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Noise boxing
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/*
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* Iris is a World Generator for Minecraft Bukkit Servers
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* Copyright (c) 2021 Arcane Arts (Volmit Software)
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.volmit.iris.engine.object;
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import com.volmit.iris.engine.object.annotations.Desc;
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@Desc("An interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.")
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public enum InterpolationMethod {
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@Desc("No interpolation. Nearest Neighbor (bad for terrain, great for performance).")
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NONE,
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@Desc("Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation")
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BILINEAR,
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@Desc("Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother.")
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STARCAST_3,
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@Desc("Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother.")
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STARCAST_6,
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@Desc("Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother.")
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STARCAST_9,
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@Desc("Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother.")
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STARCAST_12,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear.")
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BILINEAR_STARCAST_3,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear.")
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BILINEAR_STARCAST_6,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear.")
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BILINEAR_STARCAST_9,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear.")
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BILINEAR_STARCAST_12,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite.")
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HERMITE_STARCAST_3,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite.")
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HERMITE_STARCAST_6,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite.")
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HERMITE_STARCAST_9,
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@Desc("Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite.")
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HERMITE_STARCAST_12,
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@Desc("Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve")
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BILINEAR_BEZIER,
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@Desc("Uses Bilinear but with parametric curves alpha 2.")
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BILINEAR_PARAMETRIC_2,
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@Desc("Uses Bilinear but with parametric curves alpha 4.")
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BILINEAR_PARAMETRIC_4,
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@Desc("Uses Bilinear but with parametric curves alpha 1.5.")
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BILINEAR_PARAMETRIC_1_5,
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@Desc("Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope.")
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BICUBIC,
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@Desc("Hermite is similar to bicubic, but faster and it can be tuned a little bit")
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HERMITE,
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@Desc("Essentially bicubic with zero tension")
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CATMULL_ROM_SPLINE,
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@Desc("Essentially bicubic with max tension")
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HERMITE_TENSE,
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@Desc("Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic")
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HERMITE_LOOSE,
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@Desc("Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic")
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HERMITE_LOOSE_HALF_POSITIVE_BIAS,
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@Desc("Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic")
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HERMITE_LOOSE_HALF_NEGATIVE_BIAS,
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@Desc("Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic")
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HERMITE_LOOSE_FULL_POSITIVE_BIAS,
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@Desc("Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic")
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HERMITE_LOOSE_FULL_NEGATIVE_BIAS,
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}
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@@ -20,6 +20,7 @@ package com.volmit.iris.engine.object;
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import com.google.gson.Gson;
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import com.volmit.iris.engine.cache.AtomicCache;
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import com.volmit.iris.engine.interpolation.InterpolationMethod;
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import com.volmit.iris.engine.interpolation.IrisInterpolation;
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import com.volmit.iris.engine.object.annotations.Desc;
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import com.volmit.iris.engine.object.annotations.MaxNumber;
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@@ -18,6 +18,7 @@
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package com.volmit.iris.engine.object;
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import com.volmit.iris.engine.interpolation.InterpolationMethod;
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import com.volmit.iris.engine.interpolation.IrisInterpolation;
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import com.volmit.iris.engine.object.annotations.Desc;
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import com.volmit.iris.engine.object.annotations.MaxNumber;
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