// 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(cBiomeGenPtr a_BiomeGen, cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen): m_BiomeGen(a_BiomeGen), m_ShapeGen(a_ShapeGen), m_CompositionGen(a_CompositionGen) { } // cTerrainHeightGen overrides: virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override { cChunkDesc::Shape shape; m_ShapeGen->GenShape(a_ChunkX, a_ChunkZ, shape); cChunkDesc desc(a_ChunkX, a_ChunkZ); m_BiomeGen->GenBiomes(a_ChunkX, a_ChunkZ, 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: cBiomeGenPtr m_BiomeGen; cTerrainShapeGenPtr m_ShapeGen; cTerrainCompositionGenPtr m_CompositionGen; };