// 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); } ;