better sizing of current status

This commit is contained in:
2026-08-19 00:20:16 -06:00
parent 4484e5be27
commit c04b9d4574
3 changed files with 96 additions and 73 deletions
+88 -71
View File
@@ -82,14 +82,14 @@ local sim = {
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
local function Dot2D(tbl, x, y)
return tbl[1]*x + tbl[2]*y;
return tbl[1]*x + tbl[2]*y;
end
local function Dot3D(tbl, x, y, z)
return tbl[1]*x + tbl[2]*y + tbl[3]*z
end
local function Dot4D( tbl, x,y,z,w)
local function Dot4D( tbl, x,y,z,w)
return tbl[1]*x + tbl[2]*y + tbl[3]*z + tbl[3]*w;
end
@@ -99,7 +99,7 @@ local Prev2D = {}
-- 2D simplex noise
function simplex.Noise2D(xin, yin)
if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end
if simplex.internalCache and Prev2D[xin] and Prev2D[xin][yin] then return Prev2D[xin][yin] end
local n0, n1, n2; -- Noise contributions from the three corners
-- Skew the input space to determine which simplex cell we're in
@@ -108,24 +108,24 @@ function simplex.Noise2D(xin, yin)
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local G2 = (3.0-math.sqrt(3.0))/6.0;
local t = (i+j)*G2;
local X0 = i-t; -- Unskew the cell origin back to (x,y) space
local Y0 = j-t;
local x0 = xin-X0; -- The x,y distances from the cell origin
local y0 = yin-Y0;
-- For the 2D case, the simplex shape is an equilateral triangle.
-- Determine which simplex we are in.
local i1, j1; -- Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) then
i1=1
if(x0>y0) then
i1=1
j1=0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1)
else
i1=0
j1=1 -- upper triangle, YX order: (0,0)->(0,1)->(1,1)
end
-- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
-- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
-- c = (3-sqrt(3))/6
@@ -144,13 +144,13 @@ function simplex.Noise2D(xin, yin)
-- Calculate the contribution from the three corners
local t0 = 0.5 - x0*x0-y0*y0;
if t0<0 then
if t0<0 then
n0 = 0.0;
else
t0 = t0 * t0
n0 = t0 * t0 * Dot2D(Gradients3D[gi0], x0, y0); -- (x,y) of Gradients3D used for 2D gradient
end
local t1 = 0.5 - x1*x1-y1*y1;
if (t1<0) then
n1 = 0.0;
@@ -158,7 +158,7 @@ function simplex.Noise2D(xin, yin)
t1 = t1*t1
n1 = t1 * t1 * Dot2D(Gradients3D[gi1], x1, y1);
end
local t2 = 0.5 - x2*x2-y2*y2;
if (t2<0) then
n2 = 0.0;
@@ -167,17 +167,17 @@ function simplex.Noise2D(xin, yin)
n2 = t2 * t2 * Dot2D(Gradients3D[gi2], x2, y2);
end
-- Add contributions from each corner to get the final noise value.
-- The result is scaled to return values in the localerval [-1,1].
local retval = 70.0 * (n0 + n1 + n2)
if simplex.internalCache then
if not Prev2D[xin] then Prev2D[xin] = {} end
Prev2D[xin][yin] = retval
end
return retval;
end
@@ -185,127 +185,127 @@ local Prev3D = {}
-- 3D simplex noise
function simplex.Noise3D(xin, yin, zin)
if simplex.internalCache and Prev3D[xin] and Prev3D[xin][yin] and Prev3D[xin][yin][zin] then return Prev3D[xin][yin][zin] end
local n0, n1, n2, n3; -- Noise contributions from the four corners
-- Skew the input space to determine which simplex cell we're in
local F3 = 1.0/3.0;
local s = (xin+yin+zin)*F3; -- Very nice and simple skew factor for 3D
local i = math.floor(xin+s);
local j = math.floor(yin+s);
local k = math.floor(zin+s);
local G3 = 1.0/6.0; -- Very nice and simple unskew factor, too
local t = (i+j+k)*G3;
local X0 = i-t; -- Unskew the cell origin back to (x,y,z) space
local Y0 = j-t;
local Z0 = k-t;
local x0 = xin-X0; -- The x,y,z distances from the cell origin
local y0 = yin-Y0;
local z0 = zin-Z0;
-- For the 3D case, the simplex shape is a slightly irregular tetrahedron.
-- Determine which simplex we are in.
local i1, j1, k1; -- Offsets for second corner of simplex in (i,j,k) coords
local i2, j2, k2; -- Offsets for third corner of simplex in (i,j,k) coords
if (x0>=y0) then
if (y0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; -- X Y Z order
elseif (x0>=z0) then
i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; -- X Z Y order
else
else
i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; -- Z X Y order
end
else -- x0<y0
if (y0<z0) then
if (y0<z0) then
i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; -- Z Y X order
elseif (x0<z0) then
elseif (x0<z0) then
i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; -- Y Z X order
else
else
i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; -- Y X Z order
end
end
-- A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
-- a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
-- a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
-- c = 1/6.
local x1 = x0 - i1 + G3; -- Offsets for second corner in (x,y,z) coords
local y1 = y0 - j1 + G3;
local z1 = z0 - k1 + G3;
local x2 = x0 - i2 + 2.0*G3; -- Offsets for third corner in (x,y,z) coords
local y2 = y0 - j2 + 2.0*G3;
local z2 = z0 - k2 + 2.0*G3;
local x3 = x0 - 1.0 + 3.0*G3; -- Offsets for last corner in (x,y,z) coords
local y3 = y0 - 1.0 + 3.0*G3;
local z3 = z0 - 1.0 + 3.0*G3;
-- Work out the hashed gradient indices of the four simplex corners
local ii = math.floor(i % 255)
local jj = math.floor(j % 255)
local kk = math.floor(k % 255)
local gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
local gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
local gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;
-- Calculate the contribution from the four corners
local t0 = 0.5 - x0*x0 - y0*y0 - z0*z0;
if (t0<0) then
n0 = 0.0;
else
else
t0 = t0*t0;
n0 = t0 * t0 * Dot3D(Gradients3D[gi0], x0, y0, z0);
end
local t1 = 0.5 - x1*x1 - y1*y1 - z1*z1;
if (t1<0) then
if (t1<0) then
n1 = 0.0;
else
t1 = t1*t1;
n1 = t1 * t1 * Dot3D(Gradients3D[gi1], x1, y1, z1);
end
local t2 = 0.5 - x2*x2 - y2*y2 - z2*z2;
if (t2<0) then
if (t2<0) then
n2 = 0.0;
else
t2 = t2*t2;
n2 = t2 * t2 * Dot3D(Gradients3D[gi2], x2, y2, z2);
end
local t3 = 0.5 - x3*x3 - y3*y3 - z3*z3;
if (t3<0) then
if (t3<0) then
n3 = 0.0;
else
t3 = t3*t3;
n3 = t3 * t3 * Dot3D(Gradients3D[gi3], x3, y3, z3);
end
-- Add contributions from each corner to get the final noise value.
-- The result is scaled to stay just inside [-1,1]
local retval = 32.0*(n0 + n1 + n2 + n3)
if simplex.internalCache then
if not Prev3D[xin] then Prev3D[xin] = {} end
if not Prev3D[xin][yin] then Prev3D[xin][yin] = {} end
Prev3D[xin][yin][zin] = retval
end
return retval;
end
@@ -315,7 +315,7 @@ local Prev4D = {}
function simplex.Noise4D(x,y,z,w)
if simplex.internalCache and Prev4D[x] and Prev4D[x][y] and Prev4D[x][y][z] and Prev4D[x][y][z][w] then return Prev4D[x][y][z][w] end
-- The skewing and unskewing factors are hairy again for the 4D case
local F4 = (math.sqrt(5.0)-1.0)/4.0;
local G4 = (5.0-math.sqrt(5.0))/20.0;
@@ -353,13 +353,13 @@ function simplex.Noise4D(x,y,z,w)
local i1, j1, k1, l1; -- The localeger offsets for the second simplex corner
local i2, j2, k2, l2; -- The localeger offsets for the third simplex corner
local i3, j3, k3, l3; -- The localeger offsets for the fourth simplex corner
-- sim[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
-- Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
-- impossible. Only the 24 indices which have non-zero entries make any sense.
-- We use a thresholding to set the coordinates in turn from the largest magnitude.
-- The number 3 in the "sim" array is at the position of the largest coordinate.
i1 = sim[c][1]>=3 and 1 or 0;
j1 = sim[c][2]>=3 and 1 or 0;
k1 = sim[c][3]>=3 and 1 or 0;
@@ -391,7 +391,7 @@ function simplex.Noise4D(x,y,z,w)
local y4 = y0 - 1.0 + 4.0*G4;
local z4 = z0 - 1.0 + 4.0*G4;
local w4 = w0 - 1.0 + 4.0*G4;
-- Work out the hashed gradient indices of the five simplex corners
local ii = math.floor(i % 255)
local jj = math.floor(j % 255)
@@ -402,8 +402,8 @@ function simplex.Noise4D(x,y,z,w)
local gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
local gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
local gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
-- Calculate the contribution from the five corners
local t0 = 0.5 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
if (t0<0) then
@@ -412,15 +412,15 @@ function simplex.Noise4D(x,y,z,w)
t0 = t0*t0;
n0 = t0 * t0 * Dot4D(Gradients4D[gi0], x0, y0, z0, w0);
end
local t1 = 0.5 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
if (t1<0) then
n1 = 0.0;
else
else
t1 = t1*t1;
n1 = t1 * t1 * Dot4D(Gradients4D[gi1], x1, y1, z1, w1);
end
local t2 = 0.5 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
if (t2<0) then
n2 = 0.0;
@@ -428,15 +428,15 @@ function simplex.Noise4D(x,y,z,w)
t2 = t2*t2;
n2 = t2 * t2 * Dot4D(Gradients4D[gi2], x2, y2, z2, w2);
end
local t3 = 0.5 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
if (t3<0) then
n3 = 0.0;
else
else
t3 = t3*t3;
n3 = t3 * t3 * Dot4D(Gradients4D[gi3], x3, y3, z3, w3);
end
local t4 = 0.5 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
if (t4<0) then
n4 = 0.0;
@@ -444,22 +444,22 @@ function simplex.Noise4D(x,y,z,w)
t4 = t4*t4;
n4 = t4 * t4 * Dot4D(Gradients4D[gi4], x4, y4, z4, w4);
end
-- Sum up and scale the result to cover the range [-1,1]
local retval = 27.0 * (n0 + n1 + n2 + n3 + n4)
if simplex.internalCache then
if not Prev4D[x] then Prev4D[x] = {} end
if not Prev4D[x][y] then Prev4D[x][y] = {} end
if not Prev4D[x][y][z] then Prev4D[x][y][z] = {} end
Prev4D[x][y][z][w] = retval
end
return retval;
end
end
local e = 2.71828182845904523536
@@ -469,14 +469,14 @@ function simplex.GBlur2D(x,y,stdDev)
if simplex.internalCache and PrevBlur2D[x] and PrevBlur2D[x][y] and PrevBlur2D[x][y][stdDev] then return PrevBlur2D[x][y][stdDev] end
local pwr = ((x^2+y^2)/(2*(stdDev^2)))*-1
local ret = (1/(2*math.pi*(stdDev^2)))*(e^pwr)
if simplex.internalCache then
if not PrevBlur2D[x] then PrevBlur2D[x] = {} end
if not PrevBlur2D[x][y] then PrevBlur2D[x][y] = {} end
PrevBlur2D[x][y][stdDev] = ret
end
return ret
end
end
local PrevBlur1D = {}
@@ -497,7 +497,7 @@ function simplex.FractalSum(func, iter, ...)
for i=1,iter do
local power = 2^iter
local s = power/i
local scaled = {}
for elem in ipairs({...}) do
table.insert(scaled, elem*s)
@@ -512,7 +512,7 @@ function simplex.FractalSumAbs(func, iter, ...)
for i=1,iter do
local power = 2^iter
local s = power/i
local scaled = {}
for elem in ipairs({...}) do
table.insert(scaled, elem*s)
@@ -527,7 +527,7 @@ function simplex.Turbulence(func, direction, iter, ...)
for i=1,iter do
local power = 2^iter
local s = power/i
local scaled = {}
for elem in ipairs({...}) do
table.insert(scaled, elem*s)
@@ -556,4 +556,21 @@ function simplex.Seed(seed)
end
end
-- TODO test functionality
function simplex.FractalBrownianMotion2D(x, y, octaves, lacunarity, gain)
octaves = octaves or 4
lacunarity = lacunarity or 2
gain = gain or 0.5
local total, amplitude, frequency, peak_amplitude = 0, 1, 1, 0
for i = 1, octaves do
total = total + amplitude * simplex.Noise2D(x * frequency, y * frequency)
peak_amplitude = peak_amplitude + amplitude
amplitude = amplitude * gain
frequency = frequency * lacunarity
end
return total / peak_amplitude -- normalize to [-1, 1]
end
return simplex
+6
View File
@@ -1,3 +1,5 @@
math.randomseed(os.time())
local map_generator = require "map_nextgen"
local lovebird = require "lib.lovebird"
local lume = require "lib.lume"
@@ -81,5 +83,9 @@ love.keypressed = function(key)
love.event.quit()
elseif key == "r" then
love.load()
elseif key == "=" then
map.tile_size = map.tile_size * 2
elseif key == "-" then
map.tile_size = map.tile_size / 2
end
end
+2 -2
View File
@@ -54,7 +54,7 @@ simplex_map.generate = function(size, scale, min, max)
for x = 1, map.size do
map[x] = {}
for y = 1, map.size do
map[x][y] = simplex.Noise2D(x * scale, y * scale)
map[x][y] = simplex.FractalBrownianMotion2D(x * scale, y * scale, 7)
end
end
@@ -117,7 +117,7 @@ local generate = function()
local map = {}
map.size = 500
map.tile_size = 1 -- TODO tile_size really shouldn't be the responsibility of the map generator - it's a rendering detail, not a map feature
map.altitude = simplex_map.generate(map.size, 0.005, 0, 1) -- meters
map.altitude = simplex_map.generate(map.size, 0.001, 0, 1) -- meters
map.temperature = simplex_map.generate(map.size, 0.005, -89.2, 56.7) -- celsius
map.rainfall = simplex_map.generate(map.size, 0.005, 18, 3240) -- millimeters rainfall