2013-04-27 09:38:40 -04:00
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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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2013-04-27 15:46:25 -04:00
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#include "ComposableGenerator.h"
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2013-04-27 09:38:40 -04:00
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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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2013-05-14 17:11:40 -04:00
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// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
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static const int UPSCALE_X = 8;
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static const int UPSCALE_Y = 4;
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static const int UPSCALE_Z = 8;
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// Linear interpolation buffer dimensions, calculated from the step sizes:
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static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X;
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static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y;
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static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z;
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2013-05-11 17:09:39 -04:00
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cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition
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cCubicNoise m_Cubic; // The noise used for heightmap directing
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2013-04-27 12:41:20 -04:00
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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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2013-05-11 17:09:39 -04:00
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/// Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size
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2013-04-27 12:41:20 -04:00
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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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2013-04-27 09:38:40 -04:00
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} ;
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2013-04-27 15:46:25 -04:00
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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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