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author | Mattes D <github@xoft.cz> | 2014-11-09 14:33:37 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-11-09 14:34:10 +0100 |
commit | c43391fd8cfb50746493c103e504d38359c366b2 (patch) | |
tree | 7d2121d16c52cced65f095c985b372fc01a184f4 /src/Generating/Noise3DGenerator.h | |
parent | Travis badge uses master branch. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/Noise3DGenerator.h | 46 |
1 files changed, 39 insertions, 7 deletions
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index c59b3f933..207aeab97 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -1,7 +1,11 @@ // Noise3DGenerator.h -// Generates terrain using 3D noise, rather than composing. Is a test. +// Declares cNoise3DGenerator and cNoise3DComposable classes, representing 3D-noise-based generators. +// They generate terrain shape by combining a lerp of two 3D noises with a vertical linear gradient +// cNoise3DGenerator is obsolete and unmaintained. +// cNoise3DComposable is used to test parameter combinations for single-biome worlds. + @@ -74,24 +78,52 @@ public: void Initialize(cIniFile & a_IniFile); protected: - cNoise m_Noise1; - cNoise m_Noise2; - cNoise m_Noise3; + /** The noise that is used to choose between density noise A and B. */ + cPerlinNoise m_ChoiceNoise; + + /** Density 3D noise, variant A. */ + cPerlinNoise m_DensityNoiseA; + + /** Density 3D noise, variant B. */ + cPerlinNoise m_DensityNoiseB; + + /** Heightmap-like noise used to provide variance for low-amplitude biomes. */ + cPerlinNoise m_BaseNoise; - int m_SeaLevel; + /** Block height of the sealevel, used for composing the terrain. */ + int m_SeaLevel; + + /** The main parameter of the generator, specifies the slope of the vertical linear gradient. + A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */ NOISE_DATATYPE m_HeightAmplification; - NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be + + /** Where the vertical "center" of the noise should be, as block height. */ + NOISE_DATATYPE m_MidPoint; + + // Frequency of the 3D noise's first octave: NOISE_DATATYPE m_FrequencyX; NOISE_DATATYPE m_FrequencyY; NOISE_DATATYPE m_FrequencyZ; + + // Frequency of the base terrain noise: + NOISE_DATATYPE m_BaseFrequencyX; + NOISE_DATATYPE m_BaseFrequencyZ; + + // Frequency of the choice noise: + NOISE_DATATYPE m_ChoiceFrequencyX; + NOISE_DATATYPE m_ChoiceFrequencyY; + NOISE_DATATYPE m_ChoiceFrequencyZ; + + // Threshold for when the values are considered air: NOISE_DATATYPE m_AirThreshold; + // Cache for the last calculated chunk (reused between heightmap and composition queries): int m_LastChunkX; int m_LastChunkZ; NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y - /// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given + /** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */ void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ); // cTerrainHeightGen overrides: |