
Added "Controlled" mesh classes Added Global Lighting Class Added Gamepad controls Split terrain nodes into Height and Perlin classes Fixed Splitmesh node stuff
135 lines
3.3 KiB
C++
135 lines
3.3 KiB
C++
#include "PerlinTerrainNode.h"
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PerlinTerrainNode::PerlinTerrainNode(wstring name, wstring seed, float offsetX, float offsetY, float chunkSize, int layers, int widthX, int widthZ, float waterHeight, int cellSizeX, int cellSizeZ) : TerrainNode(name, seed, waterHeight, widthX, widthZ, cellSizeX, cellSizeZ)
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{
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_offsetX = offsetX;
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_offsetY = offsetY;
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_chunkSize = chunkSize;
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_layers = layers;
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GeneratePerlinValues();
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if (!GeneratePerlinHeights())
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{
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_initError = true;
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}
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}
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// Method for filling the height values array for the terrain generation
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bool PerlinTerrainNode::GeneratePerlinHeights()
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{
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for (int z = 0; z < _gridRows; z++)
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{
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float mapZ = ((float)z / (float)_gridRows) + 0.5f;
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for (int x = 0; x < _gridCols; x++)
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{
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float mapX = ((float)x / (float)_gridCols) + 0.5f;
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float currentHeightValue = GetPerlinValueAt(_offsetX + mapX, _offsetY + mapZ, 8, 0.85f) - 0.25f;
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//currentHeightValue = currentHeightValue - floor(currentHeightValue);
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_heightValues.push_back(currentHeightValue);
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}
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}
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return true;
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}
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// Method for generating the permutation array needed for perlin noise
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void PerlinTerrainNode::GeneratePerlinValues()
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{
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// Set the permutation array length
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p.resize(256);
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// Fill the permutation array with 0 to 255
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iota(p.begin(), p.end(), 0);
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default_random_engine engine(_seedHash);
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// Shuffle the array values using the seed value given
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shuffle(p.begin(), p.end(), engine);
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// Duplicate the permutation results so our array is 512
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p.insert(p.end(), p.begin(), p.end());
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}
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float PerlinTerrainNode::Fade(float t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float PerlinTerrainNode::Grad(int hash, float x, float y)
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{
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// Fast Grad switch check converted from a java implimentation of perlin noise
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switch (hash & 0xF)
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{
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case 0x0: return x;
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case 0x1: return x + y;
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case 0x2: return y;
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case 0x3: return -x + y;
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case 0x4: return -x;
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case 0x5: return -x - y;
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case 0x6: return -y;
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case 0x7: return x - y;
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case 0x8: return x;
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case 0x9: return x + y;
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case 0xA: return y;
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case 0xB: return -x + y;
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case 0xC: return -x;
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case 0xD: return -x - y;
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case 0xE: return -y;
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case 0xF: return x - y;
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default: return 0; // Never occurs
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}
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}
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// Method to calculate the perlin value at x/y with the given octaves and persistance values, also normalised
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float PerlinTerrainNode::GetPerlinValueAt(float x, float y, int octaves, float persistance)
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{
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float total = 0.0f;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float maxValue = 0.0f;
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for (int i = 0; i < octaves; i++)
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{
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total += (GetNoiseValueAt(x * frequency, y * frequency) * amplitude);
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maxValue += amplitude;
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amplitude *= persistance;
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frequency *= 2;
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}
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return total / maxValue;
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}
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// Method to get the perlin noise value at x/y
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float PerlinTerrainNode::GetNoiseValueAt(float x, float y)
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{
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int x0 = (int)x & 255;
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int y0 = (int)y & 255;
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int x1 = x0 + 1;
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int y1 = y0 + 1;
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float dx = x - (float)x0;
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float dy = y - (float)y0;
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float u = Fade(dx);
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float v = Fade(dy);
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int aa = p[p[x0] + y0];
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int ab = p[p[x0] + y1];
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int ba = p[p[x1] + y0];
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int bb = p[p[x1] + y1];
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float na0 = Grad(aa, dx, dy);
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float na1 = Grad(ba, dx - 1.0f, dy);
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float nal = SharedMethods::Lerp(na0, na1, u);
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float nb0 = Grad(ab, dx, dy - 1.0f);
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float nb1 = Grad(bb, dx - 1.0f, dy - 1.0f);
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float nbl = SharedMethods::Lerp(nb0, nb1, u);
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return (SharedMethods::Lerp(nal, nbl, v) + 1.0f) / 2.0f;
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} |