# Floating island generator

Discussion in 'Plugin Development' started by Niv-Mizzet, Jan 13, 2020.

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### Niv-Mizzet

Hello.
I am trying to create an automatic floating island generator, however whenever it is used, the result is a straight line of blocks.
Here is my code(For those who don't know what noise is, it's perlin noise, explained very well here: https://flafla2.github.io/2014/08/09/perlinnoise.html):
Code:
```public void GenerateIsland(Player player, int hr, int h, int vr, Boolean Above){
player.sendMessage("dud");
double[][] newpos=new double[(hr*2+1)*(vr*2+1)];
player.sendMessage(String.valueOf(newpos.length));
Location startpos=player.getLocation();
double x=(int) startpos.getX()-hr;
double z=(int) startpos.getZ()-vr;
player.sendMessage("Ummmmmmmm");
for(int o=0; o<(hr*2+1)*(vr*2+1); o++){
x++;
if(x>startpos.getX()+hr){
x=startpos.getX()-hr;
z++;
}
double[] er={x,z};
newpos[o]=er;}
player.sendMessage("First stage complete");

int circleamount=5;

Boolean go=true;
if(startpos.getY()+h>256&&Above){
player.sendMessage("You are too high to peform this action");
go=false;
}else if(startpos.getY()-h<0&&!Above){
player.sendMessage("You are too low to perform this action");
go=false;
}
player.sendMessage("second stage complete");
if(go){
for(int i=0; i<newpos.length; i++){
for(int v=(int) Math.round(h*ImprovedNoise.noise(newpos[i], newpos[i], 0.0)); v>0; v--){
player.getWorld().getBlockAt((int) newpos[i], (int) (startpos.getY()+h-(v)), (int) newpos[i]).setType(Material.STONE);
System.out.println(i);
}

}

}
}```

File size:
1.9 MB
Views:
5
#1
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### Niv-Mizzet

Problem update: so it works, however I need help with rasterization of an ellipse.
The second thing that’s going wrong is the island is not the right height, for example with 20 it will be 5

#2
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#3
4. Offline

### Niv-Mizzet

@Kars Rasterization of ellipse and height problem.
If you need, here is noise function I am using(putting z as zero):
Code:
```public final class ImprovedNoise {
public double OctavePerlin(double x, double y, double z, int octaves, double persistence) {
double total = 0;
double frequency = 1;
double amplitude = 1;
double maxValue = 0;  // Used for normalizing result to 0.0 - 1.0
for(int i=0;i<octaves;i++) {
total += noise(x * frequency, y * frequency, z * frequency) * amplitude;

maxValue += amplitude;

amplitude *= persistence;
frequency *= 2;
}

}
static public double noise(double x, double y, double z) {
int X = (int)Math.floor(x) & 255,                  // FIND UNIT CUBE THAT
Y = (int)Math.floor(y) & 255,                  // CONTAINS POINT.
Z = (int)Math.floor(z) & 255;
x -= Math.floor(x);                                // FIND RELATIVE X,Y,Z
y -= Math.floor(y);                                // OF POINT IN CUBE.
z -= Math.floor(z);
v = fade(y),                                // FOR EACH OF X,Y,Z.
int A = p[X  ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,      // HASH COORDINATES OF
B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;      // THE 8 CUBE CORNERS,

return lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  // AND ADD
grad(p[BA  ], x-1, y  , z   )), // BLENDED
lerp(u, grad(p[AB  ], x  , y-1, z   ),  // RESULTS
grad(p[BB  ], x-1, y-1, z   ))),// FROM  8
lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  // CORNERS
grad(p[BA+1], x-1, y  , z-1 )), // OF CUBE
lerp(u, grad(p[AB+1], x  , y-1, z-1 ),
}
static double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); }
static double lerp(double t, double a, double b) { return a + t * (b - a); }
static double grad(int hash, double x, double y, double z) {
int h = hash & 15;                      // CONVERT LO 4 BITS OF HASH CODE
double u = h<8 ? x : y,                 // INTO 12 GRADIENT DIRECTIONS.
v = h<4 ? y : h==12||h==14 ? x : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
static final int p[] = new int, permutation[] = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
static { for (int i=0; i < 256 ; i++) p[256+i] = p[i] = permutation[i]; }
}```

#4
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### Kars

@Niv-Mizzet so you want me to dig through that migraine of a code and fix it for you? Not going to happen. I might give it a shot if you narrow it down.

#5