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| 4rpl:commands:signalgenerator [2022/07/25 19:42] – [Make a Unit Move or "Float" Above Terrain] more efficient code Karsten75 | 4rpl:commands:signalgenerator [2025/09/03 16:43] (current) – [Sine wave in any direction without gaps] kalli | ||
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| + | < | ||
| + | < | ||
| - | < | ||
| ====== SignalGenerator ====== | ====== SignalGenerator ====== | ||
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| Arguments and type in order: | Arguments and type in order: | ||
| - | * time: (floating point number) X coordinate | + | * time: (float) Current step in the waveform. For a wave duration of 10.0, a step of 2.5 is a quarter |
| - | * frequency: (floating point number) The number | + | * frequency: (float) The frequency dictates the duration |
| - | * phaseShift: (floating point number) An offset | + | * phaseShift: (float) A starting |
| - | * invert: | + | * invert: (0/1) inverts the waveform |
| * signalType: (0 to 6) | * signalType: (0 to 6) | ||
| * 0 = NONE | * 0 = NONE | ||
| Line 22: | Line 23: | ||
| * 2 = SQUARE | * 2 = SQUARE | ||
| * 3 = TRIANGLE | * 3 = TRIANGLE | ||
| - | * 4 = SAW - TOOTH | + | * 4 = SAW-TOOTH |
| * 5 = RANDOM | * 5 = RANDOM | ||
| * 6 = CONSTANT | * 6 = CONSTANT | ||
| - | ===== Notes ===== | + | The resulting variable sigValue contains |
| - | ==== For all waveforms ==== | + | |
| - | === Phase Shift === | + | |
| - | The phase difference, or phase shift as it is also called, of a Sinusoidal Waveform is the angle Φ(Greek letter Phi), in degrees or radians that the waveform has shifted from a certain reference point along the horizontal zero axis. In other words phase shift is the lateral difference between two or more waveforms along a common axis. Sinusoidal waveforms of the same frequency can have a phase difference. | + | |
| - | The phase difference, Φ of an alternating waveform can vary from between 0 to its maximum time period, T of the waveform during one complete cycle and this can be anywhere along the horizontal axis between, Φ = 0 to 2π(radians) or Φ = 0 to 360o depending upon the angular units used. | + | ===== Example ===== |
| + | To create a sine wave that should start at its peak and run for 80 frames until it repeats, we should set the frequency | ||
| - | ==== For sine wave function | + | Play the following example in the editor console to spawn a continuous stream of creeper using the sine wave at the bottom of the map. |
| - | === Time and Frequency | + | <code 4RPL> |
| + | $time:0 | ||
| + | $duration: | ||
| + | $phaseShift: | ||
| + | $invert:0 | ||
| + | $signalType: | ||
| + | |||
| + | SignalGenerator(< | ||
| + | <-time 1 add ->time | ||
| + | |||
| + | #Let's use the result to spawn some creeper in a range of cells: | ||
| + | AddCreeper(< | ||
| + | |||
| + | :Once | ||
| + | 1.0 < | ||
| + | | ||
| + | </ | ||
| + | |||
| + | ===== Patterns | ||
| + | [{{cw4_signalgenerator_1.png|1 - SINE, Pattern repeated every 60 cells}}] \\ | ||
| + | [{{cw4_signalgenerator_2.png|2 - SQUARE, Pattern repeated every 60 cells}}] | ||
| + | [{{cw4_signalgenerator_3.png|3 - TRIANGLE, Pattern repeated every 60 cells}}] \\ | ||
| + | [{{cw4_signalgenerator_4.png|4 - SAW-TOOTH, Pattern repeated every 60 cells}}] | ||
| + | [{{cw4_signalgenerator_5.png|5 - RANDOM, Pattern repeated every 5 cells}}] \\ | ||
| + | |||
| + | ===== Extra Notes ===== | ||
| + | This is how each wave is produced in the game's source code: | ||
| + | ==== Sine wave function ==== | ||
| <code C#> | <code C#> | ||
| float t = frequency * time + phase; | float t = frequency * time + phase; | ||
| value = (float)Mathf.Sin(2f * Mathf.PI * t); | value = (float)Mathf.Sin(2f * Mathf.PI * t); | ||
| </ | </ | ||
| - | ==== For square | + | ==== Square |
| - | === Time and Frequency | + | |
| <code c#> | <code c#> | ||
| - | Square: | + | value = Mathf.Sign(Mathf.Sin(2f * Mathf.PI * t)); |
| </ | </ | ||
| ==== For triangle wave function ==== | ==== For triangle wave function ==== | ||
| - | === Time and Frequency === | ||
| <code c#> | <code c#> | ||
| - | Triangle | + | value = 1f - 4f * (float)Mathf.Abs(Mathf.Round(t - 0.25f) - (t - 0.25f)); |
| </ | </ | ||
| - | ==== For sawtooth | + | ==== Saw-tooth |
| - | === Time and Frequency | + | |
| <code c#> | <code c#> | ||
| - | Sawtooth: | + | value = 2f * (t - (float)Mathf.Floor(t + 0.5f)); |
| </ | </ | ||
| - | ==== For random | + | ==== Random |
| - | === Time and Frequency === | + | The function will output the same number for a given interval. |
| <code c#> | <code c#> | ||
| - | Random: | + | float interval = 1 / frequency; |
| - | int slot = (int)(time / interval) ; | + | int slot = (int)(time / interval) ; |
| - | slot = (slot * 1431655781) + (slot * 1183186591) + (slot * 622729787) + (slot * 338294347); | + | slot = (slot * 1431655781) + (slot * 1183186591) + (slot * 622729787) + (slot * 338294347); |
| - | if (slot < 0) slot = -slot; | + | if (slot < 0) slot = -slot; |
| - | value = (float)GameSpace.instance.RandDoubleInput(randSeed + slot)*2-1; | + | value = (float)GameSpace.instance.RandDoubleInput(randSeed + slot)*2-1; |
| </ | </ | ||
| - | ===== Examples | + | ===== Extra examples |
| ==== Sine Wave Creeper on Terrain ==== | ==== Sine Wave Creeper on Terrain ==== | ||
| <code 4rpl> | <code 4rpl> | ||
| Line 90: | Line 113: | ||
| {{sine_creeper.png? | {{sine_creeper.png? | ||
| - | |||
| - | |||
| ==== Make a Unit Move or " | ==== Make a Unit Move or " | ||
| Line 119: | Line 140: | ||
| 1 -> | 1 -> | ||
| 0.5 -> | 0.5 -> | ||
| - | + | </ | |
| + | ==== Sine wave in any direction without gaps ==== | ||
| + | {{ : | ||
| + | |||
| + | <code 4RPL> | ||
| + | 30 30 v2 165 91 v2 15 4.5 0 @getSinusoidCells ->list | ||
| + | <-list 0 do | ||
| + | < | ||
| + | loop | ||
| + | |||
| + | : | ||
| + | ->cell1 | ||
| + | ->cell0 | ||
| + | <-cell1 <-cell0 sub ->dir | ||
| + | <-dir.0 abs <-dir.1 abs max ->length | ||
| + | < | ||
| + | <-cell0 | ||
| + | < | ||
| + | dup <-dirL add | ||
| + | loop | ||
| + | < | ||
| + | : | ||
| + | ->shift # FLOAT between 0 and 1 that will shift the signal from signalgenerator. | ||
| + | -> | ||
| + | ->ampl | ||
| + | ->cell1 | ||
| + | ->cell0 | ||
| + | |||
| + | clearstack | ||
| + | <-cell0 <-cell1 @getSingleLineCells dup -> | ||
| + | < | ||
| + | |||
| + | <-cell1 <-cell0 sub normalize ->dir | ||
| + | <-dir.1 <-dir.0 neg v2 <-ampl mul ->dirP | ||
| + | |||
| + | <-cell0 | ||
| + | < | ||
| + | i <-freq <-shift 0 1 signalgenerator <-dirP mul < | ||
| + | loop | ||
| + | list | ||
| + | |||
| </ | </ | ||
| < | < | ||