Class TCastleTerrainNoise
Unit
Declaration
type TCastleTerrainNoise = class(TCastleTerrainData)
Description
Terrain heights are generated from a smooth noise, combined with some terrain-specific improvements (Heterogeneous).
We take the noise (integer noise, i.e. hash), smooth it (how well, and how fast — see Interpolation and Blur), and add several functions ("octaves") of such noise (with varying frequency and amplitude) together. This is the kind of noise used to synthesize textures, terrains and all other procedural stuff.
For more info about math inside:
[http://en.wikipedia.org/wiki/Fractional_Brownian_motion]. This is the idea of summing up octaves of noise. Ken Musgrave's dissertation has a lot of info and interesting references: [http://www.kenmusgrave.com/dissertation.html]
Blender's source code is informative, interesting file is blender/source/blender/blenlib/intern/noise.c
The simplest practical introduction to the idea is on [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm]. It describes how to get nice noise very easily, and my approach follows theirs.
Source: scene/castleterrain.pas (line 255).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTerrainData
- TCastleTerrainNoise
Overview
Constants
| Public | DefaultOctaves = 4.0; |
| Public | DefaultSmoothnes = 2.0; |
| Public | DefaultAmplitude = 8.0; |
| Public | DefaultFrequency = 0.05; |
| Public | DefaultInterpolation = niCosine; |
| Public | DefaultBlur = false; |
| Public | DefaultHeterogeneous = 0.5; |
Methods
| Protected | function GetInternalText: String; virtual; |
| Protected | procedure SetInternalText(const Value: String); virtual; |
| Protected | procedure SetName(const Value: TComponentName); override; |
| Protected | procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual; |
| Public | destructor Destroy; override; |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual; |
| Public | function PropertySections(const PropertyName: String): TPropertySections; virtual; |
| Public | procedure SetTransient; |
| Public | procedure AddNonVisualComponent(const NonVisualComponent: TComponent); |
| Public | procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent); |
| Public | procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent); |
| Public | function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer; |
| Public | function NonVisualComponentsCount: Integer; |
| Public | function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator; |
| Public | function ValueIsStreamed: Boolean; virtual; |
| Public | procedure DesignerInfo(const SList: TStrings); virtual; |
| Public | procedure DesignerWarnings(const SList: TStrings); virtual; |
| Protected | procedure DoChange; |
| Public | constructor Create(AOwner: TComponent); override; |
| Public | destructor Destroy; override; |
| Public | function Height(const Coord, TexCoord: TVector2): Single; virtual; abstract; |
| Public | procedure AddChangeNotification(const Notify: TNotifyEvent); |
| Public | procedure RemoveChangeNotification(const Notify: TNotifyEvent); |
| Public | constructor Create(AOwner: TComponent); override; |
| Public | function Height(const Coord, TexCoord: TVector2): Single; override; |
| Public | function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
| Public | property IsLoading: Boolean read FIsLoading; |
| Published | property Octaves: Single read FOctaves write SetOctaves default DefaultOctaves; |
| Published | property Smoothness: Single read FSmoothness write SetSmoothness default DefaultSmoothnes; |
| Published | property Amplitude: Single read FAmplitude write SetAmplitude default DefaultAmplitude; |
| Published | property Frequency: Single read FFrequency write SetFrequency default DefaultFrequency; |
| Published | property Interpolation: TNoiseInterpolation
read FInterpolation write SetInterpolation default DefaultInterpolation; |
| Published | property Blur: Boolean read FBlur write SetBlur default DefaultBlur; |
| Published | property Seed: Cardinal read FSeed write SetSeed default 0; |
| Published | property Heterogeneous: Single
read FHeterogeneous write SetHeterogeneous default DefaultHeterogeneous; |
Description
Constants
| Public | DefaultOctaves = 4.0; |
|
This item has no description. | |
| Public | DefaultSmoothnes = 2.0; |
|
This item has no description. | |
| Public | DefaultAmplitude = 8.0; |
|
This item has no description. | |
| Public | DefaultFrequency = 0.05; |
|
This item has no description. | |
| Public | DefaultInterpolation = niCosine; |
|
This item has no description. | |
| Public | DefaultBlur = false; |
|
This item has no description. | |
| Public | DefaultHeterogeneous = 0.5; |
|
This item has no description. | |
Methods
| Protected | function GetInternalText: String; virtual; |
|
This item has no description. | |
| Protected | procedure SetInternalText(const Value: String); virtual; |
|
This item has no description. | |
| Protected | procedure SetName(const Value: TComponentName); override; |
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This item has no description. | |
| Protected | procedure TranslateProperties(const TranslatePropertyEvent: TTranslatePropertyEvent); virtual; |
|
Enumerate all properties that are possible to translate in this component. E.g. in TCastleLabel it will return TCastleLabel.Caption, in TCastleEdit it will return TCastleEdit.Text and TCastleEdit.Placeholder. Returns only non-empty properties, thus assuming that if current (by convention, English) text is empty, then there is no point in translating it. Moreover descendants may define boolean properties to exclude particular text from translating, e.g. TCastleLabel.CaptionTranslate, TCastleEdit.TextTranslate, TCastleEdit.PlaceholderTranslate. It is not recursive (it doesn't enumerate children properties). Use global TranslateProperties procedure to call this on a hierarchy of TComponent. You usually don't want to call this method (it is called by other engine routines). But you may find it useful to override this, if you define new component. | |
| Public | destructor Destroy; override; |
|
This item has no description. | |
| Public | procedure CustomSerialization(const SerializationProcess: TSerializationProcess); virtual; |
|
Override this method to call various methods of SerializationProcess, which in turn allows to serialize/deserialize things that are not published. This allows to serialize/deserialize with more freedom, e.g. to serialize/deserialize some private field. | |
| Public | function PropertySections(const PropertyName: String): TPropertySections; virtual; |
|
Section where to show property in the editor. | |
| Public | procedure SetTransient; |
|
Ignore this component when serializing parent's TCastleUserInterface.Controls list or TCastleTransform.List, and do not show this component in CGE editor. This simply sets csTransient flag in ComponentStyle. This is useful for children that are automatically managed by the parent, and should not be modified by user code. For example, TCastleCheckbox is internally composed from TCastleImageControl and TCastleLabel children, but we don't want to serialize or even show these children to user. Note that if you want to prevent this component from serializing as part of TCastleUserInterface.Controls list or TCastleTransform.List, but you still want it to be visible in CGE editor, then make it a "subcomponent" instead, by Note that both csSubComponent and csTransient only disable the component serialization as part of parent's lists enumerated by CustomSerialization (see internal TCastleUserInterface.SerializeChildrenEnumerate , TCastleTransform.SerializeChildrenEnumerate, TCastleTransform.SerializeBehaviorsEnumerate). If you will make the component published in its own property (which is normal for "subcomponents") then it will be serialized anyway, just as part of it's own property (like TCastleScrollView.ScrollArea). So to really avoid serializing a children component make it csSubComponent and/or csTransient, and do not publish it. | |
| Public | procedure AddNonVisualComponent(const NonVisualComponent: TComponent); |
|
Add non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.
See also
| |
| Public | procedure InsertNonVisualComponent(const Index: Integer; const NonVisualComponent: TComponent); |
|
Insert non-visual component to this component. This is used to organize non-visual components in a tree hierarchy, in CGE designs and editor.
See also
| |
| Public | procedure RemoveNonVisualComponent(const NonVisualComponent: TComponent); |
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Removes the component previously added by AddNonVisualComponent. | |
| Public | function NonVisualComponentsIndexOf(const NonVisualComponent: TComponent): Integer; |
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Index of the previously added non-visual component. Returns -1 if the component was not found. | |
| Public | function NonVisualComponentsCount: Integer; |
|
Count of components added by AddNonVisualComponent.
See also
| |
| Public | function NonVisualComponentsEnumerate: TNonVisualComponentsEnumerator; |
|
You can enumerate current non-visual components using loop like See also
| |
| Public | function ValueIsStreamed: Boolean; virtual; |
|
Whether the current value of this object should be written to the stream. This should be This is used by CastleComponentSerialize, which is used in Castle Game Engine for all serialization. In simple cases, this just says whether the current value of this object equals to some default value. The default implementation of this class returns Descendants that override this to sometimes return The name of this method is consistent with TPropertyEditor.ValueIsStreamed in LCL. | |
| Public | procedure DesignerInfo(const SList: TStrings); virtual; |
|
Override to add information that should be visible at design-time. Call | |
| Public | procedure DesignerWarnings(const SList: TStrings); virtual; |
|
Override to add warnings that should be visible at design-time. Call | |
| Protected | procedure DoChange; |
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Use this in descendants implementation to notify that data (affecting Height results) changed. In the base class, it takes care to run notifications registered by AddChangeNotification. | |
| Public | constructor Create(AOwner: TComponent); override; |
|
This item has no description. | |
| Public | destructor Destroy; override; |
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This item has no description. | |
| Public | function Height(const Coord, TexCoord: TVector2): Single; virtual; abstract; |
|
Return height for given terrain point.
Parameters
| |
| Public | procedure AddChangeNotification(const Notify: TNotifyEvent); |
|
Add notification when data (affecting Height results) changes. | |
| Public | procedure RemoveChangeNotification(const Notify: TNotifyEvent); |
|
Remove notification when data (affecting Height results) changes. | |
| Public | constructor Create(AOwner: TComponent); override; |
|
This item has no description. | |
| Public | function Height(const Coord, TexCoord: TVector2): Single; override; |
|
This item has no description. Showing description inherited from TCastleTerrainData.Height. Return height for given terrain point.
| |
| Public | function PropertySections(const PropertyName: String): TPropertySections; override; |
|
This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. | |
Properties
| Public | property NonVisualComponents [const Index: Integer]: TComponent read GetNonVisualComponents; |
|
Components added by AddNonVisualComponent. | |
| Public | property IsLoading: Boolean read FIsLoading; |
|
Is the component during deserialization now. Note: We can't use | |
| Published | property Octaves: Single read FOctaves write SetOctaves default DefaultOctaves; |
|
Number of noise functions to sum. This linearly affects the time for Height call, so don't make it too much. Usually ~a few are Ok. (The fact that it's a float is just a simple trick to allow smooth transitions from x to x+1. In fact, it's executed like Trunc(Octaves) * some noises + Frac(Octaves) * some last noise.) Reasonable values are roughly between 0..20. | |
| Published | property Smoothness: Single read FSmoothness write SetSmoothness default DefaultSmoothnes; |
|
How noise amplitude changes, when frequency doubles. When we double frequency, amplitude is divided by this. Smaller values <=> larger frequency noise is more visible, so terrain is less smooth (more noisy). This is elsewhere called fractal increment, fractal dimension parameter, "H", spectral exponent (see e.g. Blender sources, Musgrave's dissertation). Do not confuse this with "lacunarity" (how frequency changes in each octave), that is simply hardcoded to 2.0 in our code currently. In [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm], the inverse of this 1/Smoothness is called "Persistence". I decided to call it "Smoothness", since this is the practical intuitive meaning. Value equal 1.0 means that amplitude doesn't change at all, each noise frequency is visible the same, so in effect you will just see a lot of noise. And values < 1.0 are really nonsense, they make more frequency noise even more visible, which means that the terrain is dominated by noise. Reasonable values are roughly between 1..10. | |
| Published | property Amplitude: Single read FAmplitude write SetAmplitude default DefaultAmplitude; |
|
Amplitude and frequency of the first noise octave. Amplitude scales the height of the result, and Frequency scales the size of the bumps. | |
| Published | property Frequency: Single read FFrequency write SetFrequency default DefaultFrequency; |
|
This item has no description. | |
| Published | property Interpolation: TNoiseInterpolation
read FInterpolation write SetInterpolation default DefaultInterpolation; |
|
How integer noise is interpolated to get smooth float noise. Setting this to niNone turns off Using niLinear (means "bilinear", since this is 2D case) is also usually bad. Unless you use octaves of really high frequencies, usually sharp edges / flat in-betweens will be visible. Using niCosine in right now the best. Using niSpline is even better looking (usese Catmull-Rom splines, which are special case of cubic Hermite spline, see http://en.wikipedia.org/wiki/Cubic_Hermite_spline, http://en.wikipedia.org/wiki/Bicubic_interpolation). But it's more time consuming under current implementation. | |
| Published | property Blur: Boolean read FBlur write SetBlur default DefaultBlur; |
|
Resulting noise octaves may be blurred. This helps to remove the inherent vertical/horizontal directionality in our 2D noise (it also makes it more smooth, since that's what blurring is about; you may want to increase Frequency * 2 to balance this). This is independent from Interpolation. Although the need for Blur is most obvious in poor/none interpolation methods (none, linear), it also helps for the nicer interpolation methods (cosine, cubic). Note about [http://freespace.virgin.net/hugo.elias/models/m_perlin.htm]: this "blurring" is called "smoothing" there. I call it blurring, as it seems more precise to me. | |
| Published | property Seed: Cardinal read FSeed write SetSeed default 0; |
|
Determines the random seeds used when generating the terrain. | |
| Published | property Heterogeneous: Single
read FHeterogeneous write SetHeterogeneous default DefaultHeterogeneous; |
|
If non-zero, then we generate terrain using More precisely, this means that we accumulate multiplied previous noise, at each step dividing this accumulated result by This is called "threshold" in Musgrave's dissertation (see algorithm in section 2.3.2.5 "A Large Scale Terrain Model"). Reasonable values for this are between 0..2. | |
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