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January 23, 2018 05:33
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Perlin Terrain Map from Nature of Code book ported to python mode for processing
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w = 1400 | |
h = 1000 | |
scl = 20 | |
flying = 0 | |
terrain = [] | |
def setup(): | |
global terrain, rows, cols | |
size(600, 600, P3D) | |
cols = w / scl | |
rows = h / scl | |
terrain = [[0] * rows for col in range(cols)] | |
fill(102, 204, 255, 80) | |
def draw(): | |
global flying, terrain, rows, cols | |
flying -= 0.3 | |
yoff = flying | |
for y in range(rows): | |
xoff = 0 | |
for x in range(cols): | |
terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 150) | |
xoff += 0.2 | |
yoff += 0.2 | |
translate(0, 400) | |
background(0) | |
noStroke() | |
rotateX(PI/3); | |
translate(-w / 3, -h /3 ); | |
for y in range(rows - 1): | |
beginShape(TRIANGLE_STRIP) | |
for x in range(cols): | |
vertex(x*scl, y*scl, terrain[x][y]) | |
vertex(x*scl, (y+1)*scl, terrain[x][y+1]) | |
endShape() | |
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