Moved end generator back to 3d perlin noise (#5552)
* Moved end generator back to 3d perlin noise * Replaced magic numbers where constants are available * Use auto instead of NOISE_DATATYPE Fixed redeclaration of distanceFromSpawn variable Renamed EndGenIslandFlatness optoin to EndGenIslandThickness
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@ -87,6 +87,24 @@ public:
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/** Sets the shape in a_Shape to match the heightmap stored currently in m_HeightMap. */
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void GetShapeFromHeight(Shape & a_Shape) const;
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/** Returns the index into the internal shape array for the specified coords */
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inline static size_t MakeShapeIndex(int a_X, int a_Y, int a_Z)
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{
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return static_cast<size_t>(a_Y + a_X * cChunkDef::Height + a_Z * cChunkDef::Height * cChunkDef::Width);
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}
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inline static void SetShapeIsSolidAt(Shape & a_Shape, int a_X, int a_Y, int a_Z, bool a_IsSolid)
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{
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auto index = MakeShapeIndex(a_X, a_Y, a_Z);
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a_Shape[index] = a_IsSolid ? 1 : 0;
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}
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inline static bool GetShapeIsSolidAt(const Shape & a_Shape, int a_X, int a_Y, int a_Z)
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{
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auto index = MakeShapeIndex(a_X, a_Y, a_Z);
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return a_Shape[index];
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}
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// tolua_begin
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// Default generation:
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@ -23,7 +23,7 @@ enum
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DIM_X = 16 / INTERPOL_X + 1,
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DIM_Y = 256 / INTERPOL_Y + 1,
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DIM_Z = 16 / INTERPOL_Z + 1,
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} ;
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};
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@ -34,26 +34,23 @@ enum
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cEndGen::cEndGen(int a_Seed) :
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m_Seed(a_Seed),
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m_Perlin(a_Seed),
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m_VoidOffsetNoise(a_Seed + 1000),
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m_AirThresholdMainIsland(0.0f),
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m_AirThresholdOtherIslands(0.5f),
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m_MainIslandSize(450),
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m_BaseHeight(64),
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m_TerrainTopMultiplier(10),
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m_TerrainBottomMultiplier(40),
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m_VoidOffsetNoiseMultiplier(50),
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m_FrequencyX(80),
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m_FrequencyY(80),
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m_FrequencyZ(80)
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m_Perlin(m_Seed),
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m_MainIslandSize(200),
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m_IslandThickness(32),
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m_IslandYOffset(30),
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m_MainIslandFrequencyX(100),
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m_MainIslandFrequencyY(80),
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m_MainIslandFrequencyZ(100),
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m_MainIslandMinThreshold(0.2f),
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m_SmallIslandFrequencyX(50),
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m_SmallIslandFrequencyY(80),
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m_SmallIslandFrequencyZ(50),
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m_SmallIslandMinThreshold(-0.5f),
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m_LastChunkCoords(0x7fffffff, 0x7fffffff) // Use dummy coords that won't ever be used by real chunks
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{
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m_Perlin.AddOctave(1, 1);
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m_Perlin.AddOctave(2, 0.5);
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m_Perlin.AddOctave(4, 0.25);
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m_VoidOffsetNoise.AddOctave(1, 1);
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m_VoidOffsetNoise.AddOctave(2, 0.5);
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m_VoidOffsetNoise.AddOctave(4, 0.25);
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}
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@ -62,17 +59,78 @@ cEndGen::cEndGen(int a_Seed) :
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void cEndGen::InitializeShapeGen(cIniFile & a_IniFile)
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{
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m_AirThresholdMainIsland = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenAirThresholdMainIsland", m_AirThresholdMainIsland));
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m_AirThresholdOtherIslands = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenAirThresholdOtherIslands", m_AirThresholdOtherIslands));
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m_MainIslandSize = a_IniFile.GetValueSetI("Generator", "EndGenMainIslandSize", m_MainIslandSize);
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m_BaseHeight = a_IniFile.GetValueSetI("Generator", "EndGenBaseHeight", m_BaseHeight);
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m_TerrainTopMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenTerrainTopMultiplier", m_TerrainTopMultiplier);
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m_TerrainBottomMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenTerrainBottomMultiplier", m_TerrainBottomMultiplier);
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m_VoidOffsetNoiseMultiplier = a_IniFile.GetValueSetI("Generator", "EndGenVoidOffsetNoiseMultiplier", m_VoidOffsetNoiseMultiplier);
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m_IslandThickness = a_IniFile.GetValueSetI("Generator", "EndGenIslandThickness", m_IslandThickness);
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m_IslandYOffset = a_IniFile.GetValueSetI("Generator", "EndGenIslandYOffset", m_IslandYOffset);
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m_FrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyX", m_FrequencyX));
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m_FrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyY", m_FrequencyY));
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m_FrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenFrequencyZ", m_FrequencyZ));
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m_MainIslandFrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyX", m_MainIslandFrequencyX));
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m_MainIslandFrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyY", m_MainIslandFrequencyY));
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m_MainIslandFrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyZ", m_MainIslandFrequencyZ));
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m_MainIslandMinThreshold = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenMainMinThreshold", m_MainIslandMinThreshold));
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m_SmallIslandFrequencyX = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyX", m_SmallIslandFrequencyX));
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m_SmallIslandFrequencyY = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyY", m_SmallIslandFrequencyY));
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m_SmallIslandFrequencyZ = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallFrequencyZ", m_SmallIslandFrequencyZ));
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m_SmallIslandMinThreshold = static_cast<NOISE_DATATYPE>(a_IniFile.GetValueSetF("Generator", "EndGenSmallMinThreshold", m_SmallIslandMinThreshold));
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}
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void cEndGen::PrepareState(cChunkCoords a_ChunkCoords)
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{
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if (m_LastChunkCoords == a_ChunkCoords)
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{
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return;
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}
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m_LastChunkCoords = a_ChunkCoords;
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GenerateNoiseArray();
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}
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void cEndGen::GenerateNoiseArray(void)
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{
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NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
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NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
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// Choose the frequency to use depending on the distance from spawn.
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auto distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, m_LastChunkCoords).Length();
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auto frequencyX = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyX : m_MainIslandFrequencyX;
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auto frequencyY = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyY : m_MainIslandFrequencyY;
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auto frequencyZ = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyZ : m_MainIslandFrequencyZ;
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// Generate the downscaled noise:
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auto StartX = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX;
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auto EndX = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX;
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auto StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ;
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auto EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ;
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auto StartY = 0.0f;
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auto EndY = static_cast<NOISE_DATATYPE>(cChunkDef::Height) / frequencyY;
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m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace);
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// Add distance:
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for (int y = 0; y < DIM_Y; y++)
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{
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auto ValY = static_cast<NOISE_DATATYPE>(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness;
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ValY = static_cast<NOISE_DATATYPE>(std::pow(ValY, 6));
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for (int z = 0; z < DIM_Z; z++)
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{
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for (int x = 0; x < DIM_X; x++)
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{
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NoiseData[x + DIM_X * z + DIM_X * DIM_Z * y] += ValY;
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} // for x
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} // for z
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} // for y
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// Upscale into real chunk size:
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LinearUpscale3DArray(NoiseData, DIM_X, DIM_Z, DIM_Y, m_NoiseArray, INTERPOL_X, INTERPOL_Z, INTERPOL_Y);
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}
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@ -81,76 +139,38 @@ void cEndGen::InitializeShapeGen(cIniFile & a_IniFile)
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void cEndGen::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape)
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{
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for (size_t i = 0; i < ARRAYCOUNT(a_Shape); i++)
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{
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a_Shape[i] = 0;
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}
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PrepareState(a_ChunkCoords);
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NOISE_DATATYPE NoiseData[cChunkDef::Width * cChunkDef::Width];
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NOISE_DATATYPE VoidOffsetData[cChunkDef::Width * cChunkDef::Width];
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NOISE_DATATYPE Workspace[cChunkDef::Width * cChunkDef::Width];
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NOISE_DATATYPE StartX = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkX * cChunkDef::Width) / m_FrequencyX;
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NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / m_FrequencyX;
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NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(a_ChunkCoords.m_ChunkZ * cChunkDef::Width) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((a_ChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / m_FrequencyZ;
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m_Perlin.Generate2D(NoiseData, cChunkDef::Width, cChunkDef::Width, StartX, EndX, StartZ, EndZ, Workspace);
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m_VoidOffsetNoise.Generate2D(VoidOffsetData, cChunkDef::Width, cChunkDef::Width, StartX, EndX, StartZ, EndZ, Workspace);
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int MaxY = std::min(static_cast<int>(1.75 * m_IslandThickness + m_IslandYOffset), cChunkDef::Height - 1);
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// Choose which threshold to use depending on the distance from spawn.
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double chunkDistanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, a_ChunkCoords).Length();
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double minThreshold = chunkDistanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandMinThreshold : m_MainIslandMinThreshold;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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NOISE_DATATYPE noise = NoiseData[z * cChunkDef::Width + x];
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// The distance from spawn is used to create the void between the main island and the other islands.
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// Calculate the required treshold based on the distance from spawn.
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// This way a void can be generated between the main island and the other islands.
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double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ x, 0, z }, a_ChunkCoords).Length();
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double pow = std::pow((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize / 2, 3);
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double mult = 3 * ((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize);
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double threshold = std::min(pow - mult, minThreshold);
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// The main island can get a different airthreshold. This way the other island can be more sparse while the main island
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// is one big island.
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if (distanceFromSpawn > m_MainIslandSize)
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for (int y = 0; y < m_IslandYOffset; y++)
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{
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if (noise <= m_AirThresholdOtherIslands)
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{
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continue;
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}
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noise -= m_AirThresholdOtherIslands;
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cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, false);
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}
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else
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for (int y = m_IslandYOffset; y < MaxY; y++)
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{
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if (noise <= m_AirThresholdMainIsland)
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{
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continue;
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}
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noise -= m_AirThresholdMainIsland;
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cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, m_NoiseArray[(y - m_IslandYOffset) * 17 * 17 + z * 17 + x] <= threshold);
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}
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NOISE_DATATYPE voidOffset = VoidOffsetData[z * cChunkDef::Width + x];
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double maxHeightLimit;
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if (distanceFromSpawn > m_MainIslandSize * 3)
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for (int y = MaxY; y < cChunkDef::Height; y++)
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{
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// The distance from spawn is so big we don't need to calculate the max height anymore.
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// In fact, if we don't cut it off somewhere there is a chance the maxheight gets too big which
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// can cause corrupted looking terrain.
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maxHeightLimit = static_cast<float>(cChunkDef::Height);
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cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, false);
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}
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else
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{
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// Create a void between the main island and the other island using the formula 'x^3 - 3 * x' where x is distance from spawn.
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double pow = std::pow((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize, 3);
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double mult = 3 * ((distanceFromSpawn - m_MainIslandSize) / m_MainIslandSize);
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maxHeightLimit = Clamp((pow - mult) * 100 + static_cast<double>(voidOffset) * m_VoidOffsetNoiseMultiplier, 0.0, static_cast<double>(cChunkDef::Height));
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}
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int maxHeight = static_cast<int>(Clamp(m_BaseHeight + static_cast<double>(noise) * m_TerrainTopMultiplier, 0.0, maxHeightLimit));
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int minHeight = static_cast<int>(Clamp(m_BaseHeight - static_cast<double>(noise) * m_TerrainBottomMultiplier, 0.0, static_cast<double>(cChunkDef::Height)));
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for (int y = minHeight; y < maxHeight; y++)
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{
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a_Shape[y + x * 256 + z * 256 * 16] = 1;
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}
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}
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}
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} // for x
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} // for z
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}
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@ -166,7 +186,7 @@ void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape &
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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if (a_Shape[(x + 16 * z) * 256 + y] != 0)
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if (cChunkDesc::GetShapeIsSolidAt(a_Shape, x, y, z))
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_END_STONE);
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}
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@ -30,28 +30,41 @@ protected:
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/** The Perlin noise used for generating */
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cPerlinNoise m_Perlin;
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cPerlinNoise m_VoidOffsetNoise;
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NOISE_DATATYPE m_AirThresholdMainIsland;
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NOISE_DATATYPE m_AirThresholdOtherIslands;
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// XYZ size of the "island", in blocks:
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int m_MainIslandSize;
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int m_BaseHeight;
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int m_TerrainTopMultiplier;
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int m_TerrainBottomMultiplier;
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int m_VoidOffsetNoiseMultiplier;
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int m_IslandThickness;
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int m_IslandYOffset;
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// XYZ Frequencies of the noise functions:
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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_MainIslandFrequencyX;
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NOISE_DATATYPE m_MainIslandFrequencyY;
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NOISE_DATATYPE m_MainIslandFrequencyZ;
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NOISE_DATATYPE m_MainIslandMinThreshold;
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// XYZ Frequencies of the noise functions on the smaller islands:
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NOISE_DATATYPE m_SmallIslandFrequencyX;
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NOISE_DATATYPE m_SmallIslandFrequencyY;
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NOISE_DATATYPE m_SmallIslandFrequencyZ;
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NOISE_DATATYPE m_SmallIslandMinThreshold;
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// Noise array for the last chunk (in the noise range)
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cChunkCoords m_LastChunkCoords;
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NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
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/** Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) */
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void PrepareState(cChunkCoords a_ChunkCoords);
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/** Generates the m_NoiseArray array for the current chunk */
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void GenerateNoiseArray(void);
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// cTerrainShapeGen overrides:
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virtual void GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape) override;
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virtual void InitializeShapeGen(cIniFile & a_IniFile) override;
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// cTerrainCompositionGen overrides:
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virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override;
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// cTerrainShapeGen overrides:
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virtual void InitializeShapeGen(cIniFile & a_IniFile) override;
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} ;
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