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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#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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2013-04-27 12:41:20 -04:00
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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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2013-04-27 09:38:40 -04:00
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} ;
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