Dynamic World System
parent
1c962efa0a
commit
8d4c0067a5
8
README
8
README
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@ -1,7 +1,11 @@
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depends:
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$ sudo apt install lua5.3 libsqlite3
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$ sudo apt install build-essential make lua5.3 liblua5.3-dev libgl1-mesa-dev libglew-dev libglm-dev libglfw3-dev libassimp-dev libsqlite3-dev luarocks
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$ luarocks install lsqlite3
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$ luarocks install luasocket
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$ luarocks install luafilesystem
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Build moongl, moonglfw, moonglmath, moonimage and moonassimp: Only needed for running the client, see build instructions in deps/*/README.md
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Build moongl, moonglfw, moonglmath, moonimage and moonassimp: See build instructions in deps/*/README.md
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Run:
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./init.lua Client
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3
init.lua
3
init.lua
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@ -4,8 +4,9 @@ socket = require("socket")
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lsqlite3 = require("lsqlite3")
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gl = require("moongl")
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glfw = require("moonglfw")
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image = require("moonimage")
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glm = require("moonglmath")
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image = require("moonimage")
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perlin = require("util/perlin")
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string.split = require("util/string_split")
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table.indexof = require("util/table_indexof")
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table.assign = require("util/table_assign")
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@ -4,12 +4,12 @@ function graphics:init()
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RenderEngine:init()
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RenderEngine.bininear_filter = false
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RenderEngine.mipmap = false
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RenderEngine.mipmap = true
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RenderEngine.mouse_sensitivity = 0.7
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--RenderEngine.pitch_move = true
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RenderEngine.pitch_move = false
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RenderEngine.mesh_effect_grow_time = 0.25
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RenderEngine.mesh_effect_flyin_time = 0.5
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RenderEngine.mesh_effect_flyin_offset = 20
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RenderEngine.mesh_effect_flyin_time = 0.25
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RenderEngine.mesh_effect_flyin_offset = 10
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RenderEngine.mesh_effect_rotate_speed = 1
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RenderEngine:set_wireframe(false)
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@ -20,17 +20,9 @@ function graphics:init()
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RenderEngine:set_sky("#87CEEB")
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RenderEngine:toggle_fullscreen()
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BlockSystem:init_textures()
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end
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function graphics:create_chunk_meshes(chunk)
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local mesh = RenderEngine.ChunkMesh()
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mesh:set_pos(glm.vec3(0, 0, 0))
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mesh:set_size(glm.vec3(1, 1, 1))
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mesh:set_texture(BlockSystem:get_def("game:dirt").texture)
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mesh:create_vertices(chunk)
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mesh:set_effect(RenderEngine.Mesh.EFFECT_FLYIN)
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mesh:add_to_scene()
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end
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return graphics
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@ -6,13 +6,14 @@ PlayerSystem:init("client")
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Client.map = WorldSystem.Map()
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Client.player = PlayerSystem.LocalPlayer()
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Client.player:set_position(glm.vec3(8, 20, 8))
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Client.player:set_position(glm.vec3(8, 8, 8))
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Dragonblocks:add_task(function()
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repeat
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while true do
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coroutine.yield("FPS:" .. math.floor(Dragonblocks.tps or 0))
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until false
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end
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end)
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RenderEngine:render_loop(true)
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--RenderEngine:render_loop(true)
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@ -4,42 +4,32 @@ local grass = BlockSystem:get_def("game:grass")
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local leaves = BlockSystem:get_def("game:leaves")
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local tree = BlockSystem:get_def("game:tree")
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math.randomseed(os.time())
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local grass_layer_start, grass_layer_end = 0, 30
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local grass_layer_height = grass_layer_end - grass_layer_start
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function MapGen:generate(chunk)
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local grass_layer_table, old_grass_layer_table
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local grass_layer
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for x = 0, 15 do
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grass_layer_table, old_grass_layer_table = {}, grass_layer_table
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grass_layer = old_grass_layer_table and old_grass_layer_table[1] or 8 + math.random(5)
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for z = 0, 15 do
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local old_grass_layer = old_grass_layer_table and old_grass_layer_table[z] or grass_layer
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grass_layer = math.floor((grass_layer + old_grass_layer) / 2)
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if math.random(3) == 1 then
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grass_layer = grass_layer + math.random(3) - 2
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end
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grass_layer = glm.clamp(grass_layer, 0, 15)
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grass_layer_table[z] = grass_layer
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if math.random(25) == 1 then
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chunk:add_block(glm.vec3(x, grass_layer, z), dirt)
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self:add_tree(chunk, glm.vec3(x, grass_layer + 1, z))
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else
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chunk:add_block(glm.vec3(x, grass_layer, z), grass)
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end
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local dirt_start, dirt_end = grass_layer - 1, math.max(grass_layer - 5, 0)
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local stone_start, stone_end = grass_layer - 6, 0
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if dirt_start >= 0 then
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for y = dirt_start, dirt_end, -1 do
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chunk:add_block(glm.vec3(x, y, z), dirt)
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end
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end
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if stone_start >= 0 then
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for y = stone_start, stone_end, -1 do
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chunk:add_block(glm.vec3(x, y, z), stone)
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function MapGen.generate(minp, maxp)
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local data = {}
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local minx, miny, minz, maxx, maxy, maxz = minp.x, minp.y, minp.z, maxp.x - 1, maxp.y - 1, maxp.z - 1
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for x = minx, maxx do
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for z = minz, maxz do
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local grass_layer = math.floor(grass_layer_start + grass_layer_height * perlin:noise(x / grass_layer_height, z / grass_layer_height))
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for y = miny, maxy do
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local pos = glm.vec3(x - minx, y - miny, z - minz)
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local block
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if y <= grass_layer - 5 then
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block = stone
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elseif y <= grass_layer - 1 then
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block = dirt
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elseif y <= grass_layer then
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block = grass
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end
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if block then
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data[WorldSystem.Chunk.get_pos_hash(pos)] = WorldSystem.Block(pos, block)
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end
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end
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end
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end
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return data
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end
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local tree_blocks = {
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@ -52,6 +52,14 @@ end
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function LocalPlayer:set_position_callback(event)
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RenderEngine.camera.pos = self.pos
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local pos = WorldSystem.Map.get_chunk_pos(self.pos)
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for x = pos.x - 1, pos.x + 1 do
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for y = pos.y - 1, pos.y + 1 do
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for z = pos.z - 1, pos.z + 1 do
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Client.map:create_chunk_if_not_exists(glm.vec3(x, y, z))
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end
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end
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end
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end
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function LocalPlayer:move(vec)
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@ -1,7 +1,7 @@
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local ChunkMesh = Dragonblocks.create_class()
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table.assign(ChunkMesh, RenderEngine.Mesh)
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function ChunkMesh:create_vertices(chunk)
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function ChunkMesh:create_faces(blocks)
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self.vertices = {}
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self.textures = {}
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self.vertex_blob_size = 6
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glm.vec3( 0, -1, 0),
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glm.vec3( 0, 1, 0),
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}
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for _, block in pairs(chunk.blocks) do
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local bc = 0
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for _, block in pairs(blocks) do
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for i, dir in ipairs(face_orientations) do
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local pos = block.pos
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if not chunk:get_block(pos + dir) then
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local dir_pos_hash = WorldSystem.Chunk.get_pos_hash(pos + dir)
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if not dir_pos_hash or not blocks[dir_pos_hash] then
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table.insert(self.textures, block.def.texture)
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self:add_face(block.pos, i)
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self:add_face(block.pos - glm.vec3(7.5, 7.5, 7.5), i)
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end
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end
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bc = bc + 1
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if bc == 64 then
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bc = 0
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coroutine.yield()
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end
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end
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self:apply_vertices(self.vertices)
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end
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@ -39,7 +39,7 @@ function RenderEngine:render_loop(is_only_task)
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end
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function RenderEngine:update_projection_matrix()
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gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), self.window_width / self.window_height, 0.0001, 100))
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gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), self.window_width / self.window_height, 0.01, 100))
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end
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function RenderEngine:update_view_matrix()
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function RenderEngine:set_wireframe(v)
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gl.polygon_mode("front and back", (v and "line" or "fill"))
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end
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function RenderEngine:toggle_fullscreen()
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self.fullscreen = not self.fullscreen
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local monitor = glfw.get_primary_monitor()
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local mode = glfw.get_video_mode(monitor)
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glfw.set_window_monitor(self.window, self.fullscreen and monitor, 0, 0, mode.width, mode.height, 0)
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end
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@ -1,7 +1,7 @@
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local Block = Dragonblocks.create_class()
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function Block:constructor(def, pos)
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self.def, self.pos = def, pos
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function Block:constructor(pos, def)
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self.pos, self.def = pos, def
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end
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return Block
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@ -3,31 +3,51 @@ local Chunk = Dragonblocks.create_class()
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local size = 16
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local size_squared = math.pow(size, 2)
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function Chunk:constructor()
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self.blocks = {}
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MapGen:generate(self)
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if Client then
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Client.graphics:create_chunk_meshes(self)
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end
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end
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function Chunk:get_pos_hash(pos)
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function Chunk.get_pos_hash(pos)
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local x, y, z = pos.x, pos.y, pos.z
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if x > 15 or y > 15 or z > 15 or x < 0 or y < 0 or z < 0 then return end
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return x + size * y + size_squared * z
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end
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function Chunk:constructor(pos, blocks)
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self.pos, self.blocks = pos, blocks
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end
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function Chunk:add_block(pos, def)
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local block = WorldSystem.Block(def, pos)
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self.blocks[self:get_pos_hash(pos)] = block
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local pos_hash = Chunk.get_pos_hash(pos)
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if pos_hash then
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self.blocks[pos_hash] = WorldSystem.Block(pos, def)
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self:update_mesh()
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end
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end
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function Chunk:remove_block(pos)
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self.blocks[self:get_pos_hash(pos)] = nil
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local pos_hash = Chunk.get_pos_hash(pos)
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if pos_hash then
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self.blocks[pos_hash] = nil
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self:update_mesh()
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end
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end
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function Chunk:get_block(pos)
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return self.blocks[self:get_pos_hash(pos)]
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local pos_hash = Chunk.get_pos_hash(pos)
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if pos_hash then return self.blocks[pos_hash] end
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end
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function Chunk:update_mesh()
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if #self.blocks == 0 then return end
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local mesh = RenderEngine.ChunkMesh()
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mesh:set_pos(self.pos * 16 + glm.vec3(8, 8, 8))
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mesh:set_size(glm.vec3(1, 1, 1))
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mesh:create_faces(self.blocks)
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if not self.mesh then
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mesh:set_effect(RenderEngine.Mesh.EFFECT_FLYIN)
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end
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if self.mesh then
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self.mesh:remove_from_scene()
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end
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self.mesh = mesh
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mesh:add_to_scene()
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end
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return Chunk
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@ -1,7 +1,74 @@
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local Map = Dragonblocks.create_class()
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local size = 1000
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local size_squared = math.pow(size, 2)
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function Map.get_pos_hash(pos)
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local x, y, z = pos.x, pos.y, pos.z
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if x > 999 or y > 999 or z > 999 or x < -999 or y < -999 or z < -999 then return end
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return x + size * y + size_squared * z
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end
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function Map.get_chunk_pos(pos)
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return glm.vec3(math.floor(pos.x / 16), math.floor(pos.y / 16), math.floor(pos.z / 16))
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end
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function Map.get_block_pos(pos)
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return pos * 16
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end
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function Map.get_chunk_pos_and_block_pos(pos)
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local chunk_pos = Map.get_chunk_pos(pos)
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local block_pos = pos - Map.get_block_pos(chunk_pos)
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return chunk_pos, block_pos
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end
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function Map:constructor()
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self.chunk = WorldSystem.Chunk()
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self.chunks = {}
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end
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function Map:get_block(pos)
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local chunk, block_pos = self:get_chunk_and_block_pos(pos)
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if chunk then return chunk:get_block(block_pos) end
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end
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function Map:add_block(pos, block)
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local chunk, block_pos = self:get_chunk_and_block_pos(pos)
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if chunk then return chunk:add_block(block_pos, block) end
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end
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function Map:remove_block(pos)
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local chunk, block_pos = self:get_chunk_and_block_pos(pos)
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if chunk then return chunk:remove_block(block_pos) end
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end
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function Map:create_chunk(pos, data)
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local pos_hash = Map.get_pos_hash(pos)
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if not pos_hash then return end
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local minp = Map.get_block_pos(pos)
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local maxp = minp + glm.vec3(16, 16, 16)
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local data = data or MapGen.generate(minp, maxp)
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local chunk = WorldSystem.Chunk(pos, data)
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self.chunks[pos_hash] = chunk
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Dragonblocks:add_task(function()
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chunk:update_mesh()
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end)
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end
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function Map:create_chunk_if_not_exists(pos, data)
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if not self:get_chunk(pos) then self:create_chunk(pos, data) end
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end
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function Map:get_chunk(pos)
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local pos_hash = Map.get_pos_hash(pos)
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if pos_hash then return self.chunks[pos_hash] end
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end
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function Map:get_chunk_and_block_pos(pos)
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local chunk_pos, block_pos = Map.get_chunk_pos_and_block_pos(pos)
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local chunk = self:get_chunk(chunk_pos)
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return chunk, block_pos
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end
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return Map
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@ -1,4 +1,4 @@
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function Dragonblocks.create_class()
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function Dragonblocks:create_class()
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local class = self or {}
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setmetatable(class, {
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__call = function(_, ...)
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@ -5,6 +5,7 @@ require("src/events")
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require("src/taskmgr")
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require("src/modulemgr")
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require("src/serialisation")
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require("src/timeout")
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print("Started Dragonblocks core")
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@ -37,7 +37,7 @@ end
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function Dragonblocks:read_modules()
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if not lfs.attributes("data", "mode") then
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lfs.mkdir(self.data_path)
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lfs.mkdir("data")
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end
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self.modules = {}
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for modulename in lfs.dir("modules") do
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@ -11,11 +11,7 @@ function Dragonblocks:step()
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local tasks = self.tasks
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self.tasks = {}
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for _, t in ipairs(tasks) do
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local continue, status = coroutine.resume(t)
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if status then
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print(status)
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end
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if continue then
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if coroutine.status(t) ~= "dead" and coroutine.resume(t) then
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table.insert(self.tasks, t)
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end
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end
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@ -0,0 +1,38 @@
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local timeout = Dragonblocks.create_class()
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timeout.list = {}
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function timeout:constructor(sec, func, ...)
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self.exp, self.func, self.args = socket.gettime() + sec, func, table.pack(...)
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table.insert(timeout.list, self)
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end
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function timeout:clear()
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self.cleared = true
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end
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function Dragonblocks.set_timeout(sec, func, ...)
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return timeout(sec, func, ...)
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end
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function Dragonblocks:clear_timeout()
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self:clear()
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end
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Dragonblocks:add_task(function()
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while true do
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local tolist = timeout.list
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local tm = socket.gettime()
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timeout.list = {}
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for _, to in pairs(tolist) do
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if not to.cleared then
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if to.exp <= tm then
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to.func(table.unpack(to.args))
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else
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table.insert(timeout.list, to)
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end
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end
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end
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coroutine.yield()
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end
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end)
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@ -0,0 +1,129 @@
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--[[
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Implemented as described here:
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http://flafla2.github.io/2014/08/09/perlinnoise.html
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]]--
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local perlin = {}
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perlin.p = {}
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|
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-- Hash lookup table as defined by Ken Perlin
|
||||
-- This is a randomly arranged array of all numbers from 0-255 inclusive
|
||||
local permutation = {151,160,137,91,90,15,
|
||||
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
|
||||
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
|
||||
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
|
||||
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
|
||||
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
|
||||
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
|
||||
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
|
||||
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
|
||||
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
|
||||
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
|
||||
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
|
||||
}
|
||||
|
||||
-- p is used to hash unit cube coordinates to [0, 255]
|
||||
for i=0,255 do
|
||||
-- Convert to 0 based index table
|
||||
perlin.p[i] = permutation[i+1]
|
||||
-- Repeat the array to avoid buffer overflow in hash function
|
||||
perlin.p[i+256] = permutation[i+1]
|
||||
end
|
||||
|
||||
-- Return range: [-1, 1]
|
||||
function perlin:noise(x, y, z)
|
||||
y = y or 0
|
||||
z = z or 0
|
||||
|
||||
-- Calculate the "unit cube" that the point asked will be located in
|
||||
local xi = bit32.band(math.floor(x),255)
|
||||
local yi = bit32.band(math.floor(y),255)
|
||||
local zi = bit32.band(math.floor(z),255)
|
||||
|
||||
-- Next we calculate the location (from 0 to 1) in that cube
|
||||
x = x - math.floor(x)
|
||||
y = y - math.floor(y)
|
||||
z = z - math.floor(z)
|
||||
|
||||
-- We also fade the location to smooth the result
|
||||
local u = self.fade(x)
|
||||
local v = self.fade(y)
|
||||
local w = self.fade(z)
|
||||
|
||||
-- Hash all 8 unit cube coordinates surrounding input coordinate
|
||||
local p = self.p
|
||||
local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB
|
||||
A = p[xi ] + yi
|
||||
AA = p[A ] + zi
|
||||
AB = p[A+1 ] + zi
|
||||
AAA = p[ AA ]
|
||||
ABA = p[ AB ]
|
||||
AAB = p[ AA+1 ]
|
||||
ABB = p[ AB+1 ]
|
||||
|
||||
B = p[xi+1] + yi
|
||||
BA = p[B ] + zi
|
||||
BB = p[B+1 ] + zi
|
||||
BAA = p[ BA ]
|
||||
BBA = p[ BB ]
|
||||
BAB = p[ BA+1 ]
|
||||
BBB = p[ BB+1 ]
|
||||
|
||||
-- Take the weighted average between all 8 unit cube coordinates
|
||||
return self.lerp(w,
|
||||
self.lerp(v,
|
||||
self.lerp(u,
|
||||
self:grad(AAA,x,y,z),
|
||||
self:grad(BAA,x-1,y,z)
|
||||
),
|
||||
self.lerp(u,
|
||||
self:grad(ABA,x,y-1,z),
|
||||
self:grad(BBA,x-1,y-1,z)
|
||||
)
|
||||
),
|
||||
self.lerp(v,
|
||||
self.lerp(u,
|
||||
self:grad(AAB,x,y,z-1), self:grad(BAB,x-1,y,z-1)
|
||||
),
|
||||
self.lerp(u,
|
||||
self:grad(ABB,x,y-1,z-1), self:grad(BBB,x-1,y-1,z-1)
|
||||
)
|
||||
)
|
||||
)
|
||||
end
|
||||
|
||||
-- Gradient function finds dot product between pseudorandom gradient vector
|
||||
-- and the vector from input coordinate to a unit cube vertex
|
||||
perlin.dot_product = {
|
||||
[0x0]=function(x,y,z) return x + y end,
|
||||
[0x1]=function(x,y,z) return -x + y end,
|
||||
[0x2]=function(x,y,z) return x - y end,
|
||||
[0x3]=function(x,y,z) return -x - y end,
|
||||
[0x4]=function(x,y,z) return x + z end,
|
||||
[0x5]=function(x,y,z) return -x + z end,
|
||||
[0x6]=function(x,y,z) return x - z end,
|
||||
[0x7]=function(x,y,z) return -x - z end,
|
||||
[0x8]=function(x,y,z) return y + z end,
|
||||
[0x9]=function(x,y,z) return -y + z end,
|
||||
[0xA]=function(x,y,z) return y - z end,
|
||||
[0xB]=function(x,y,z) return -y - z end,
|
||||
[0xC]=function(x,y,z) return y + x end,
|
||||
[0xD]=function(x,y,z) return -y + z end,
|
||||
[0xE]=function(x,y,z) return y - x end,
|
||||
[0xF]=function(x,y,z) return -y - z end
|
||||
}
|
||||
function perlin:grad(hash, x, y, z)
|
||||
return self.dot_product[bit32.band(hash,0xF)](x,y,z)
|
||||
end
|
||||
|
||||
-- Fade function is used to smooth final output
|
||||
function perlin.fade(t)
|
||||
return t * t * t * (t * (t * 6 - 15) + 10)
|
||||
end
|
||||
|
||||
function perlin.lerp(t, a, b)
|
||||
return a + t * (b - a)
|
||||
end
|
||||
|
||||
return perlin
|
Loading…
Reference in New Issue