RoughRavines: Added per-height radius modifier. Ledges!
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@ -22,6 +22,7 @@ class cRoughRavine :
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public:
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cRoughRavine(int a_Seed, int a_Size, float a_CenterWidth, float a_Roughness, int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_Seed(a_Seed + 100),
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m_Noise(a_Seed + 100),
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m_Roughness(a_Roughness)
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{
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@ -41,6 +42,9 @@ public:
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// Calculate the points in between, recursively:
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SubdivideLine(0, Half);
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SubdivideLine(Half, Max);
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// Initialize the per-height radius modifiers:
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InitPerHeightRadius(a_GridX, a_GridZ);
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}
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protected:
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@ -63,6 +67,8 @@ protected:
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};
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typedef std::vector<sRavineDefPoint> sRavineDefPoints;
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int m_Seed;
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cNoise m_Noise;
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int m_MaxSize;
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@ -71,6 +77,9 @@ protected:
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float m_Roughness;
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/** Number to add to the radius based on the height. This creates the "ledges" in the ravine walls. */
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float m_PerHeightRadius[cChunkDef::Height];
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/** Recursively subdivides the line between the points of the specified index.
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Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
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@ -114,6 +123,29 @@ protected:
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}
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void InitPerHeightRadius(int a_GridX, int a_GridZ)
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{
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int h = 0;
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while (h < cChunkDef::Height)
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{
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m_Noise.SetSeed(m_Seed + h);
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int rnd = m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 13;
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int NumBlocks = (rnd % 3) + 2;
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rnd = rnd / 4;
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float Val = (float)(rnd % 256) / 128 - 1; // Random float in range [-1, +1]
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if (h + NumBlocks > cChunkDef::Height)
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{
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NumBlocks = cChunkDef::Height - h;
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}
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for (int i = 0; i < NumBlocks; i++)
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{
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m_PerHeightRadius[h + i] = Val;
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}
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h += NumBlocks;
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}
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}
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virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
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{
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int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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@ -123,18 +155,20 @@ protected:
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for (sRavineDefPoints::const_iterator itr = m_DefPoints.begin(), end = m_DefPoints.end(); itr != end; ++itr)
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{
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if (
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(ceilf (itr->m_X + itr->m_Radius) < BlockStartX) ||
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(floorf(itr->m_X - itr->m_Radius) > BlockEndX) ||
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(ceilf (itr->m_Z + itr->m_Radius) < BlockStartZ) ||
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(floorf(itr->m_Z - itr->m_Radius) > BlockEndZ)
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(ceilf (itr->m_X + itr->m_Radius + 2) < BlockStartX) ||
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(floorf(itr->m_X - itr->m_Radius - 2) > BlockEndX) ||
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(ceilf (itr->m_Z + itr->m_Radius + 2) < BlockStartZ) ||
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(floorf(itr->m_Z - itr->m_Radius - 2) > BlockEndZ)
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)
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{
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// Cannot intersect, bail out early
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continue;
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}
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// Carve out a cylinder around the xz point, m_Radius in diameter, from Bottom to Top:
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float RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius
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// Carve out a cylinder around the xz point, up to (m_Radius + 2) in diameter, from Bottom to Top:
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// On each height level, use m_PerHeightRadius[] to modify the actual radius used
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// EnlargedRadiusSq is the square of the radius enlarged by the maximum m_PerHeightRadius offset - anything outside it will never be touched.
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float RadiusSq = (itr->m_Radius + 2) * (itr->m_Radius + 2);
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float DifX = BlockStartX - itr->m_X; // substitution for faster calc
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float DifZ = BlockStartZ - itr->m_Z; // substitution for faster calc
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for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
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@ -147,12 +181,20 @@ protected:
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}
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#endif // _DEBUG
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// If the column is outside the enlarged radius, bail out completely
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float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z);
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if (DistSq <= RadiusSq)
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if (DistSq > RadiusSq)
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{
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continue;
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}
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int Top = std::min((int)ceilf(itr->m_Top), +cChunkDef::Height);
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for (int y = std::max((int)floorf(itr->m_Bottom), 1); y <= Top; y++)
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{
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if ((itr->m_Radius + m_PerHeightRadius[y]) * (itr->m_Radius + m_PerHeightRadius[y]) < DistSq)
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{
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continue;
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}
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switch (a_ChunkDesc.GetBlockType(x, y, z))
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{
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// Only carve out these specific block types
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@ -175,9 +217,8 @@ protected:
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break;
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}
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default: break;
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}
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}
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}
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} // switch (BlockType)
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} // for y
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} // for x, z - a_BlockTypes
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} // for itr - m_Points[]
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}
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