Package swingtree.style
Class NoiseFunctions
java.lang.Object
swingtree.style.NoiseFunctions
A collection of noise functions that can be used to generate procedural textures.
The functions in this class are also supposed to serve as an example
which demonstrates how to create procedural textures yourself.
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Method Summary
Modifier and TypeMethodDescriptionstatic floatcells(float xIn, float yIn) static floatclouds(float xIn, float yIn) Soft, billowing clouds produced by fractal Brownian motion and a sigmoid contrast curve which crisps the cloud edges up against the open sky.static floatcracks(float xIn, float yIn) A network of thin cracks separating irregular plates, computed from the difference between the two closest Worley (Voronoi) feature points.static floatfabric(float xIn, float yIn) static floatflow(float xIn, float yIn) A fluid, organic flow field produced by "domain warping": fractal noise is sampled at coordinates that are themselves displaced by other fractal noise.static floatfoliage(float xIn, float yIn) A leafy foliage texture.static floatgrainy(float xIn, float yIn) static floathardSpots(float xIn, float yIn) static floathardTopology(float xIn, float yIn) static floathaze(float xIn, float yIn) static floatlightning(float xIn, float yIn) Crackling electric arcs.static floatmandelbrot(float xIn, float yIn) static floatmarble(float xIn, float yIn) A turbulent marble texture: a regular striped pattern is distorted by several octaves of value noise, bending the stripes into organic, swirling veins.static floatplasma(float xIn, float yIn) A smooth, flowing interference pattern built from a handful of summed sine waves - the classic "plasma" demo effect, great for vivid color gradients.static doubleprojectPointOntoLine(double x1, double y1, double x2, double y2, double px, double py) static floatretro(float xIn, float yIn) static floatsmoothSpots(float xIn, float yIn) static floatsmoothTopology(float xIn, float yIn) static floatspirals(float xIn, float yIn) static floatstochastic(float xIn, float yIn) static floattiles(float xIn, float yIn) static floatvoronoiBasedCellMosaic(float xIn, float yIn) static floatvoronoiBasedCellTissue(float xIn, float yIn) static floatvoronoiBasedPolygonCell(float xIn, float yIn) static floatvoronoiBasedPondInDrizzle(float xIn, float yIn) static floatvoronoiBasedPondInRain(float xIn, float yIn) static floatvoronoiBasedPondOfStrings(float xIn, float yIn) static floatvoronoiBasedPondOfTangledStrings(float xIn, float yIn) static floatvortex(float xIn, float yIn) A swirling vortex created by rotating the sampling angle as a function of the radius and an underlying fractal noise field.static floatwood(float xIn, float yIn) Concentric, slightly distorted growth rings reminiscent of a cross-cut piece of timber.
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Method Details
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stochastic
public static float stochastic(float xIn, float yIn) -
smoothTopology
public static float smoothTopology(float xIn, float yIn) -
hardTopology
public static float hardTopology(float xIn, float yIn) -
hardSpots
public static float hardSpots(float xIn, float yIn) -
smoothSpots
public static float smoothSpots(float xIn, float yIn) -
grainy
public static float grainy(float xIn, float yIn) -
tiles
public static float tiles(float xIn, float yIn) -
fabric
public static float fabric(float xIn, float yIn) -
retro
public static float retro(float xIn, float yIn) -
cells
public static float cells(float xIn, float yIn) -
haze
public static float haze(float xIn, float yIn) -
spirals
public static float spirals(float xIn, float yIn) -
mandelbrot
public static float mandelbrot(float xIn, float yIn) -
voronoiBasedCellTissue
public static float voronoiBasedCellTissue(float xIn, float yIn) -
voronoiBasedCellMosaic
public static float voronoiBasedCellMosaic(float xIn, float yIn) -
voronoiBasedPolygonCell
public static float voronoiBasedPolygonCell(float xIn, float yIn) -
projectPointOntoLine
public static double projectPointOntoLine(double x1, double y1, double x2, double y2, double px, double py) -
voronoiBasedPondInDrizzle
public static float voronoiBasedPondInDrizzle(float xIn, float yIn) -
voronoiBasedPondInRain
public static float voronoiBasedPondInRain(float xIn, float yIn) -
voronoiBasedPondOfStrings
public static float voronoiBasedPondOfStrings(float xIn, float yIn) -
voronoiBasedPondOfTangledStrings
public static float voronoiBasedPondOfTangledStrings(float xIn, float yIn) -
marble
public static float marble(float xIn, float yIn) A turbulent marble texture: a regular striped pattern is distorted by several octaves of value noise, bending the stripes into organic, swirling veins. -
wood
public static float wood(float xIn, float yIn) Concentric, slightly distorted growth rings reminiscent of a cross-cut piece of timber. The rings are warped by fractal noise to give them a natural grain. -
plasma
public static float plasma(float xIn, float yIn) A smooth, flowing interference pattern built from a handful of summed sine waves - the classic "plasma" demo effect, great for vivid color gradients. -
clouds
public static float clouds(float xIn, float yIn) Soft, billowing clouds produced by fractal Brownian motion and a sigmoid contrast curve which crisps the cloud edges up against the open sky. -
cracks
public static float cracks(float xIn, float yIn) A network of thin cracks separating irregular plates, computed from the difference between the two closest Worley (Voronoi) feature points. -
vortex
public static float vortex(float xIn, float yIn) A swirling vortex created by rotating the sampling angle as a function of the radius and an underlying fractal noise field. -
flow
public static float flow(float xIn, float yIn) A fluid, organic flow field produced by "domain warping": fractal noise is sampled at coordinates that are themselves displaced by other fractal noise. -
lightning
public static float lightning(float xIn, float yIn) Crackling electric arcs. A fractal noise field is traced along the contour where it crosses its mid value - that contour naturally branches and loops - while a jagged domain warp makes the arcs zig-zag like a real discharge.The contour is rendered as a uniformly thin bolt by dividing the distance to the mid value by the local gradient:
|field - 0.5| / |gradient|is an estimate of the true distance to the contour, so the bolt keeps the same width regardless of how steep the field is (no fat blobs on flat spots). -
foliage
public static float foliage(float xIn, float yIn) A leafy foliage texture. Leaves are scattered from a jittered grid - jittered far enough that the underlying grid disappears - and layered by a random depth so they overlap naturally. To avoid a sterile, too-perfect look, every leaf is individually irregular: its spine bends like a banana, its outline is asymmetric (rounded toward the base, drawn to a point at the tip) with a wavy edge, and its surface is broken up by value-noise mottling. Each leaf carries a lit midrib and faint herringbone side veins, and leaves further back are shaded darker for depth.
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