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fixing up the noise wave example a bit
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@@ -4,54 +4,37 @@
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*
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* Using Perlin Noise to generate a wave-like pattern.
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*/
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int xspacing = 8; // How far apart should each horizontal location be spaced
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int w; // Width of entire wave
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float yoff = 0.0f; // 2nd dimension of perlin noise
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float[] yvalues; // Using an array to store height values for the wave (not entirely necessary)
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float yoff = 0.0; // 2nd dimension of perlin noise
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void setup() {
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size(640, 360);
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colorMode(RGB,255,255,255,100);
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w = width+16;
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yvalues = new float[w/xspacing];
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}
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void draw() {
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background(0);
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calcWave();
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renderWave();
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}
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background(51);
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void calcWave() {
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float dx = 0.05f;
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float dy = 0.01f;
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float amplitude = 100.0f;
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// Increment y ('time')
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yoff += dy;
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//float xoff = 0.0; // Option #1
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float xoff = yoff; // Option #2
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for (int i = 0; i < yvalues.length; i++) {
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// Using 2D noise function
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//yvalues[i] = (2*noise(xoff,yoff)-1)*amplitude; // Option #1
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// Using 1D noise function
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yvalues[i] = (2*noise(xoff)-1)*amplitude; // Option #2
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xoff+=dx;
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fill(255);
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// We are going to draw a polygon out of the wave points
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beginShape();
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float xoff = 0; // Option #1: 2D Noise
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// float xoff = yoff; // Option #2: 1D Noise
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// Iterate over horizontal pixels
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for (float x = 0; x <= width; x += 10) {
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// Calculate a y value according to noise, map to
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float y = map(noise(xoff, yoff), 0, 1, 200,300); // Option #1: 2D Noise
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// float y = map(noise(xoff), 0, 1, 200,300); // Option #2: 1D Noise
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// Set the vertex
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vertex(x, y);
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// Increment x dimension for noise
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xoff += 0.05;
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}
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// increment y dimension for noise
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yoff += 0.01;
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vertex(width, height);
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vertex(0, height);
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endShape(CLOSE);
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}
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void renderWave() {
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// A simple way to draw the wave with an ellipse at each location
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for (int x = 0; x < yvalues.length; x++) {
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noStroke();
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fill(255,50);
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ellipseMode(CENTER);
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ellipse(x*xspacing,width/2+yvalues[x],16,16);
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}
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}
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