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java使用Perlin noise生成二维平铺贴图

我在网上搜索了很多关于柏林噪声的信息,但是我还是很困惑

我正在使用java和libgdx。我有一门柏林的课程要做,会产生噪音,但我不确定它给出的值是否正确。我如何检查它是否真的输出柏林噪声

如果我的实现是正确的,我不知道从那里去做随机地形。如何将柏林噪声映射到瓷砖?目前我有4个基本瓷砖;水、沙、岩石和草

package com.bracco.thrive.world;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
public class WorldGeneration {

Perlin noise = new Perlin();
private SpriteBatch spriteBatch;
//private boolean debug = false;
private TextureRegion[] regions = new TextureRegion[4];
private Texture texture;

 float x = 110;
 float y = 120;
 float originX = 0;
 float originY = 16;
 float width = 16;
 float height = 16;
 float scaleX = 1;
 float scaleY = 1;
 float rotation = 1;


@SuppressWarnings("static-access")
public void createWorld(){
    spriteBatch = new SpriteBatch();
     texture = new Texture(Gdx.files.internal("assets/data/textures/basictextures.png"));

     regions[0] = new TextureRegion(texture,0,0,16,16); //grass 
     regions[1] = new TextureRegion(texture,16,0,16,16); //water
     regions[2] = new TextureRegion(texture,0,17,16,16); //sand
     regions[3] = new TextureRegion(texture,17,17,16,16); //rock
    float[][] seed =  noise.GenerateWhiteNoise(50, 50);
    for (int i = 0;i < seed.length; i++){
        for ( int j = 0; j < seed[i].length; j++){
            System.out.println(seed[i][j] + " ");
        }
    }
     float[][] seedE = noise.GenerateSmoothNoise( seed, 6);
     for (int i = 0;i < seedE.length; i++){
            for ( int j = 0; j < seedE[i].length; j++){
                System.out.println(seedE[i][j] + " ");
            }

     }
     float[][] perlinNoise = noise.GeneratePerlinNoise(seedE, 8);
     for (int i = 0;i < perlinNoise.length; i++){
            for ( int j = 0; j < perlinNoise[i].length; j++){
                System.out.println(perlinNoise[i][j] + " ");
            }
        }
}

public void render(){
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    spriteBatch.begin();
    //spriteBatch.draw(texture, 0,  0,  16, 16);
    for (int i = 0; i < regions.length; i++){
        spriteBatch.draw(regions[i],75 * (i + 1),100);
    }
    spriteBatch.end();
}



}


package com.bracco.thrive.world;

    import java.util.Random;

    public class Perlin {

    public static float[][] GenerateWhiteNoise(int width,int height){

        Random random = new Random((long) (Math.round(Math.random() * 100 * Math.random() * 10))); //Seed to 0 for testing
        float[][] noise = new float[width][height];

        for (int i = 0; i < width; i++)
        {
            for (int j = 0; j < height; j++){
                noise[i][j] = (float)(Math.random() % 1);
            }
        }

        return noise;
    }

    float[][] GenerateSmoothNoise(float[][] baseNoise, int octave)
    {
       int width = baseNoise.length;
       int height = baseNoise.length;

       float[][] smoothNoise = new float[width][height];

       int samplePeriod = 1 << octave; // calculates 2 ^ k
       float sampleFrequency = 1.0f / samplePeriod;

       for (int i = 0; i < width; i++)
       {
          //calculate the horizontal sampling indices
          int sample_i0 = (i / samplePeriod) * samplePeriod;
          int sample_i1 = (sample_i0 + samplePeriod) % width; //wrap around
          float horizontal_blend = (i - sample_i0) * sampleFrequency;

          for (int j = 0; j < height; j++)
          {
             //calculate the vertical sampling indices
             int sample_j0 = (j / samplePeriod) * samplePeriod;
             int sample_j1 = (sample_j0 + samplePeriod) % height; //wrap around
             float vertical_blend = (j - sample_j0) * sampleFrequency;

             //blend the top two corners
             float top = Interpolate(baseNoise[sample_i0][sample_j0],
                baseNoise[sample_i1][sample_j0], horizontal_blend);

             //blend the bottom two corners
             float bottom = Interpolate(baseNoise[sample_i0][sample_j1],
                baseNoise[sample_i1][sample_j1], horizontal_blend);

             //final blend
             smoothNoise[i][j] = Interpolate(top, bottom, vertical_blend);
          }
       }

       return smoothNoise;
    }

    float Interpolate(float x0, float x1, float alpha)
    {
       return x0 * (1 - alpha) + alpha * x1;
    }

    float[][] GeneratePerlinNoise(float[][] baseNoise, int octaveCount)
    {
       int width = baseNoise.length;
       int height = baseNoise[0].length;

       float[][][] smoothNoise = new float[octaveCount][][]; //an array of 2D arrays containing

       float persistance = 0.5f;

       //generate smooth noise
       for (int i = 0; i < octaveCount; i++)
       {
           smoothNoise[i] = GenerateSmoothNoise(baseNoise, i);
       }

        float[][] perlinNoise = new float[width][height];
        float amplitude = 1.0f;
        float totalAmplitude = 0.0f;

        //blend noise together
        for (int octave = octaveCount - 1; octave >= 0; octave--)
        {
           amplitude *= persistance;
           totalAmplitude += amplitude;

           for (int i = 0; i < width; i++)
           {
              for (int j = 0; j < height; j++)
              {
                 perlinNoise[i][j] += smoothNoise[octave][i][j] * amplitude;
              }
           }
        }

       //normalisation
       for (int i = 0; i < width; i++)
       {
          for (int j = 0; j < height; j++)
          {
             perlinNoise[i][j] /= totalAmplitude;
          }
       }

       return perlinNoise;
    }
}

共 (1) 个答案

  1. # 1 楼答案

    柏林噪声的正确性 关于你的柏林噪音是否“正确”;要想知道柏林噪声(或基于柏林噪声几个八度音阶的分形噪声)是否有效,最简单的方法是使用柏林噪声的值生成灰度图像,这张图片应该看起来像某种风景(起伏的山丘,或山脉,取决于你为持久性选择的参数(在较小程度上取决于八度音阶的数量)。柏林噪声的一些例子如下:

    低耐用性:
    Persisance of 0.5

    或者

    高耐用性:
    Persisance of 0.7

    或者

    高耐用性(放大):
    enter image description here

    这些灰度图像由以下代码生成

    import java.awt.Color;
    import java.awt.image.BufferedImage;
    import java.io.File;
    import java.io.IOException;
    import javax.imageio.ImageIO;
    
    public class ImageWriter {
        //just convinence methods for debug
    
        public static void greyWriteImage(double[][] data){
            //this takes and array of doubles between 0 and 1 and generates a grey scale image from them
    
            BufferedImage image = new BufferedImage(data.length,data[0].length, BufferedImage.TYPE_INT_RGB);
    
            for (int y = 0; y < data[0].length; y++)
            {
              for (int x = 0; x < data.length; x++)
              {
                if (data[x][y]>1){
                    data[x][y]=1;
                }
                if (data[x][y]<0){
                    data[x][y]=0;
                }
                  Color col=new Color((float)data[x][y],(float)data[x][y],(float)data[x][y]); 
                image.setRGB(x, y, col.getRGB());
              }
            }
    
            try {
                // retrieve image
                File outputfile = new File("saved.png");
                outputfile.createNewFile();
    
                ImageIO.write(image, "png", outputfile);
            } catch (IOException e) {
                //o no!
            }
        }
    
    
        public static void main(String args[]){
            double[][] data=new double[2][4];
            data[0][0]=0.5;
            data[0][5]=1;
            data[1][0]=0.7;
            data[1][6]=1;
    
            greyWriteImage(data);
        }
    }
    

    这段代码假设每个条目都在0和1之间,但柏林噪声通常会产生-1和1之间的值,比例取决于您的实现。假设perlin noise将为任何x,y提供一个值,那么可以使用以下代码运行该程序

        //generates 100 by 100 data points within the specified range
    
        double iStart=0;
        double iEnd=500;
        double jStart=0;
        double jEnd=500;
    
        double[][] result=new double[100][100];
    
        for(int i=0;i<100;i++){
            for(int j=0;j<100;j++){
                int x=(int)(iStart+i*((iEnd-iStart)/100));
                int y=(int)(jStart+j*((jEnd-jStart)/100));
                result[i][j]=0.5*(1+perlinNoise.getNoise(x,y));
            }
        }
    
        ImageWriter.greyWriteImage(result);
    

    我的实现需要整数x和y。如果不是这样,请随意修改

    映射到磁贴
    这完全取决于您,您需要定义柏林噪波值的特定范围来创建特定的瓷砖。然而,请注意柏林噪声偏向于0。假设2D,通过半字面地进行景观类比,你可以得到很好的结果,低值=水,低值=沙,中值=草,高值=雪

    还要注意的是,在一些实施中(如minecraft生物群落和洞穴),几个随机值被组合在一起,以创建一个整体结果。见https://softwareengineering.stackexchange.com/questions/202992/randomization-of-biomes/203040#203040

    改进的想法
    如果发现PrLIN噪声生成太慢,那么考虑单纯形噪声,它具有非常相似的性质,但效率更高(特别是在更高的维度)。然而,单纯形噪声在数学上要复杂得多