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cuberite-2a/source/Generating/Noise3DGenerator.h

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// Noise3DGenerator.h
// Generates terrain using 3D noise, rather than composing. Is a test.
#pragma once
#include "ChunkGenerator.h"
#include "ChunkDesc.h"
#include "../Noise.h"
class cNoise3DGenerator :
public cChunkGenerator::cGenerator
{
typedef cChunkGenerator::cGenerator super;
public:
cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator);
virtual ~cNoise3DGenerator();
virtual void Initialize(cWorld * a_World, cIniFile & a_IniFile) override;
virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
protected:
cNoise m_Noise1;
cNoise m_Noise2;
cNoise m_Noise3;
int m_SeaLevel;
NOISE_DATATYPE m_HeightAmplification;
NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
NOISE_DATATYPE m_FrequencyX;
NOISE_DATATYPE m_FrequencyY;
NOISE_DATATYPE m_FrequencyZ;
NOISE_DATATYPE m_AirThreshold;
/// Generates the 3D noise array used for terrain generation
void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
/// Updates heightmap based on the chunk's contents
void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
/// Composes terrain - adds dirt, grass and sand
void ComposeTerrain(cChunkDesc & a_ChunkDesc);
} ;