use of org.terasology.engine.utilities.random.FastRandom in project Terasology by MovingBlocks.
the class TextureAssetResolverTest method testColorTextures.
@Test
public void testColorTextures() {
Random r = new FastRandom(123456);
for (int i = 0; i < 10; i++) {
int rgba = r.nextInt();
Color red = new Color(rgba);
ResourceUrn textureUriForColor = TextureUtil.getTextureUriForColor(red);
String simpleString = textureUriForColor.toString();
Optional<Texture> tex = Assets.getTexture(simpleString);
assertTrue(tex.isPresent());
ByteBuffer dataBuffer = tex.get().getData().getBuffers()[0];
int firstPixel = dataBuffer.asIntBuffer().get(0);
assertEquals(rgba, firstPixel);
}
}
use of org.terasology.engine.utilities.random.FastRandom in project Terasology by MovingBlocks.
the class TextureDataFactory method createWhiteNoiseTexture.
public static TextureData createWhiteNoiseTexture(int size, long seed, int min, int max) {
int width = size;
int height = size;
ByteBuffer data = ByteBuffer.allocateDirect(4 * width * height);
Random rng = new FastRandom(seed);
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
data.put((byte) TeraMath.clamp(rng.nextInt(min, max), 0, 255));
data.put((byte) TeraMath.clamp(rng.nextInt(min, max), 0, 255));
data.put((byte) TeraMath.clamp(rng.nextInt(min, max), 0, 255));
data.put((byte) 255);
}
}
// The buffer must be reset back to the initial position before passing it onward.
data.rewind();
return new TextureData(width, height, new ByteBuffer[] { data }, WrapMode.REPEAT, FilterMode.NEAREST);
}
use of org.terasology.engine.utilities.random.FastRandom in project Terasology by MovingBlocks.
the class PlayerConfig method defaultPlayerColor.
/**
* Randomly generates a default color for the player via a random int generator using FastRandom object.
*
* @return a Color object with the player's default color.
*/
private Color defaultPlayerColor() {
Random rng = new FastRandom();
List<Color> colors = CieCamColors.L65C65;
return colors.get(rng.nextInt(colors.size()));
}
use of org.terasology.engine.utilities.random.FastRandom in project Terasology by MovingBlocks.
the class InitialiseWorld method step.
@Override
public boolean step() {
BlockManager blockManager = context.get(BlockManager.class);
ExtraBlockDataManager extraDataManager = context.get(ExtraBlockDataManager.class);
ModuleEnvironment environment = context.get(ModuleManager.class).getEnvironment();
context.put(WorldGeneratorPluginLibrary.class, new DefaultWorldGeneratorPluginLibrary(environment, context));
WorldInfo worldInfo = gameManifest.getWorldInfo(TerasologyConstants.MAIN_WORLD);
verify(worldInfo.getWorldGenerator().isValid(), "Game manifest did not specify world type.");
if (worldInfo.getSeed() == null || worldInfo.getSeed().isEmpty()) {
FastRandom random = new FastRandom();
worldInfo.setSeed(random.nextString(16));
}
logger.info("World seed: \"{}\"", worldInfo.getSeed());
// TODO: Separate WorldRenderer from world handling in general
WorldGeneratorManager worldGeneratorManager = context.get(WorldGeneratorManager.class);
WorldGenerator worldGenerator;
try {
worldGenerator = WorldGeneratorManager.createGenerator(worldInfo.getWorldGenerator(), context);
// setting the world seed will create the world builder
worldGenerator.setWorldSeed(worldInfo.getSeed());
context.put(WorldGenerator.class, worldGenerator);
} catch (UnresolvedWorldGeneratorException e) {
logger.error("Unable to load world generator {}. Available world generators: {}", worldInfo.getWorldGenerator(), worldGeneratorManager.getWorldGenerators());
context.get(GameEngine.class).changeState(new StateMainMenu("Failed to resolve world generator."));
// We need to return true, otherwise the loading state will just call us again immediately
return true;
}
// Init. a new world
EngineEntityManager entityManager = (EngineEntityManager) context.get(EntityManager.class);
boolean writeSaveGamesEnabled = context.get(SystemConfig.class).writeSaveGamesEnabled.get();
// Gets save data from a normal save or from a recording if it is a replay
Path saveOrRecordingPath = getSaveOrRecordingPath();
StorageManager storageManager;
RecordAndReplaySerializer recordAndReplaySerializer = context.get(RecordAndReplaySerializer.class);
RecordAndReplayUtils recordAndReplayUtils = context.get(RecordAndReplayUtils.class);
RecordAndReplayCurrentStatus recordAndReplayCurrentStatus = context.get(RecordAndReplayCurrentStatus.class);
try {
storageManager = writeSaveGamesEnabled ? new ReadWriteStorageManager(saveOrRecordingPath, environment, entityManager, blockManager, extraDataManager, recordAndReplaySerializer, recordAndReplayUtils, recordAndReplayCurrentStatus) : new ReadOnlyStorageManager(saveOrRecordingPath, environment, entityManager, blockManager, extraDataManager);
} catch (IOException e) {
logger.error("Unable to create storage manager!", e);
context.get(GameEngine.class).changeState(new StateMainMenu("Unable to create storage manager!"));
// We need to return true, otherwise the loading state will just call us again immediately
return true;
}
context.put(StorageManager.class, storageManager);
LocalChunkProvider chunkProvider = new LocalChunkProvider(storageManager, entityManager, worldGenerator, blockManager, extraDataManager, Maps.newConcurrentMap());
RelevanceSystem relevanceSystem = new RelevanceSystem(chunkProvider);
context.put(RelevanceSystem.class, relevanceSystem);
context.get(ComponentSystemManager.class).register(relevanceSystem, "engine:relevanceSystem");
chunkProvider.setRelevanceSystem(relevanceSystem);
Block unloadedBlock = blockManager.getBlock(BlockManager.UNLOADED_ID);
WorldProviderCoreImpl worldProviderCore = new WorldProviderCoreImpl(worldInfo, chunkProvider, unloadedBlock, context);
EntityAwareWorldProvider entityWorldProvider = new EntityAwareWorldProvider(worldProviderCore, context);
WorldProvider worldProvider = new WorldProviderWrapper(entityWorldProvider, extraDataManager);
context.put(WorldProvider.class, worldProvider);
chunkProvider.setBlockEntityRegistry(entityWorldProvider);
context.put(BlockEntityRegistry.class, entityWorldProvider);
context.get(ComponentSystemManager.class).register(entityWorldProvider, "engine:BlockEntityRegistry");
DefaultCelestialSystem celestialSystem = new DefaultCelestialSystem(new BasicCelestialModel(), context);
context.put(CelestialSystem.class, celestialSystem);
context.get(ComponentSystemManager.class).register(celestialSystem);
Skysphere skysphere = new Skysphere(context);
BackdropProvider backdropProvider = skysphere;
context.put(BackdropProvider.class, backdropProvider);
RenderingSubsystemFactory engineSubsystemFactory = context.get(RenderingSubsystemFactory.class);
WorldRenderer worldRenderer = engineSubsystemFactory.createWorldRenderer(context);
context.put(WorldRenderer.class, worldRenderer);
// TODO: These shouldn't be done here, nor so strongly tied to the world renderer
LocalPlayer localPlayer = new LocalPlayer();
localPlayer.setRecordAndReplayClasses(context.get(DirectionAndOriginPosRecorderList.class), context.get(RecordAndReplayCurrentStatus.class));
context.put(LocalPlayer.class, localPlayer);
context.put(Camera.class, worldRenderer.getActiveCamera());
return true;
}
use of org.terasology.engine.utilities.random.FastRandom in project Terasology by MovingBlocks.
the class MersenneRandomTest method testSpeed.
/**
* Perform some speed tests and write results to logger
*/
@Test
public void testSpeed() {
final long seed = 4357;
final int warmUpCount = 10000;
final int count = 10000000;
int sum;
long start;
logger.info("Time to test grabbing {} ints", count);
// -------------------------------------------------------
java.util.Random rr = new java.util.Random(seed);
// warmup
sum = 0;
for (int j = 0; j < warmUpCount; j++) {
sum += rr.nextInt();
}
sum = 0;
start = System.nanoTime();
for (int j = 0; j < count; j++) {
sum += rr.nextInt();
}
logger.info("java.util.Random: {}ms.", (System.nanoTime() - start) / 1000000);
logger.trace("Use the result so that JVM doesn't skip the computation - here it is: {}", sum);
// -------------------------------------------------------
FastRandom fr = new FastRandom(seed);
// warmup
sum = 0;
for (int j = 0; j < warmUpCount; j++) {
sum += fr.nextInt();
}
sum = 0;
start = System.nanoTime();
for (int j = 0; j < count; j++) {
sum += fr.nextInt();
}
logger.info("FastRandom: {}ms.", (System.nanoTime() - start) / 1000000);
logger.trace("Use the result so that JVM doesn't skip the computation - here it is: {}", sum);
// -------------------------------------------------------
MersenneRandom r = new MersenneRandom(seed);
// warmup
sum = 0;
for (int j = 0; j < warmUpCount; j++) {
sum += r.nextInt();
}
sum = 0;
start = System.nanoTime();
for (int j = 0; j < count; j++) {
sum += r.nextInt();
}
logger.info("MersenneRandom: {}ms.", (System.nanoTime() - start) / 1000000);
logger.trace("Use the result so that JVM doesn't skip the computation - here it is: {}", sum);
}
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