339 lines
8.6 KiB
Plaintext
339 lines
8.6 KiB
Plaintext
color yellow = color(255, 255, 0);
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color green = color(0, 255, 0);
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color blue = color(0, 0, 255);
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color red = color(255, 0, 0);
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color darkgreen = color(0, 100, 0);
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color autumn1 = color(183, 65, 14);
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color autumn2 = color(204, 85, 0);
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color autumn3 = color(255, 215, 0);
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color autumn4 = color(255, 204, 0);
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color autumn5 = color(139, 69, 19);
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color autumn6 = color(101, 67, 33);
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color autumn7 = color(107, 142, 35);
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PVector camPosition;
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PVector lookAt;
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float camSpeed = 20;
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float sensitivity = 0.01;
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float pitch = 0;
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float yaw = 0;
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int farPlaneDistance = 3000;
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float cubeSize = 100;
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float cubeWidth = 20;
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float noiseScale = 5;
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Terrain terra = new Terrain();
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void setup() {
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fullScreen(P3D);
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frameRate(144);
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camPosition = new PVector(0, 0, 0);
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lookAt = new PVector(0, 0, -1);
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terra.generateTerrain();
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terra.reloadTrees();
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}
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void keyPressed() {
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if (keyCode == UP) {
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noiseScale += 0.25;
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terra.reloadTrees();
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} else if (keyCode == DOWN) {
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noiseScale -= 0.25;
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terra.reloadTrees();
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}
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}
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void draw() {
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background(173, 216, 230);
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lights();
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yaw += -1 * sensitivity * (mouseX - pmouseX);
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pitch += sensitivity * (mouseY - pmouseY);
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pitch = constrain(pitch, -HALF_PI + 0.01, HALF_PI - 0.01);
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float cosPitch = cos(pitch);
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float sinPitch = sin(pitch);
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float cosYaw = cos(yaw);
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float sinYaw = sin(yaw);
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lookAt.x = sinYaw * cosPitch;
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lookAt.y = sinPitch;
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lookAt.z = cosYaw * cosPitch;
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if (keyPressed) {
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if (key == 'w') {
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camPosition.add(PVector.mult(lookAt, camSpeed));
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}
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if (key == 's') {
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camPosition.sub(PVector.mult(lookAt, camSpeed));
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}
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if (key == 'a') {
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PVector left = lookAt.cross(new PVector(0, -1, 0));
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camPosition.add(PVector.mult(left, camSpeed));
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}
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if (key == 'd') {
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PVector right = lookAt.cross(new PVector(0, -1, 0));
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camPosition.sub(PVector.mult(right, camSpeed));
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}
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}
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camera(camPosition.x, camPosition.y, camPosition.z, camPosition.x + lookAt.x, camPosition.y + lookAt.y, camPosition.z + lookAt.z, 0, 1, 0);
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perspective(PI / 3.0, float(width) / float(height), 1, farPlaneDistance);
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terra.drawTerrain();
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}
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class Terrain {
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ArrayList < Block > blocks = new ArrayList<>();
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ArrayList < Bird > birds = new ArrayList<>();
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int terrainLength = 100;
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int terrainWidth = 100;
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int minTreeHeight = 20;
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int maxTreeHeight = 70;
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float noiseStep = 0.02;
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int cubeWidth = 20;
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int cubeLength = 20;
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void generateTerrain() {
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for (int i = 0; i < terrainWidth; i++) {
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for (int j = 0; j < terrainLength; j++) {
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Block block = new Block(i, j, noise(noiseStep * i, noiseStep * j), getRandomTreeColor(), int(random(minTreeHeight, maxTreeHeight)));
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blocks.add(block);
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if (random(0, 1) < 0.001) birds.add(new Bird(i * cubeWidth, j * cubeWidth));
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}
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}
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}
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void reloadTrees() {
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for (int i = 0; i < blocks.size(); i++) {
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Block block = blocks.get(i);
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if ((noiseScale * block.h * cubeSize) > 170) {
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if (int(random(0, 101)) < 1) {
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block.isTree = true;
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block.treeColor = getRandomTreeColor();
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}
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else block.isTree = false;
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} else block.isTree = false;
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if (!block.isTree && (noiseScale * block.h * cubeSize) > 170) {
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if (int(random(0, 101)) < 1) {
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block.isFlower = true;
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block.treeColor = getRandomFlowerColor();
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}
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else block.isFlower = false;
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}
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else block.isFlower = false;
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}
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}
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void drawTerrain() {
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for (int i = 0; i < blocks.size(); i++) {
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Block block = blocks.get(i);
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float blockHeight = noiseScale * block.h * cubeSize;
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if (blockHeight < 150) {
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fill(0, 0, 255);
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blockHeight = 150;
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} else if (blockHeight > 150 && blockHeight < 170) {
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fill(yellow);
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} else if (blockHeight > 350) {
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blockHeight *= 1.5;
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fill(255, 255, 255);
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} else {
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fill(green);
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}
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float posX = block.x * cubeWidth;
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float posY = block.y * cubeLength;
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float posZ = blockHeight / 2.0;
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float angleX = HALF_PI;
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float angleY = 0;
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pushMatrix();
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rotateX(angleX);
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rotateY(angleY);
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translate(posX, posY, posZ);
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box(cubeWidth, cubeLength, blockHeight);
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if (block.isTree && blockHeight < 350) {
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fill(222, 184, 135);
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translate(0, 0, posZ + 50);
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box(cubeWidth, cubeLength, 100);
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translate(0, 0, 50);
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fill(block.treeColor);
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noStroke();
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sphere(block.treeSize);
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stroke(1);
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} else if (block.isTree) {
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fill(222, 184, 135);
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translate(0, 0, posZ + 50);
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box(cubeWidth, cubeLength, 100);
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translate(0, 0, 50);
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fill(0, 100, 0);
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noStroke();
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cylinder(50, 1, 100, 50);
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stroke(1);
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}
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if (block.isFlower && blockHeight < 350) {
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fill(0, 200, 0);
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translate(0, 0, posZ + 10);
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box(5, 5 , 20);
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translate(0, 0, 10);
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fill(block.treeColor);
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noStroke();
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sphere(10);
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stroke(1);
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}
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popMatrix();
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}
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for (int i = 0; i < birds.size(); i++) {
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Bird bird = birds.get(i);
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bird.drawBird();
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}
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}
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}
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class Block {
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int x;
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int y;
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float h;
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boolean isTree;
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boolean isFlower;
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int treeSize;
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color treeColor;
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Block(int x, int y, float h, color treeColor, int treeSize) {
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this.x = x;
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this.y = y;
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this.h = h;
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this.treeColor = treeColor;
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this.treeSize = treeSize;
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}
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}
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class Bird {
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float x;
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float y;
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float radius;
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float angle;
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float angleSpeed = 0.01 + random(0.05 - 0.01);
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int directionX = (random(0, 1) < 0.5) ? 1 : -1;
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int directionY = (random(0, 1) < 0.5) ? 1 : -1;
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Bird(float x, float y) {
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this.x = x;
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this.y = y;
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this.radius = 500;
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this.angle = 0;
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}
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void drawBird() {
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pushMatrix();
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float angleX = HALF_PI;
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float angleY = 0;
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rotateX(angleX);
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rotateY(angleY);
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translate(x, y, 1000);
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float birdX = cos(angle) * radius * directionX;
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float birdY = sin(angle) * radius * directionY;
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float birdZ = sin(angle) * radius;
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translate(birdX, birdY, birdZ);
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fill(0, 0, 0);
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box(10, 10, 10);
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angle += angleSpeed;
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popMatrix();
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}
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}
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color getRandomTreeColor() {
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int rand = int(random(0, 101));
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if (rand < 10) return color(255, 69, 0);
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else if (rand < 20) return autumn1;
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else if (rand < 30) return autumn2;
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else if (rand < 40) return autumn3;
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else if (rand < 50) return autumn4;
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else if (rand < 60) return autumn5;
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else if (rand < 70) return autumn6;
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else if (rand < 80) return autumn7;
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return darkgreen;
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}
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color getRandomFlowerColor() {
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int rand = int(random(0, 101));
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if (rand < 50) return red;
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return yellow;
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}
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void cylinder(float bottom, float top, float h, int sides) {
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pushMatrix();
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float angleX = HALF_PI;
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float angleY = 0;
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rotateX(angleX);
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rotateY(angleY);
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translate(0, h / 2, 0);
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float angle;
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float[] x = new float[sides + 1];
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float[] z = new float[sides + 1];
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float[] x2 = new float[sides + 1];
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float[] z2 = new float[sides + 1];
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for (int i = 0; i < x.length; i++) {
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angle = TWO_PI / (sides) * i;
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x[i] = sin(angle) * bottom;
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z[i] = cos(angle) * bottom;
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}
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for (int i = 0; i < x.length; i++) {
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angle = TWO_PI / (sides) * i;
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x2[i] = sin(angle) * top;
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z2[i] = cos(angle) * top;
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}
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beginShape(TRIANGLE_FAN);
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vertex(0, -h / 2, 0);
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for (int i = 0; i < x.length; i++) {
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vertex(x[i], -h / 2, z[i]);
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}
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endShape();
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beginShape(QUAD_STRIP);
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for (int i = 0; i < x.length; i++) {
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vertex(x[i], -h / 2, z[i]);
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vertex(x2[i], h / 2, z2[i]);
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}
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endShape();
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beginShape(TRIANGLE_FAN);
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vertex(0, h / 2, 0);
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for (int i = 0; i < x.length; i++) {
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vertex(x2[i], h / 2, z2[i]);
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}
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endShape();
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popMatrix();
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}
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