ac8db4d16b
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1419 0a769ca7-a7f5-676a-18bf-c427514a06d6
98 lines
2.4 KiB
C++
98 lines
2.4 KiB
C++
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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 "ComposableGenerator.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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cNoise m_Noise3;
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int m_SeaLevel;
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NOISE_DATATYPE m_HeightAmplification;
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NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
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NOISE_DATATYPE m_FrequencyX;
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NOISE_DATATYPE m_FrequencyY;
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NOISE_DATATYPE m_FrequencyZ;
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NOISE_DATATYPE m_AirThreshold;
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/// Generates the 3D noise array used for terrain generation
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void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
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/// Updates heightmap based on the chunk's contents
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void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
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/// Composes terrain - adds dirt, grass and sand
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void ComposeTerrain(cChunkDesc & a_ChunkDesc);
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} ;
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class cNoise3DComposable :
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public cTerrainHeightGen,
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public cTerrainCompositionGen
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{
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public:
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cNoise3DComposable(int a_Seed);
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void Initialize(cIniFile & a_IniFile);
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protected:
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cNoise m_Noise1;
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cNoise m_Noise2;
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cNoise m_Noise3;
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int m_SeaLevel;
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NOISE_DATATYPE m_HeightAmplification;
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NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
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NOISE_DATATYPE m_FrequencyX;
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NOISE_DATATYPE m_FrequencyY;
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NOISE_DATATYPE m_FrequencyZ;
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NOISE_DATATYPE m_AirThreshold;
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int m_LastChunkX;
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int m_LastChunkZ;
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NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
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/// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given
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void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
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// cTerrainHeightGen overrides:
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc) override;
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} ;
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