New terrain generator - Noise3D.
A testbed for a generator based on 3D noise. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1414 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1768,6 +1768,14 @@
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RelativePath="..\source\Generating\MineShafts.h"
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>
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</File>
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<File
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RelativePath="..\source\Generating\Noise3DGenerator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\Generating\Noise3DGenerator.h"
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>
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</File>
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<File
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RelativePath="..\source\Generating\Ravines.cpp"
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>
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@ -8,6 +8,7 @@
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#include "../PluginManager.h"
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#include "ChunkDesc.h"
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#include "ComposableGenerator.h"
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#include "Noise3DGenerator.h"
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@ -53,9 +54,9 @@ bool cChunkGenerator::Start(cWorld * a_World, cIniFile & a_IniFile)
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m_Seed = a_IniFile.GetValueSetI("Seed", "Seed", rnd.randInt());
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AString GeneratorName = a_IniFile.GetValueSet("Generator", "Generator", "Composable");
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if (NoCaseCompare(GeneratorName, "RoughHills") == 0)
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if (NoCaseCompare(GeneratorName, "Noise3D") == 0)
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{
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// TODO
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m_Generator = new cNoise3DGenerator(*this);
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}
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else
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{
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186
source/Generating/Noise3DGenerator.cpp
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186
source/Generating/Noise3DGenerator.cpp
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// Nosie3DGenerator.cpp
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// Generates terrain using 3D noise, rather than composing. Is a test.
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#include "Globals.h"
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#include "Noise3DGenerator.h"
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#include "../OSSupport/File.h"
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cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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super(a_ChunkGenerator),
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m_Noise1(0),
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m_Noise2(0)
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{
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}
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cNoise3DGenerator::~cNoise3DGenerator()
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{
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// Nothing needed yet
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}
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void cNoise3DGenerator::Initialize(cWorld * a_World, cIniFile & a_IniFile)
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{
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m_World = a_World;
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// TODO: params
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}
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void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap)
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{
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for (int i = 0; i < ARRAYCOUNT(a_BiomeMap); i++)
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{
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a_BiomeMap[i] = biExtremeHills;
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}
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}
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void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
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{
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const int INTERPOL_X = 8;
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const int INTERPOL_Y = 4;
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const int INTERPOL_Z = 8;
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const NOISE_DATATYPE FrequencyX = 20;
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const NOISE_DATATYPE FrequencyY = 20;
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const NOISE_DATATYPE FrequencyZ = 20;
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NOISE_DATATYPE Noise[257 * 17 * 17]; // x + 17 * z + 17 * 17 * y
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int idx = 0;
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for (int y = 0; y < 257; y += INTERPOL_Y)
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{
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / FrequencyY;
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NOISE_DATATYPE AddHeight = NoiseY - ((NOISE_DATATYPE)128 / FrequencyY);
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AddHeight *= AddHeight * AddHeight * AddHeight * AddHeight;
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NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / FrequencyX;
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CurFloor[x + 17 * z] =
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m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) +
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m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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AddHeight;
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}
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}
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// Linear-interpolate this XZ floor:
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ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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}
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if ((y % INTERPOL_Y) == 0)
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{
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// This is the interpolation source floor, already calculated
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continue;
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}
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int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
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int HiFloorY = LoFloorY + INTERPOL_Y;
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NOISE_DATATYPE * LoFloor = &(Noise[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(Noise[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(Noise[y * 17 * 17]);
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NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
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idx += 1;
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}
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idx += 1; // Skipping one X column
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}
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}
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// The noise array is now fully interpolated
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/*
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// DEBUG: Output two images of the array, sliced by XY and XZ:
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cFile f1;
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if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++]))));
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}
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f1.Write(buf, 16);
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} // for y
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} // for z
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} // if (XY file open)
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cFile f2;
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if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * Noise[idx++]))));
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}
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f2.Write(buf, 16);
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} // for z
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} // for y
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} // if (XZ file open)
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*/
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// Output into chunk:
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int idx = y * 17 * 17 + z * 17;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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a_ChunkDesc.SetBlockType(x, y, z, (Noise[idx++] > 0.5) ? E_BLOCK_AIR : E_BLOCK_STONE);
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}
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}
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}
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// Update the heightmap:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int y = cChunkDef::Height - 1; y > 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetHeight(x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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39
source/Generating/Noise3DGenerator.h
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39
source/Generating/Noise3DGenerator.h
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@ -0,0 +1,39 @@
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// Noise3DGenerator.h
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// Generates terrain using 3D noise, rather than composing. Is a test.
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#pragma once
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#include "ChunkGenerator.h"
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#include "ChunkDesc.h"
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#include "../Noise.h"
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class cNoise3DGenerator :
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public cChunkGenerator::cGenerator
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{
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typedef cChunkGenerator::cGenerator super;
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public:
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cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator);
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virtual ~cNoise3DGenerator();
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virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override;
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virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
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virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
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protected:
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cNoise m_Noise1;
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cNoise m_Noise2;
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} ;
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