// CompositedHeiGen.h // Declares the cCompositedHeiGen class representing a cTerrainHeightGen descendant that calculates heightmap of the composited terrain // This is used to further cache heightmaps for chunks already generated for finishers that require only heightmap information #pragma once #include "ComposableGenerator.h" class cCompositedHeiGen: public cTerrainHeightGen { public: cCompositedHeiGen(cBiomeGen & a_BiomeGen, cTerrainShapeGen & a_ShapeGen, cTerrainCompositionGen & a_CompositionGen): m_BiomeGen(a_BiomeGen), m_ShapeGen(a_ShapeGen), m_CompositionGen(a_CompositionGen) { } // cTerrainHeightGen overrides: virtual void GenHeightMap(cChunkCoords a_ChunkCoords, cChunkDef::HeightMap & a_HeightMap) override { cChunkDesc::Shape shape; m_ShapeGen.GenShape(a_ChunkCoords, shape); cChunkDesc desc(a_ChunkCoords); m_BiomeGen.GenBiomes(a_ChunkCoords, desc.GetBiomeMap()); // Need to initialize biomes for the composition gen desc.SetHeightFromShape(shape); m_CompositionGen.ComposeTerrain(desc, shape); memcpy(a_HeightMap, desc.GetHeightMap(), sizeof(a_HeightMap)); } protected: cBiomeGen & m_BiomeGen; cTerrainShapeGen & m_ShapeGen; cTerrainCompositionGen & m_CompositionGen; };