScale() .
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Example 1
Source File: RoughTerrainToolControl.java From jmonkeybuilder with Apache License 2.0 | 5 votes |
@JmeThread private @NotNull Basis createFractalGenerator() { final FractalSum fractalSum = new FractalSum(); fractalSum.setRoughness(getRoughness()); fractalSum.setFrequency(getFrequency()); fractalSum.setAmplitude(getBrushPower()); fractalSum.setLacunarity(getLacunarity()); // make it greater than 1.0f fractalSum.setOctaves(getOctaves()); fractalSum.setScale(max(min(getScale(), 1.0F), 0F)); //0.02125f fractalSum.addModulator((NoiseModulator) in -> ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1)); final FilteredBasis ground = new FilteredBasis(fractalSum); final PerturbFilter perturb = new PerturbFilter(); perturb.setMagnitude(0.2f);//0.119 the higher, the slower it is final OptimizedErode therm = new OptimizedErode(); therm.setRadius(5); therm.setTalus(0.011f); final SmoothFilter smooth = new SmoothFilter(); smooth.setRadius(1); smooth.setEffect(0.1f); // 0.7 final IterativeFilter iterate = new IterativeFilter(); iterate.addPreFilter(perturb); iterate.addPostFilter(smooth); iterate.setFilter(therm); iterate.setIterations(1); ground.addPreFilter(iterate); return ground; }
Example 2
Source File: TerrainTestModifyHeight.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
private void createTerrainGrid() { // TERRAIN TEXTURE material matTerrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); matTerrain.setTexture("region1ColorMap", grass); matTerrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); // DIRT texture Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); matTerrain.setTexture("region2ColorMap", dirt); matTerrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); // ROCK texture Texture rock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); matTerrain.setTexture("region3ColorMap", rock); matTerrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("region4ColorMap", rock); matTerrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("slopeColorMap", rock); matTerrain.setFloat("slopeTileFactor", 32); matTerrain.setFloat("terrainSize", 513); FractalSum base = new FractalSum(); base.setRoughness(0.7f); base.setFrequency(1.0f); base.setAmplitude(1.0f); base.setLacunarity(2.12f); base.setOctaves(8); base.setScale(0.02125f); base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(base); PerturbFilter perturb = new PerturbFilter(); perturb.setMagnitude(0.119f); OptimizedErode therm = new OptimizedErode(); therm.setRadius(5); therm.setTalus(0.011f); SmoothFilter smooth = new SmoothFilter(); smooth.setRadius(1); smooth.setEffect(0.7f); IterativeFilter iterate = new IterativeFilter(); iterate.addPreFilter(perturb); iterate.addPostFilter(smooth); iterate.setFilter(therm); iterate.setIterations(1); ground.addPreFilter(iterate); this.terrain = new TerrainGrid("terrain", 65, 257, new FractalTileLoader(ground, 256f)); terrain.setMaterial(matTerrain); terrain.setLocalTranslation(0, 0, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainLodControl(this.terrain, getCamera()); this.terrain.addControl(control); }
Example 3
Source File: TerrainTestModifyHeight.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void createTerrainGrid() { // TERRAIN TEXTURE material matTerrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // Parameters to material: // regionXColorMap: X = 1..4 the texture that should be appliad to state X // regionX: a Vector3f containing the following information: // regionX.x: the start height of the region // regionX.y: the end height of the region // regionX.z: the texture scale for the region // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) // slopeColorMap: the texture to be used for cliffs, and steep mountain sites // slopeTileFactor: the texture scale for slopes // terrainSize: the total size of the terrain (used for scaling the texture) // GRASS texture Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); grass.setWrap(WrapMode.Repeat); matTerrain.setTexture("region1ColorMap", grass); matTerrain.setVector3("region1", new Vector3f(88, 200, this.grassScale)); // DIRT texture Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg"); dirt.setWrap(WrapMode.Repeat); matTerrain.setTexture("region2ColorMap", dirt); matTerrain.setVector3("region2", new Vector3f(0, 90, this.dirtScale)); // ROCK texture Texture rock = assetManager.loadTexture("Textures/Terrain/Rock2/rock.jpg"); rock.setWrap(WrapMode.Repeat); matTerrain.setTexture("region3ColorMap", rock); matTerrain.setVector3("region3", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("region4ColorMap", rock); matTerrain.setVector3("region4", new Vector3f(198, 260, this.rockScale)); matTerrain.setTexture("slopeColorMap", rock); matTerrain.setFloat("slopeTileFactor", 32); matTerrain.setFloat("terrainSize", 513); FractalSum base = new FractalSum(); base.setRoughness(0.7f); base.setFrequency(1.0f); base.setAmplitude(1.0f); base.setLacunarity(2.12f); base.setOctaves(8); base.setScale(0.02125f); base.addModulator(new NoiseModulator() { @Override public float value(float... in) { return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1); } }); FilteredBasis ground = new FilteredBasis(base); PerturbFilter perturb = new PerturbFilter(); perturb.setMagnitude(0.119f); OptimizedErode therm = new OptimizedErode(); therm.setRadius(5); therm.setTalus(0.011f); SmoothFilter smooth = new SmoothFilter(); smooth.setRadius(1); smooth.setEffect(0.7f); IterativeFilter iterate = new IterativeFilter(); iterate.addPreFilter(perturb); iterate.addPostFilter(smooth); iterate.setFilter(therm); iterate.setIterations(1); ground.addPreFilter(iterate); this.terrain = new TerrainGrid("terrain", 65, 257, new FractalTileLoader(ground, 256f)); terrain.setMaterial(matTerrain); terrain.setLocalTranslation(0, 0, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(this.terrain); TerrainLodControl control = new TerrainLodControl(this.terrain, getCamera()); this.terrain.addControl(control); }