2013-11-27 08:26:28 -05:00
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// VoronoiMap.cpp
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// Implements the cVoronoiMap class that implements a Voronoi algorithm over a noise to produce a map
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#include "Globals.h"
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#include "VoronoiMap.h"
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cVoronoiMap::cVoronoiMap(int a_Seed, int a_CellSize) :
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2013-11-27 15:42:13 -05:00
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m_Noise(a_Seed),
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2013-11-27 08:26:28 -05:00
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m_CellSize(a_CellSize)
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{
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}
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void cVoronoiMap::SetCellSize(int a_CellSize)
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{
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m_CellSize = a_CellSize;
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}
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int cVoronoiMap::GetValueAt(int a_X, int a_Y)
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{
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int MinDist1, MinDist2;
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return GetValueAt(a_X, a_Y, MinDist1, MinDist2);
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}
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int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist)
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{
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int MinDist2;
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return GetValueAt(a_X, a_Y, a_MinDist, MinDist2);
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}
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int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist1, int & a_MinDist2)
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{
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// Note that due to historical reasons, the algorithm uses XZ coords, while the input uses XY coords.
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// This is because the algorithm was first implemented directly in the biome generators which use MC coords.
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int CellX = a_X / m_CellSize;
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int CellZ = a_Y / m_CellSize;
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// Get 5x5 neighboring cell seeds, compare distance to each. Return the value in the minumim-distance cell
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int MinDist = m_CellSize * m_CellSize * 16; // There has to be a cell closer than this
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int MinDist2 = MinDist;
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int res = 0; // Will be overriden
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for (int x = CellX - 2; x <= CellX + 2; x++)
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{
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int BaseX = x * m_CellSize;
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for (int z = CellZ - 2; z < CellZ + 2; z++)
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{
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int OffsetX = (m_Noise.IntNoise3DInt(x, 16 * x + 32 * z, z) / 8) % m_CellSize;
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int OffsetZ = (m_Noise.IntNoise3DInt(x, 32 * x - 16 * z, z) / 8) % m_CellSize;
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int SeedX = BaseX + OffsetX;
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int SeedZ = z * m_CellSize + OffsetZ;
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int Dist = (SeedX - a_X) * (SeedX - a_X) + (SeedZ - a_Y) * (SeedZ - a_Y);
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if (Dist < MinDist)
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{
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MinDist2 = MinDist;
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MinDist = Dist;
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res = m_Noise.IntNoise3DInt(x, x - z + 1000, z);
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}
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else if (Dist < MinDist2)
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{
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MinDist2 = Dist;
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}
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} // for z
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} // for x
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a_MinDist1 = MinDist;
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a_MinDist2 = MinDist2;
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return res;
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}
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