Derivatives: Difference between revisions

From Legacy Roblox Wiki
Jump to navigationJump to search
>Camoy
formatted
>NXTBoy
No edit summary
 
(13 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Derivatives==
 
===Goal===
==Goal==
This page will help smooth out your [[Terrain Generation|Terrains]], if you use mathematical formulae to create them.  In ROBLOX, however, we do not work with mathematical "points", but "bricks", which occupy space.  Therefore, in order to smooth out terrains and functions, you will want to know the slopes of your functions... to know the slopes of your terrains.
This page will help smooth out your [[Terrain Generation|Terrains]], if you use mathematical formulae to create them.  In ROBLOX, however, we do not work with mathematical "points", but "bricks", which occupy space.  Therefore, in order to smooth out terrains and functions, you will want to know the slopes of your functions... to know the slopes of your terrains.


[[Image:Derivative.PNG|thumb|150px|An example of how you can use Derivatives]]
[[Image:Derivative.PNG|thumb|150px|An example of how you can use Derivatives]]


===Introduction===
==Introduction==
A derivative is the slope of a function, or, phrased differently, the difference in the height divided by the difference in width at that point.
A derivative is the slope of a function, or, phrased differently, the difference in the height divided by the difference in width at that point.


The [[Ramps]] article provides a method on how to rotate a brick:
The [[Ramps]] article provides a method on how to rotate a brick:


{{Example|<pre>
{{lua|=
game.Workspace.slope.CFrame = CFrame.new(Vector3.new(0, 100, 0)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), math.pi / 2)
game.Workspace.slope.CFrame = CFrame.new(Vector3.new(0, 100, 0))
</pre>}}
                            * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), math.pi / 2)
}}


Here we have the brick being created in its position in the first CFrame, and the rotation in the second CFrame.  This is where the derivative comes in.  In the script below, z=-x^2.  The derivative for this is -2*x.  (Why does -x work better than -2*x???)
Here we have the brick being created in its position in the first CFrame, and the rotation in the second CFrame.  This is where the derivative comes in.  In the script below, z=-x^2.  The derivative for this is -2*x.  (Why does -x work better than -2*x???)


{{Example|<pre>
{{lua|=
local x, z = 0, 0
function f(x)            return -x^2 end
for i = -1.8, 1.8, .01 do
function f_derivative(x) return 2*x end
     x = i
 
     y = -i ^ 2
for x = -1.8, 1.8, .01 do
     local y = f(x)
    local dydx = f_derivative(x)
     local slopeAngle = math.atan(dydx)


     local p = Instance.new('Part')
     local p = Instance.new('Part')
     p.CFrame = CFrame.new(Vector3.new(100 * x + 100, 100 * y + 100, 100)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), -x)
     p.CFrame = CFrame.new(100 * Vector.new(x, y, 0))
            * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), slopeAngle)
     p.Size = Vector3.new(1, 10, 1)
     p.Size = Vector3.new(1, 10, 1)
     p.Anchored = true
     p.Anchored = true
Line 38: Line 43:


{{Example|<pre>
{{Example|<pre>
local x, y = 0, 0
function f(x)            return math.sin(x) end
for i = -2.5, 2.5, .01 do
function f_derivative(x) return math.cos(x) end
     x = i
 
     y = math.sin(i) -- here is the formula
for x = -2.5, 2.5, .01 do
     local y = f(x)
    local dydx = f_derivative(x)
     local slopeAngle = math.atan(dydx)


     local p = Instance.new('Part')
     local p = Instance.new('Part')
     p.CFrame = CFrame.new(Vector3.new(10 * x, 10 * y, 10)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), math.cos(i))  
     p.CFrame = CFrame.new(Vector3.new(10 * x, 10 * y, 10)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), slopeAngle)  


     --cos is the derivative of sin
     --cos is the derivative of sin
Line 57: Line 65:
</pre>}}
</pre>}}


===3D Terrain===
==3D Terrain==


[[Image:Smooth.PNG|thumb|150px|Smoothed out 3D terrain]]
[[Image:Smooth.PNG|thumb|150px|Smoothed out 3D terrain]]
Line 81: Line 89:
</pre>}}
</pre>}}


===See Also===
==See Also==
*[[Ramps]]
*[[Ramps]]
*[[Terrain Generation]]
*[[Terrain Generation]]
Line 87: Line 95:


[[Category:Scripting Tutorials]]
[[Category:Scripting Tutorials]]
[[Category:Mathematical Methods]]

Latest revision as of 13:31, 11 March 2012

Goal

This page will help smooth out your Terrains, if you use mathematical formulae to create them. In ROBLOX, however, we do not work with mathematical "points", but "bricks", which occupy space. Therefore, in order to smooth out terrains and functions, you will want to know the slopes of your functions... to know the slopes of your terrains.

An example of how you can use Derivatives

Introduction

A derivative is the slope of a function, or, phrased differently, the difference in the height divided by the difference in width at that point.

The Ramps article provides a method on how to rotate a brick:

game.Workspace.slope.CFrame = CFrame.new(Vector3.new(0, 100, 0))
                            * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), math.pi / 2)

Here we have the brick being created in its position in the first CFrame, and the rotation in the second CFrame. This is where the derivative comes in. In the script below, z=-x^2. The derivative for this is -2*x. (Why does -x work better than -2*x???)

function f(x)            return -x^2 end
function f_derivative(x) return 2*x end

for x = -1.8, 1.8, .01 do
    local y = f(x)
    local dydx = f_derivative(x)
    local slopeAngle = math.atan(dydx)

    local p = Instance.new('Part')
    p.CFrame = CFrame.new(100 * Vector.new(x, y, 0))
             * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), slopeAngle)
    p.Size = Vector3.new(1, 10, 1)
    p.Anchored = true
    p.BottomSurface = 'Smooth'
    p.TopSurface = 'Smooth'
    p.Parent = game.Workspace
    p.BrickColor = BrickColor.new(217)
end
</pre>

You can smooth out trigonometric functions, too.

Sin wave (yes, it's flipped around)
Example
function f(x)            return math.sin(x) end
function f_derivative(x) return math.cos(x) end

for x = -2.5, 2.5, .01 do
    local y = f(x)
    local dydx = f_derivative(x)
    local slopeAngle = math.atan(dydx)

    local p = Instance.new('Part')
    p.CFrame = CFrame.new(Vector3.new(10 * x, 10 * y, 10)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), slopeAngle) 

    --cos is the derivative of sin

    p.Size = Vector3.new(1,1,1)
    p.Anchored = true
    p.BottomSurface = 'Smooth'
    p.TopSurface = 'Smooth'
    p.Parent = game.Workspace
    p.BrickColor = BrickColor.new(217)
end


3D Terrain

Smoothed out 3D terrain

This is the sinx+siny formula from Terrain Generation, only smoothed out now. (This needs to be double checked.)

Example
local x, y = 0, 0
for i = -2,2, .1 do
    for j = -2,2, .1 do
        y = math.sin(i) + math.sin(j) -- here is the formula

        local p = Instance.new('Part')
        p.CFrame=CFrame.new(Vector3.new(10 * i, 10 * y, 10 * j)) * CFrame.fromAxisAngle(Vector3.new(0, 0, 1), math.cos(i) + math.cos(j)) 
        p.Size = Vector3.new(1,1,1)
        p.Anchored = true
        p.BottomSurface = "Smooth"
        p.TopSurface = "Smooth"
        p.Parent = game.Workspace
        p.BrickColor = BrickColor.new(217)
    end
end


See Also