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src/main/java/processing/core/PApplet.java

Lines changed: 1 addition & 92 deletions
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,6 @@
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// loadXML() error handling
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import javax.xml.parsers.ParserConfigurationException;
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import monkstone.noise.NoiseGenerator;
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import org.xml.sax.SAXException;
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// TODO have this removed by 4.0 final
@@ -48,8 +47,6 @@
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import processing.data.*;
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import processing.event.*;
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import processing.opengl.*;
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import monkstone.noise.Noise;
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import monkstone.noise.NoiseMode;
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/**
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* Base class for all sketches that use processing.core.
@@ -106,7 +103,6 @@ public class PApplet implements PConstants {
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}
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}
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Noise noiseGenerator = new NoiseGenerator();
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/**
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* Whether to use native (AWT) dialogs for selectInput and selectOutput. The
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* native dialogs on some platforms can be ugly, buggy, or missing features.
@@ -4887,9 +4883,6 @@ public final void randomSeed(long seed) {
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internalRandom.setSeed(seed);
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}
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public void noiseMode(NoiseMode mode) {
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noiseGenerator.noiseMode(mode);
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}
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/**
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*
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* @param lod
@@ -4913,91 +4906,7 @@ public void noiseDetail(int lod, float falloff) {
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}
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/**
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* @param x
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* @return
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*/
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public float noise(float x) {
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return noiseGenerator.noise(x);
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}
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/**
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* @param x
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* @param y
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* @return
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*/
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public float noise(float x, float y) {
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return noiseGenerator.noise(x, y);
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}
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/**
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* ( begin auto-generated from noise.xml )
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*
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* Returns the Perlin noise value at specified coordinates.Perlin noise is a
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* random sequence generator producing a more natural ordered, harmonic
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* succession of numbers compared to the standard <b>random()</b> function.
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* It was invented by Ken Perlin in the 1980s and been used since in
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* graphical applications to produce procedural textures, natural motion,
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* shapes, terrains etc. The main difference to the
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* <b>random()</b> function is that Perlin noise is defined in an infinite
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* n-dimensional space where each pair of coordinates corresponds to a fixed
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* semi-random value (fixed only for the lifespan of the program). The
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* resulting value will always be between 0.0 and 1.0. Processing can
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* compute 1D, 2D and 3D noise, depending on the number of coordinates
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* given. The noise value can be animated by moving through the noise space
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* as demonstrated in the example above. The 2nd and 3rd dimension can also
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* be interpreted as time.The actual noise is structured similar to an audio
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* signal, in respect to the function's use of frequencies. Similar to the
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* concept of harmonics in physics, perlin noise is computed over several
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* octaves which are added together for the final result. Another way to
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* adjust the character of the resulting sequence is the scale of the input
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* coordinates. As the function works within an infinite space the value of
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* the coordinates doesn't matter as such, only the distance between
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* successive coordinates does (eg. when using <b>noise()</b> within a
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* loop). As a general rule the smaller the difference between coordinates,
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* the smoother the resulting noise sequence will be. Steps of 0.005-0.03
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* work best for most applications, but this will differ depending on use.
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*
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*
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*
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* @return
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* @webref math:random
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* @param x x-coordinate in noise space
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* @param y y-coordinate in noise space
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* @param z z-coordinate in noise space
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* @see PApplet#noiseSeed(long)
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* @see PApplet#noiseDetail(int, float)
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* @see PApplet#random(float,float)
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*/
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public float noise(float x, float y, float z) {
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return noiseGenerator.noise(x, y, z);
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}
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public float noise(float x, float y, float z, float w) {
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return noiseGenerator.noise(x, y, z, w);
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}
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/**
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*
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*
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* Sets the seed value for <b>noise()</b>. By default, <b>noise()</b>
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* produces different results each time the program is run. Set the
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* <b>value</b> parameter to a constant to return the same pseudo-random
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* numbers each time the software is run.
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*
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*
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* @webref math:random
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* @param seed seed value
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* @see PApplet#noise(float, float, float)
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* @see PApplet#noiseDetail(int, float)
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* @see PApplet#random(float,float)
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* @see PApplet#randomSeed(long)
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*/
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public void noiseSeed(long seed) {
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noiseGenerator.noiseSeed(seed);
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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/**
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* ( begin auto-generated from loadImage.xml )
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*

test/respond_to_test.rb

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@@ -104,7 +104,6 @@
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no_stroke
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no_tint
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noise
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noise_seed
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normal
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ortho
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perspective

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