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https://github.com/MihailRis/voxelcore.git
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Merge branch 'main' into animation
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commit
83c3adc1b0
3 changed files with 89 additions and 1 deletions
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@ -158,6 +158,12 @@ math.sum(x: number, ... | t: table) -> number
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-- Возвращает целое число, указывающее знак числа (-1/0/1)
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math.sign(x: number) -> int
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-- Одномерный шум с значениями в диапазоне [-1..1].
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math.noise(x: number, [опционально] octaves: int = 1) -> number
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-- Двумерный шум с значениями в диапазоне [-1..1].
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math.noise2d(x: number, y: number [опционально] octaves: int = 1) -> number
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```
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## Расширения для bit
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@ -11,7 +11,7 @@
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@World generator
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</button>
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<button id='content_btn' onclick='save_state() menu.page="content"'/>
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<button onclick='create_world()' margin='1,20,1,1'>
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<button onclick='create_world()' margin='0,20,0,1'>
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@Create World
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</button>
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<button onclick='menu:back()'>@Back</button>
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@ -39,3 +39,85 @@ end
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function math.sign(x)
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return (x > 0) and 1 or (x < 0 and -1 or 0)
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end
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local noise_period = 3021
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local noise_rands = {}
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for i=1,noise_period do
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table.insert(noise_rands, math.random() * 2.0 - 1.0)
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end
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local function smoothstep(t)
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return t * t * (3 - 2 * t)
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end
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local function sample_noise(x)
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x = x % noise_period
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local left_cell = math.floor(x)
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local right_cell = (left_cell + 1) % noise_period
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local t = smoothstep(x - left_cell)
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return noise_rands[left_cell + 1] * (1.0 - t)
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+ noise_rands[right_cell + 1] * t
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end
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function math.noise(x, octaves)
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x = math.abs(x)
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octaves = octaves or 1
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local value = 0.0
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local mul = 1.0
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for i=1,octaves do
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value = value * (1.0 - mul) + sample_noise(x + 37 * i) * mul
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x = x * 2.0
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mul = mul * 0.5
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end
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return value
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end
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local function lerp(a, b, t)
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return a + (b - a) * t
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end
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local function rand_2d(x, y)
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return noise_rands[math.floor(x * 317 + y) % noise_period + 1]
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end
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local function sample_noise2d(x, y)
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x = math.abs(x)
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y = math.abs(y)
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local x0 = math.floor(x)
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local y0 = math.floor(y)
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local x1 = x0 + 1
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local y1 = y0 + 1
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local tx = x - x0
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local ty = y - y0
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local sx = smoothstep(tx)
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local sy = smoothstep(ty)
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local c00 = rand_2d(x0, y0)
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local c10 = rand_2d(x1, y0)
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local c01 = rand_2d(x0, y1)
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local c11 = rand_2d(x1, y1)
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local bottom = lerp(c00, c10, sx)
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local top = lerp(c01, c11, sx)
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return lerp(bottom, top, sy)
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end
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function math.noise2d(x, y, octaves)
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octaves = octaves or 1
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local value = 0.0
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local mul = 1.0
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for i=1,octaves do
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value = value * (1.0 - mul)
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+ sample_noise2d(x + 37 * i, y + 73 * i) * mul
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x = x * 2.0
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y = y * 2.0
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mul = mul * 0.5
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end
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return value
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end
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