Merge branch 'master' into 1.15

This commit is contained in:
gnembon committed 2020-01-24 13:44:20 -04:00
commit d9a935275c
3 files changed
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@@ -20,6 +20,8 @@ import carpet.script.exception.InternalExpressionException;
import carpet.script.exception.ResolvedException;
import carpet.script.exception.ReturnStatement;
import carpet.script.exception.ThrowStatement;
import carpet.script.utils.PerlinNoiseSampler;
import carpet.script.utils.SimplexNoiseSampler;
import carpet.script.value.AbstractListValue;
import carpet.script.value.ContainerValueInterface;
import carpet.script.value.FunctionSignatureValue;
@@ -29,6 +31,7 @@ import carpet.script.value.LContainerValue;
import carpet.script.value.LazyListValue;
import carpet.script.value.ListValue;
import carpet.script.value.MapValue;
import carpet.script.value.NullValue;
import carpet.script.value.NumericValue;
import carpet.script.value.StringValue;
import carpet.script.value.ThreadValue;
@@ -2729,6 +2732,30 @@ public class Expression
* map(range(10), str('%.1f',rand(_))) => [0.0, 0.4, 0.6, 1.9, 2.8, 3.8, 5.3, 2.2, 1.6, 5.6]
* </pre>
*
* <h3><code>perlin(x), perlin(x,y), perlin(x,y,z), perlin(x,y,z,seed)</code></h3>
* <p>returns a noise value from <code>0.0</code> to <code>1.0</code> (roughly) for 1, 2 or 3 dimensional coordinate. The default seed it samples from is <code>0</code>, but seed can be
* specified as a 4th argument as well. In case you need 1D or 2D noise values with custom seed, use <code>null</code>
* for <code>z</code>, or <code>y</code> and <code>z</code> arguments respectively.</p>
* <p> Perlin noise is based on a square grid and generates rougher maps comparing to Simplex, which is creamier,
* but the in-game implementation allows to sample up to 3D noise. Querying for lower-dimensional result, rather than
* affixing unused dimensions to constants has a speed benefit,
* </p>
* <p>Thou shall not sample from noise changing seed frequently. Scarpet will keep track of the last 256 perlin seeds used for sampling
* providing similar speed comparing to the default seed of <code>0</code>. In case the app engine uses more than 256 seeds at the same time,
* switching between them can get much more expensive.</p>
*
* <h3><code>simplex(x,y), simplex(x,y,seed)</code></h3>
* <p>returns a noise value from <code>0.0</code> to <code>1.0</code> (roughly) for 2 dimensional coordinate.
* The default seed it samples from is <code>0</code>, but seed can be
* specified as a 3rd argument as well</p>
* <p> Simplex noise is based on a triangular grid and generates smoother maps comparing to Perlin,
* but the in-game implementation only allows to sample 2D noise. To sample 1D simplex noise, affix other coordinate
* to a constant.
* </p>
* <p>Thou shall not sample from noise changing seed frequently. Scarpet will keep track of the last 256 simplex seeds used for sampling
* providing similar speed comparing to the default seed of <code>0</code>. In case the app engine uses more than 256 seeds at the same time,
* switching between them can get much more expensive.</p>
*
* <h3><code>print(expr)</code></h3>
* <p>prints the value of the expression to chat.
* Passes the result of the argument to the output unchanged, so <code>print</code>-statements can
@@ -2972,6 +2999,63 @@ public class Expression
return (cc, tt) -> retval;
});
addLazyFunction("perlin", -1, (c, t, lv) -> {
PerlinNoiseSampler sampler;
Value x, y, z;
if (lv.size() >= 4)
{
x = lv.get(0).evalValue(c);
y = lv.get(1).evalValue(c);
z = lv.get(2).evalValue(c);
sampler = PerlinNoiseSampler.getPerlin(NumericValue.asNumber(lv.get(3).evalValue(c)).getLong());
}
else
{
sampler = PerlinNoiseSampler.instance;
y = Value.NULL;
z = Value.NULL;
if (lv.size() == 0 )
throw new InternalExpressionException("'perlin' requires at least one dimension to sample from");
x = NumericValue.asNumber(lv.get(0).evalValue(c));
if (lv.size() > 1)
{
y = NumericValue.asNumber(lv.get(1).evalValue(c));
if (lv.size() > 2)
z = NumericValue.asNumber(lv.get(2).evalValue(c));
}
}
double result;
if (z instanceof NullValue)
if (y instanceof NullValue)
result = sampler.sample1d(NumericValue.asNumber(x).getDouble());
else
result = sampler.sample2d(NumericValue.asNumber(x).getDouble(), NumericValue.asNumber(y).getDouble());
else
result = sampler.sample3d(
NumericValue.asNumber(x).getDouble(),
NumericValue.asNumber(y).getDouble(),
NumericValue.asNumber(z).getDouble());
Value ret = new NumericValue(result);
return (cc, tt) -> ret;
});
addLazyFunction("simplex", -1, (c, t, lv) -> {
SimplexNoiseSampler sampler;
if (lv.size() == 2)
sampler = SimplexNoiseSampler.instance;
else if (lv.size() == 3)
sampler = SimplexNoiseSampler.getSimplex(NumericValue.asNumber(lv.get(2).evalValue(c)).getLong());
else
throw new InternalExpressionException("'simplex' requires two or three arguments");
double x = NumericValue.asNumber(lv.get(0).evalValue(c)).getDouble();
double y = NumericValue.asNumber(lv.get(1).evalValue(c)).getDouble();
Value value = new NumericValue(sampler.sample(x,y));
return (cc, tt) -> value;
});
addUnaryFunction("print", (v) ->
{
System.out.println(v.getString());
@@ -0,0 +1,184 @@
package carpet.script.utils;
import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
import java.util.Map;
import java.util.Random;
// extracted from import net.minecraft.util.math.noise.PerlinNoiseSampler
public class PerlinNoiseSampler {
protected static final int[][] gradients3d = new int[][]{
{1, 1, 0}, {-1, 1, 0}, {1, -1, 0}, {-1, -1, 0},
{1, 0, 1}, {-1, 0, 1}, {1, 0, -1}, {-1, 0, -1},
{0, 1, 1}, {0, -1, 1}, {0, 1, -1}, {0, -1, -1},
{1, 1, 0}, {0, -1, 1}, {-1, 1, 0}, {0, -1, -1}
};
protected static final int[][] gradients2d = new int[][]{{1, 1}, {-1, 1}, {1, -1}, {-1, -1}};
private final byte[] permutations;
public final double originX;
public final double originY;
public final double originZ;
public static PerlinNoiseSampler instance = new PerlinNoiseSampler(new Random(0));
public static Map<Long, PerlinNoiseSampler> samplers = new Long2ObjectOpenHashMap<>();
public static PerlinNoiseSampler getPerlin(long aLong)
{
if (samplers.size() > 256)
samplers.clear();
return samplers.computeIfAbsent(aLong, seed -> new PerlinNoiseSampler(new Random(seed)));
}
public PerlinNoiseSampler(Random random) {
this.originX = random.nextDouble() * 256.0D;
this.originY = random.nextDouble() * 256.0D;
this.originZ = random.nextDouble() * 256.0D;
this.permutations = new byte[256];
int j;
for(j = 0; j < 256; ++j) {
this.permutations[j] = (byte)j;
}
for(j = 0; j < 256; ++j) {
int k = random.nextInt(256 - j);
byte b = this.permutations[j];
this.permutations[j] = this.permutations[j + k];
this.permutations[j + k] = b;
}
}
//3D
public double sample3d(double x, double y, double z) {//, double d, double e) {
double f = x + this.originX;
double g = y + this.originY;
double h = z + this.originZ;
int i = floor(f);
int j = floor(g);
int k = floor(h);
double l = f - (double)i;
double m = g - (double)j;
double n = h - (double)k;
double o = perlinFade(l);
double p = perlinFade(m);
double q = perlinFade(n);
//double t;
/*
if (d != 0.0D) {
double r = Math.min(e, m);
t = (double)floor(r / d) * d;
} else {
t = 0.0D;
}*/
//return this.sample(i, j, k, l, m - t, n, o, p, q);
return this.sample3d(i, j, k, l, m, n, o, p, q)/2+0.5;
}
private double sample3d(int sectionX, int sectionY, int sectionZ, double localX, double localY, double localZ, double fadeLocalX, double fadeLocalY, double fadeLocalZ) {
int i = this.getGradient(sectionX) + sectionY;
int j = this.getGradient(i) + sectionZ;
int k = this.getGradient(i + 1) + sectionZ;
int l = this.getGradient(sectionX + 1) + sectionY;
int m = this.getGradient(l) + sectionZ;
int n = this.getGradient(l + 1) + sectionZ;
double d = grad3d(this.getGradient(j), localX, localY, localZ);
double e = grad3d(this.getGradient(m), localX - 1.0D, localY, localZ);
double f = grad3d(this.getGradient(k), localX, localY - 1.0D, localZ);
double g = grad3d(this.getGradient(n), localX - 1.0D, localY - 1.0D, localZ);
double h = grad3d(this.getGradient(j + 1), localX, localY, localZ - 1.0D);
double o = grad3d(this.getGradient(m + 1), localX - 1.0D, localY, localZ - 1.0D);
double p = grad3d(this.getGradient(k + 1), localX, localY - 1.0D, localZ - 1.0D);
double q = grad3d(this.getGradient(n + 1), localX - 1.0D, localY - 1.0D, localZ - 1.0D);
return lerp3(fadeLocalX, fadeLocalY, fadeLocalZ, d, e, f, g, h, o, p, q);
}
private static double grad3d(int hash, double x, double y, double z) {
int i = hash & 15;
return dot3d(gradients3d[i], x, y, z);
}
protected static double dot3d(int[] gArr, double x, double y, double z) {
return (double)gArr[0] * x + (double)gArr[1] * y + (double)gArr[2] * z;
}
public static double lerp3(double deltaX, double deltaY, double deltaZ, double d, double e, double f, double g, double h, double i, double j, double k) {
return lerp(deltaZ, lerp2(deltaX, deltaY, d, e, f, g), lerp2(deltaX, deltaY, h, i, j, k));
}
//2D
public double sample2d(double x, double y) {//, double d, double e) {
double f = x + this.originX;
double g = y + this.originY;
int i = floor(f);
int j = floor(g);
double l = f - (double)i;
double m = g - (double)j;
double o = perlinFade(l);
double p = perlinFade(m);
return this.sample2d(i, j, l, m, o, p)/2+0.5;
}
private double sample2d(int sectionX, int sectionY, double localX, double localY, double fadeLocalX, double fadeLocalY) {
int j = this.getGradient(sectionX) + sectionY;
int m = this.getGradient(sectionX + 1) + sectionY;
double d = grad2d(this.getGradient(j), localX, localY);
double e = grad2d(this.getGradient(m), localX - 1.0D, localY);
double f = grad2d(this.getGradient(j+1), localX, localY - 1.0D);
double g = grad2d(this.getGradient(m+1), localX - 1.0D, localY - 1.0D);
return lerp2(fadeLocalX, fadeLocalY, d, e, f, g);
}
private static double grad2d(int hash, double x, double y) {
int i = hash & 3;
return dot2d(gradients2d[i], x, y);
}
protected static double dot2d(int[] gArr, double x, double y) {
return (double)gArr[0] * x + (double)gArr[1] * y;
}
public static double lerp2(double deltaX, double deltaY, double d, double e, double f, double g) {
return lerp(deltaY, lerp(deltaX, d, e), lerp(deltaX, f, g));
}
// 1D
public double sample1d(double x) {//, double d, double e) {
double f = x + this.originX;
int i = floor(f);
double l = f - (double)i;
double o = perlinFade(l);
return this.sample1d(i, l, o)+0.5;
}
private double sample1d(int sectionX, double localX, double fadeLocalX) {
double d = grad1d(this.getGradient(sectionX), localX);
double e = grad1d(this.getGradient(sectionX+1), localX - 1.0D);
return lerp(fadeLocalX, d, e);
}
private static double grad1d(int hash, double x) {
return ((hash & 1) == 0)? x:-x;
}
public static double lerp(double delta, double first, double second) {
return first + delta * (second - first);
}
// shared
public int getGradient(int hash) {
return this.permutations[hash & 255] & 255;
}
public static double perlinFade(double d) {
return d * d * d * (d * (d * 6.0D - 15.0D) + 10.0D);
}
public static int floor(double d) {
int i = (int)d;
return d < (double)i ? i - 1 : i;
}
}
@@ -0,0 +1,80 @@
package carpet.script.utils;
import it.unimi.dsi.fastutil.longs.Long2ObjectOpenHashMap;
import java.util.Map;
import java.util.Random;
// extracted from import net.minecraft.util.math.noise.SimplexNoiseSampler
public class SimplexNoiseSampler extends PerlinNoiseSampler {
private static final double sqrt3 = Math.sqrt(3.0D);
private static final double SKEW_FACTOR_2D;
private static final double UNSKEW_FACTOR_2D;
public static SimplexNoiseSampler instance = new SimplexNoiseSampler(new Random(0));
public static Map<Long, SimplexNoiseSampler> samplers = new Long2ObjectOpenHashMap<>();
public static SimplexNoiseSampler getSimplex(long aLong)
{
if (samplers.size() > 256)
samplers.clear();
return samplers.computeIfAbsent(aLong, seed -> new SimplexNoiseSampler(new Random(seed)));
}
public SimplexNoiseSampler(Random random) {
super(random);
}
private double grad(int hash, double x, double y, double z, double d) {
double e = d - x * x - y * y - z * z;
double g;
if (e < 0.0D) {
g = 0.0D;
} else {
e *= e;
g = e * e * PerlinNoiseSampler.dot3d(PerlinNoiseSampler.gradients3d[hash], x, y, z);
}
return g;
}
public double sample(double x, double y) {
double d = (x + y) * SKEW_FACTOR_2D;
int i = PerlinNoiseSampler.floor(x + d);
int j = PerlinNoiseSampler.floor(y + d);
double e = (double)(i + j) * UNSKEW_FACTOR_2D;
double f = (double)i - e;
double g = (double)j - e;
double h = x - f;
double k = y - g;
byte n;
byte o;
if (h > k) {
n = 1;
o = 0;
} else {
n = 0;
o = 1;
}
double p = h - (double)n + UNSKEW_FACTOR_2D;
double q = k - (double)o + UNSKEW_FACTOR_2D;
double r = h - 1.0D + 2.0D * UNSKEW_FACTOR_2D;
double s = k - 1.0D + 2.0D * UNSKEW_FACTOR_2D;
int t = i & 255;
int u = j & 255;
int v = this.getGradient(t + this.getGradient(u)) % 12;
int w = this.getGradient(t + n + this.getGradient(u + o)) % 12;
int z = this.getGradient(t + 1 + this.getGradient(u + 1)) % 12;
double aa = this.grad(v, h, k, 0.0D, 0.5D);
double ab = this.grad(w, p, q, 0.0D, 0.5D);
double ac = this.grad(z, r, s, 0.0D, 0.5D);
//return 70.0D * (aa + ab + ac);
return 35.0D * (aa + ab + ac)+0.5;
}
static {
SKEW_FACTOR_2D = 0.5D * (sqrt3 - 1.0D);
UNSKEW_FACTOR_2D = (3.0D - sqrt3) / 6.0D;
}
}