//SLUGens released under the GNU GPL as extensions for SuperCollider 3, by Nick Collins, http://composerprogrammer.com/index.html


WaveTerrain wave terrain synthesis


WaveTerrain.ar(bufnum=0, x, y, xsize=100, ysize=100, mul = 1.0, add = 0.0)


Specify a surface z(x,y) via a buffer and scan it from the x and y inputs. 


bufnum- Your surface is a two dimensional array, but specified via a one dimensional buffer. The convention is exhibited below; note that you have to pass in the surface dimensions as well. 


x,y- audio rate scanning instructions. Both values must be in the range 0.0 to 1.0, or they are wrapped into this range. 



//create buffer. I want the equation z = 2*(((x/100)**2) + ((abs(sin(10*y))/50)**(1/3)))-1

//over a 100 by 50 area


//2d to 1d conversion follows index= y*rowlength+ x

(

var width= 100; //= num cols

var height=50; //=num rows, though indexing bottom to top; i.e., standard Cartesian co-ordinates


a=Array.fill(width*height,{arg i; 

var xnow, ynow, x, y; 


xnow= i%width;

ynow= (i-xnow).div(width);


x=xnow/width;

y=ynow/height;


2*(((x)**2) + ((abs(sin(10*y)))**(1/3)))-1


});



b=Buffer.sendCollection(s, a, 1);

)



//test scanning; you can't move fast enough... scan controls should also be audio rate!

{WaveTerrain.ar(b.bufnum,MouseX.kr(0.0,1.0), MouseY.kr(0.0,1.0),100,50)}.play



//LFNoise adds some drift to explore the landscape more

{WaveTerrain.ar(b.bufnum,SinOsc.ar(MouseX.kr(1,200,'exponential')).abs + LFNoise2.ar(2),SinOsc.ar(MouseY.kr(1,300,'exponential'),pi*0.5).abs,100,50)}.play






//change surface equation

(

var width= 100; //= num cols

var height=50; //=num rows, though indexing bottom to top; i.e., standard Cartesian co-ordinates


a=Array.fill(width*height,{arg i; 

var xnow, ynow, x, y; 


xnow= i%width;

ynow= (i-xnow).div(width);


x=xnow/width;

y=ynow/height;


(((cos(5*x+1.7))**3) - ((abs(sin(23*y)))**(1/3)))


});


b.sendCollection(a);

)






//change surface equation

(

var width= 100; //= num cols

var height=50; //=num rows, though indexing bottom to top; i.e., standard Cartesian co-ordinates


a=Array.fill(width*height,{arg i; 

var xnow, ynow, x, y; 


xnow= i%width;

ynow= (i-xnow).div(width);


x=xnow/width;

y=ynow/height;


(((1.3*(cos(rrand(1,2)*x+1.7))**2) - ((abs(sin(rrand(1.2,4.9)*y)))**(1/2)))).max(-1.0).min(1.0)


});


b.sendCollection(a);

)