// VoronoiMap.cpp // Implements the cVoronoiMap class that implements a Voronoi algorithm over a noise to produce a map #include "Globals.h" #include "VoronoiMap.h" cVoronoiMap::cVoronoiMap(int a_Seed, int a_CellSize) : m_Noise1(a_Seed + 1), m_Noise2(a_Seed + 2), m_Noise3(a_Seed + 3), m_CellSize(a_CellSize), m_CurrentCellX(9999999), // Cell coords that are definitely out of the range for normal generator, so that the first query will overwrite them m_CurrentCellZ(9999999) { } void cVoronoiMap::SetCellSize(int a_CellSize) { m_CellSize = a_CellSize; } int cVoronoiMap::GetValueAt(int a_X, int a_Y) { int MinDist1, MinDist2; return GetValueAt(a_X, a_Y, MinDist1, MinDist2); } int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist) { int MinDist2; return GetValueAt(a_X, a_Y, a_MinDist, MinDist2); } int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist1, int & a_MinDist2) { // Note that due to historical reasons, the algorithm uses XZ coords, while the input uses XY coords. // This is because the algorithm was first implemented directly in the biome generators which use MC coords. int CellX = a_X / m_CellSize; int CellZ = a_Y / m_CellSize; UpdateCell(CellX, CellZ); // Get 5x5 neighboring cell seeds, compare distance to each. Return the value in the minumim-distance cell int MinDist = m_CellSize * m_CellSize * 16; // There has to be a cell closer than this int MinDist2 = MinDist; int res = 0; // Will be overriden for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { int SeedX = m_SeedX[x][z]; int SeedZ = m_SeedZ[x][z]; int Dist = (SeedX - a_X) * (SeedX - a_X) + (SeedZ - a_Y) * (SeedZ - a_Y); if (Dist < MinDist) { MinDist2 = MinDist; MinDist = Dist; res = m_Noise3.IntNoise2DInt(x + CellX - 2, z + CellZ - 2); } else if (Dist < MinDist2) { MinDist2 = Dist; } } // for z } // for x a_MinDist1 = MinDist; a_MinDist2 = MinDist2; return res; } void cVoronoiMap::UpdateCell(int a_CellX, int a_CellZ) { // If the specified cell is currently cached, bail out: if ((a_CellX == m_CurrentCellX) && (a_CellZ == m_CurrentCellZ)) { return; } // Update the cell cache for the new cell position: int NoiseBaseX = a_CellX - 2; int NoiseBaseZ = a_CellZ - 2; for (int x = 0; x < 5; x++) { int BaseX = (NoiseBaseX + x) * m_CellSize; for (int z = 0; z < 5; z++) { int OffsetX = (m_Noise1.IntNoise2DInt(NoiseBaseX + x, NoiseBaseZ + z) / 8) % m_CellSize; int OffsetZ = (m_Noise2.IntNoise2DInt(NoiseBaseX + x, NoiseBaseZ + z) / 8) % m_CellSize; m_SeedX[x][z] = BaseX + OffsetX; m_SeedZ[x][z] = (NoiseBaseZ + z) * m_CellSize + OffsetZ; } // for z } // for x m_CurrentCellX = a_CellX; m_CurrentCellZ = a_CellZ; }