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141 lines
4.1 KiB
141 lines
4.1 KiB
package visualiser.layout;
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import javafx.geometry.Point3D;
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import javafx.scene.image.Image;
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import javafx.scene.image.ImageView;
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import javafx.scene.image.PixelWriter;
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import javafx.scene.image.WritableImage;
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import javafx.scene.paint.Color;
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import javafx.scene.paint.PhongMaterial;
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import javafx.scene.shape.Box;
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import javafx.scene.shape.MeshView;
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import javafx.scene.shape.Shape3D;
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import javafx.scene.shape.TriangleMesh;
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import visualiser.utils.PerlinNoiseGenerator;
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/**
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* Creates a SeaSurface
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*/
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public class SeaSurface extends Subject3D {
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private static Image image;
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/**
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* Sea Surface Constructor
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*
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* @param size size of the sea surface (has to be square for simplicity's sake)
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* @param freq frequency the perlin noise is to be generated at
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*/
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public SeaSurface(int size, double freq) {
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super(createSurface(size, freq), 0);
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image = new Image(getClass().getClassLoader().getResourceAsStream("images/skybox/ThickCloudsWaterDown2048.png"));
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}
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/**
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* Creates the sea surface
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* @param size size of sea noise array.
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* @param freq frequency of sea noise array.
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* @return The sea surface.
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*/
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private static Shape3D createSurface(int size, double freq) {
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float[][] noiseArray = PerlinNoiseGenerator.createNoise(size, freq);
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Image diffuseMap = createImage(noiseArray.length, noiseArray); //image
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PhongMaterial material = new PhongMaterial();
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material.setDiffuseColor(Color.web("#FFFFFF"));
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material.setSpecularColor(Color.web("#000000"));
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material.setDiffuseMap(diffuseMap);
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Plane3D seaPlane = new Plane3D(noiseArray.length, noiseArray.length, 10, 10);
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MeshView seaSurface = new MeshView(seaPlane);
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seaSurface.setMaterial(material);
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seaSurface.setMouseTransparent(true);
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seaSurface.toFront();
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return seaSurface;
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}
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/**
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* Create texture for uv mapping
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*
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* @param size size of the image to make
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* @param noise array of noise
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* @return image that is created
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*/
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private static Image createImage(double size, float[][] noise) {
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int width = (int) size;
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int height = (int) size;
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WritableImage wr = new WritableImage(width, height);
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PixelWriter pw = wr.getPixelWriter();
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//interpolate colours based on noise
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for (int x = 0; x < width; x++) {
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for (int y = 0; y < height; y++) {
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float value = noise[x][y];
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double gray = normalizeValue(value, -.5, .5, 0., 1.);
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gray = clamp(gray, 0, 1);
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//values to interpolate on
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Color brightBlue = new Color(0.06, 0.5, .78, 1);
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Color lightBlue = new Color(0.15, 0.68, .88, 1);
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Color lighterBlue = new Color(0.28, 0.73, .91, 1);
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Color colour = Color.WHITE.interpolate(brightBlue, gray).interpolate(lighterBlue, gray).interpolate(lightBlue, gray);
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pw.setColor(x, y, colour);
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}
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}
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return wr;
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}
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/**
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* Nomalises the values so that the colours are correct
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*
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* @param value value to normalise
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* @param min current min
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* @param max current max
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* @param newMin new min
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* @param newMax new max
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* @return returns normalised value
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*/
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private static double normalizeValue(double value, double min, double max, double newMin, double newMax) {
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return (value - min) * (newMax - newMin) / (max - min) + newMin;
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}
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/**
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* clamps a value between a min and max
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*
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* @param value value to clamp
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* @param min minimum value it can be
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* @param max maximum value it can be
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* @return result after clamp
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*/
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private static double clamp(double value, double min, double max) {
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if (Double.compare(value, min) < 0)
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return min;
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if (Double.compare(value, max) > 0)
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return max;
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return value;
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}
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/**
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* Prevent rescaling of sea surface
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*
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* @param scale ignored
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*/
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@Override
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public void setScale(double scale) {
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}
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}
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