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+/*
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+ * Copyright (c) 2009-2026 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.vectoreffect;
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+
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+import com.jme3.math.Vector4f;
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+import com.jme3.math.FastNoiseLite;
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+import com.jme3.math.FastNoiseLite.NoiseType;
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+
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+/**
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+ *
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+ * @author yaRnMcDonuts
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+ */
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+public class NoiseVectorEffect extends VectorEffect {
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+
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+ private FastNoiseLite noiseGenerator;
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+
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+ private VectorGroup noiseMagnitudes;
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+ private VectorGroup originalVectorValues;
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+
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+ public float speed = 1;
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+ private float timeAccrued = 0;
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+
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+ public NoiseVectorEffect(Object vectorObject, Object noiseMagnitude) {
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+ this(vectorObject, noiseMagnitude, NoiseType.OpenSimplex2, 0.5f);
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+ }
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+
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+ public NoiseVectorEffect(Object vectorObject, Object noiseMagnitude, NoiseType noiseType, float frequency) {
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+ super(vectorObject);
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+
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+ if(noiseMagnitude instanceof VectorGroup){
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+ noiseMagnitudes = (VectorGroup) noiseMagnitude;
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+ }else{
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+ noiseMagnitudes = new VectorGroup(noiseMagnitude);
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+ }
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+
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+ noiseGenerator = new FastNoiseLite();
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+ noiseGenerator.SetFrequency(frequency);
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+ noiseGenerator.SetNoiseType(noiseType);
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+
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+ }
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+
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+ @Override
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+ public void update(float tpf) {
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+ super.update(tpf);
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+
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+ if(originalVectorValues == null){
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+ originalVectorValues = new VectorGroup();
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+ for(int v = 0; v < vectorsToModify.getSize(); v++){
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+ Vector4f startVector = vectorsToModify.getAsVector4(v).clone();
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+ originalVectorValues.addVectorToGroup(startVector);
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+ }
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+
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+ }
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+
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+ timeAccrued += tpf;
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+
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+ //to-do: add a togglable isUniform boolean that can be set false to allow each x/y/z/w component to be altered by a different noise value.
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+
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+ float noiseReturnVal = noiseGenerator.GetNoise(timeAccrued * speed, 12.671f + timeAccrued * speed * 0.92173f, 19.54f + timeAccrued * speed * 0.68913f);
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+
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+ for(int v = 0; v < vectorsToModify.getSize(); v++){
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+ int magnitudeIndex = Math.min(v, noiseMagnitudes.getSize() - 1); //allows multiple vectors to share the same magnitude if desired
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+ Vector4f noiseVariation = noiseMagnitudes.getAsVector4(magnitudeIndex).mult(noiseReturnVal);
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+
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+ noiseVariation.addLocal(originalVectorValues.getAsVector4(v));
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+
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+ vectorsToModify.updateVectorObject(noiseVariation, v);
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+ }
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+ }
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+
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+ public FastNoiseLite getNoiseGenerator() {
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+ return noiseGenerator;
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+ }
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+
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+ public void setSpeed(float speed) {
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+ this.speed = speed;
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+ }
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+
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+ @Override
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+ public void reset() {
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+ super.reset();
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+ originalVectorValues = null;
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+ }
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+}
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