// HeiGen.cpp
// Implements the various terrain height generators
#include "Globals.h"
#include "HeiGen.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cHeiGenFlat:
void cHeiGenFlat::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
{
a_HeightMap[i] = m_Height;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cHeiGenClassic:
cHeiGenClassic::cHeiGenClassic(int a_Seed, float a_HeightFreq1, float a_HeightAmp1, float a_HeightFreq2, float a_HeightAmp2, float a_HeightFreq3, float a_HeightAmp3) :
m_Seed(a_Seed),
m_Noise(a_Seed),
m_HeightFreq1(a_HeightFreq1),
m_HeightAmp1 (a_HeightAmp1),
m_HeightFreq2(a_HeightFreq2),
m_HeightAmp2 (a_HeightAmp2),
m_HeightFreq3(a_HeightFreq3),
m_HeightAmp3 (a_HeightAmp3)
{
// Nothing needed yet
}
float cHeiGenClassic::GetNoise(float x, float y)
{
float oct1 = m_Noise.CubicNoise2D(x * m_HeightFreq1, y * m_HeightFreq1) * m_HeightAmp1;
float oct2 = m_Noise.CubicNoise2D(x * m_HeightFreq2, y * m_HeightFreq2) * m_HeightAmp2;
float oct3 = m_Noise.CubicNoise2D(x * m_HeightFreq3, y * m_HeightFreq3) * m_HeightAmp3;
float height = m_Noise.CubicNoise2D(x * 0.1f, y * 0.1f ) * 2;
float flatness = ((m_Noise.CubicNoise2D(x * 0.5f, y * 0.5f) + 1.f) * 0.5f) * 1.1f; // 0 ... 1.5
flatness *= flatness * flatness;
return (oct1 + oct2 + oct3) * flatness + height;
}
void cHeiGenClassic::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
const float zz = (float)(a_ChunkZ * cChunkDef::Width + z);
for (int x = 0; x < cChunkDef::Width; x++)
{
const float xx = (float)(a_ChunkX * cChunkDef::Width + x);
int hei = 64 + (int)(GetNoise(xx * 0.05f, zz * 0.05f) * 16);
if (hei < 10)
{
hei = 10;
}
if (hei > 250)
{
hei = 250;
}
cChunkDef::SetHeight(a_HeightMap, x , z, hei);
} // for x
} // for z
}