Floating island generator

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

  1. Offline

    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)][2];
        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][0], newpos[i][1], 0.0)); v>0; v--){
                player.getWorld().getBlockAt((int) newpos[i][0], (int) (startpos.getY()+h-(v)), (int) newpos[i][1]).setType(Material.STONE);
                System.out.println(i);
            }
           
        }
           
        }
    }
     

    Attached Files:

  2. Offline

    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
     
  3. Offline

    Kars

  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;
            }
           
            return total/maxValue;
        }
           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);
              double u = fade(x),                                // COMPUTE FADE CURVES
                     v = fade(y),                                // FOR EACH OF X,Y,Z.
                     w = fade(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 ),
                                             grad(p[BB+1], x-1, 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[512], 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]; }
        }
     
  5. Offline

    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.
     

Share This Page