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Merge remote-tracking branch 'origin-master' into c++11

This commit is contained in:
Tiger Wang
2014-11-25 23:03:33 +00:00
parent 2ae4d2a96a
commit 187bdab4fa
32 changed files with 1723 additions and 1688 deletions

View File

@@ -165,69 +165,6 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
m_Cubic.AddOctave(4, 0.25);
m_Cubic.AddOctave(8, 0.125);
m_Cubic.AddOctave(16, 0.0625);
#if 0
// DEBUG: Test the noise generation:
// NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
// In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M
m_SeaLevel = 62;
m_HeightAmplification = 0;
m_MidPoint = 75;
m_FrequencyX = 4;
m_FrequencyY = 4;
m_FrequencyZ = 4;
m_AirThreshold = 0.5;
const int NumChunks = 4;
NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height];
for (int x = 0; x < NumChunks; x++)
{
GenerateNoiseArray(x, 5, Noise[x]);
}
// Save in XY cuts:
cFile f1;
if (f1.Open("Test_XY.grab", cFile::fmWrite))
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int i = 0; i < NumChunks; i++)
{
int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
unsigned char buf[cChunkDef::Width];
for (int x = 0; x < cChunkDef::Width; x++)
{
buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
}
f1.Write(buf, cChunkDef::Width);
}
} // for y
} // for z
} // if (XY file open)
cFile f2;
if (f2.Open("Test_XZ.grab", cFile::fmWrite))
{
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int i = 0; i < NumChunks; i++)
{
int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
unsigned char buf[cChunkDef::Width];
for (int x = 0; x < cChunkDef::Width; x++)
{
buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
}
f2.Write(buf, cChunkDef::Width);
}
} // for z
} // for y
} // if (XZ file open)
#endif // 0
}
@@ -246,7 +183,7 @@ cNoise3DGenerator::~cNoise3DGenerator()
void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
{
// Params:
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
@@ -454,7 +391,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40);
@@ -522,110 +458,60 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
// Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
// Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
// Calculate the final noise based on the partial noises:
for (int y = 0; y < 33; y++)
for (int z = 0; z < 5; z++)
{
NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
for (int x = 0; x < 5; x++)
{
AddHeight *= 4;
}
for (int z = 0; z < 5; z++)
{
for (int x = 0; x < 5; x++)
NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
for (int y = 0; y < 33; y++)
{
int idx = x + 5 * z + 5 * 5 * y;
Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - m_MidPoint) * m_HeightAmplification;
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
{
AddHeight *= 4;
}
// If too high, cut off any terrain:
if (y > 28)
{
AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4;
}
// Decide between the two density noises:
int idx = 33 * x + 33 * 5 * z + y;
Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
}
}
}
LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
void cNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
// Translate the noise array into Shape:
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
for (int y = 0; y < cChunkDef::Height; y++)
{
if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
// Make basic terrain composition:
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir; y < m_SeaLevel; y++)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
}
for (int y = LastAir - 1; y > 0; y--)
{
if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
{
// "air" part
LastAir = y;
if (y < m_SeaLevel)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
HasHadWater = true;
}
continue;
}
// "ground" part:
if (LastAir - y > 4)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
continue;
}
if (HasHadWater)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
}
else
{
a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
}
} // for y
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
@@ -650,7 +536,7 @@ cBiomalNoise3DComposable::cBiomalNoise3DComposable(int a_Seed, cBiomeGenPtr a_Bi
{
for (int x = 0; x <= AVERAGING_SIZE * 2; x++)
{
m_Weight[z][x] = static_cast<NOISE_DATATYPE>((5 - std::abs(5 - x)) + (5 - std::abs(5 - z)));
m_Weight[z][x] = static_cast<NOISE_DATATYPE>((AVERAGING_SIZE - std::abs(AVERAGING_SIZE - x)) + (AVERAGING_SIZE - std::abs(AVERAGING_SIZE - z)));
m_WeightSum += m_Weight[z][x];
}
}
@@ -664,7 +550,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62);
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40);
@@ -735,34 +621,42 @@ void cBiomalNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_Ch
NOISE_DATATYPE BaseNoise[5 * 5];
NOISE_DATATYPE BlockX = static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width);
NOISE_DATATYPE BlockZ = static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width);
// Note that we have to swap the coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "z":
m_ChoiceNoise.Generate3D (ChoiceNoise, 5, 5, 33, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, 0, 257 / m_ChoiceFrequencyY, Workspace);
m_DensityNoiseA.Generate3D(DensityNoiseA, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
m_DensityNoiseB.Generate3D(DensityNoiseB, 5, 5, 33, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, 0, 257 / m_FrequencyY, Workspace);
// Note that we have to swap the X and Y coords, because noise generator uses [x + SizeX * y + SizeX * SizeY * z] ordering and we want "BlockY" to be "x":
m_ChoiceNoise.Generate3D (ChoiceNoise, 33, 5, 5, 0, 257 / m_ChoiceFrequencyY, BlockX / m_ChoiceFrequencyX, (BlockX + 17) / m_ChoiceFrequencyX, BlockZ / m_ChoiceFrequencyZ, (BlockZ + 17) / m_ChoiceFrequencyZ, Workspace);
m_DensityNoiseA.Generate3D(DensityNoiseA, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_DensityNoiseB.Generate3D(DensityNoiseB, 33, 5, 5, 0, 257 / m_FrequencyY, BlockX / m_FrequencyX, (BlockX + 17) / m_FrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
m_BaseNoise.Generate2D (BaseNoise, 5, 5, BlockX / m_BaseFrequencyX, (BlockX + 17) / m_BaseFrequencyX, BlockZ / m_FrequencyZ, (BlockZ + 17) / m_FrequencyZ, Workspace);
// Calculate the final noise based on the partial noises:
for (int y = 0; y < 33; y++)
for (int z = 0; z < 5; z++)
{
NOISE_DATATYPE BlockHeight = static_cast<NOISE_DATATYPE>(y * 8);
for (int z = 0; z < 5; z++)
for (int x = 0; x < 5; x++)
{
for (int x = 0; x < 5; x++)
NOISE_DATATYPE curMidPoint = MidPoint[x + 5 * z];
NOISE_DATATYPE curHeightAmp = HeightAmp[x + 5 * z];
NOISE_DATATYPE curBaseNoise = BaseNoise[x + 5 * z];
for (int y = 0; y < 33; y++)
{
NOISE_DATATYPE AddHeight = (BlockHeight - MidPoint[x + 5 * z]) * HeightAmp[x + 5 * z];
NOISE_DATATYPE AddHeight = (static_cast<NOISE_DATATYPE>(y * 8) - curMidPoint) * curHeightAmp;
// If "underground", make the terrain smoother by forcing the vertical linear gradient into steeper slope:
if (AddHeight < 0)
{
AddHeight *= 4;
}
// If too high, cut off any terrain:
if (y > 28)
{
AddHeight = AddHeight + static_cast<NOISE_DATATYPE>(y - 28) / 4;
}
int idx = x + 5 * z + 5 * 5 * y;
Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + BaseNoise[x + 5 * z];
// Decide between the two density noises:
int idx = 33 * x + y + 33 * 5 * z;
Workspace[idx] = ClampedLerp(DensityNoiseA[idx], DensityNoiseB[idx], 8 * (ChoiceNoise[idx] + 0.5f)) + AddHeight + curBaseNoise;
}
}
}
LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 5, 5, 33, m_NoiseArray, 4, 4, 8);
LinearUpscale3DArray<NOISE_DATATYPE>(Workspace, 33, 5, 5, m_NoiseArray, 8, 4, 4);
}
@@ -820,72 +714,67 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
{
switch (a_Biome)
{
case biBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
case biFrozenOcean: a_HeightAmp = 0.17f; a_MidPoint = 47; break;
case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biMushroomShore: a_HeightAmp = 0.15f; a_MidPoint = 15; break;
case biOcean: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 53; break;
case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
/*
// Still missing:
case biColdTaiga: a_HeightAmp = 0.15f; a_MidPoint = 30; break;
case biColdTaigaHills: a_HeightAmp = 0.15f; a_MidPoint = 31; break;
case biColdTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biDesertM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biExtremeHillsEdge: a_HeightAmp = 0.15f; a_MidPoint = 20; break;
case biExtremeHillsM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biExtremeHillsPlusM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 23; break;
case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biMegaSpruceTaiga: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biMegaTaiga: a_HeightAmp = 0.15f; a_MidPoint = 32; break;
case biMesa: a_HeightAmp = 0.15f; a_MidPoint = 37; break;
case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biMesaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 39; break;
case biMesaPlateauF: a_HeightAmp = 0.15f; a_MidPoint = 38; break;
case biMesaPlateauFM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biMesaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biMushroomIsland: a_HeightAmp = 0.15f; a_MidPoint = 14; break;
case biNether: a_HeightAmp = 0.15f; a_MidPoint = 68; break;
case biRoofedForest: a_HeightAmp = 0.15f; a_MidPoint = 29; break;
case biRoofedForestM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biSavanna: a_HeightAmp = 0.15f; a_MidPoint = 35; break;
case biSavannaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biSavannaPlateau: a_HeightAmp = 0.15f; a_MidPoint = 36; break;
case biSavannaPlateauM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biStoneBeach: a_HeightAmp = 0.15f; a_MidPoint = 25; break;
case biSunflowerPlains: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
case biTaiga: a_HeightAmp = 0.15f; a_MidPoint = 65; break;
case biTaigaM: a_HeightAmp = 0.15f; a_MidPoint = 70; break;
*/
case biBeach: a_HeightAmp = 0.2f; a_MidPoint = 60; break;
case biBirchForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biBirchForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biBirchForestHillsM: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biBirchForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biColdBeach: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biColdTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biColdTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biColdTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biDesertHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biDeepOcean: a_HeightAmp = 0.17f; a_MidPoint = 35; break;
case biDesert: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
case biDesertM: a_HeightAmp = 0.29f; a_MidPoint = 62; break;
case biEnd: a_HeightAmp = 0.15f; a_MidPoint = 64; break;
case biExtremeHills: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
case biExtremeHillsEdge: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
case biExtremeHillsM: a_HeightAmp = 0.045f; a_MidPoint = 75; break;
case biExtremeHillsPlus: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
case biExtremeHillsPlusM: a_HeightAmp = 0.04f; a_MidPoint = 80; break;
case biFlowerForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biForestHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biFrozenRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
case biFrozenOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
case biIceMountains: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biIcePlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biIcePlainsSpikes: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biJungle: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
case biJungleEdge: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
case biJungleEdgeM: a_HeightAmp = 0.15f; a_MidPoint = 62; break;
case biJungleHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biJungleM: a_HeightAmp = 0.1f; a_MidPoint = 63; break;
case biMegaSpruceTaiga: a_HeightAmp = 0.09f; a_MidPoint = 64; break;
case biMegaSpruceTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biMegaTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biMegaTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
case biMesa: a_HeightAmp = 0.09f; a_MidPoint = 61; break;
case biMesaBryce: a_HeightAmp = 0.15f; a_MidPoint = 61; break;
case biMesaPlateau: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
case biMesaPlateauF: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
case biMesaPlateauFM: a_HeightAmp = 0.25f; a_MidPoint = 96; break;
case biMesaPlateauM: a_HeightAmp = 0.25f; a_MidPoint = 86; break;
case biMushroomShore: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
case biMushroomIsland: a_HeightAmp = 0.06f; a_MidPoint = 80; break;
case biNether: a_HeightAmp = 0.01f; a_MidPoint = 64; break;
case biOcean: a_HeightAmp = 0.12f; a_MidPoint = 45; break;
case biPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biRiver: a_HeightAmp = 0.4f; a_MidPoint = 57; break;
case biRoofedForest: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biRoofedForestM: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biSavanna: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biSavannaM: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biSavannaPlateau: a_HeightAmp = 0.3f; a_MidPoint = 85; break;
case biSavannaPlateauM: a_HeightAmp = 0.012f; a_MidPoint = 105; break;
case biStoneBeach: a_HeightAmp = 0.075f; a_MidPoint = 60; break;
case biSunflowerPlains: a_HeightAmp = 0.3f; a_MidPoint = 62; break;
case biSwampland: a_HeightAmp = 0.25f; a_MidPoint = 59; break;
case biSwamplandM: a_HeightAmp = 0.11f; a_MidPoint = 59; break;
case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
default:
{
// Make a crazy terrain so that it stands out
@@ -899,78 +788,19 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
void cBiomalNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
// Translate the noise array into Shape:
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
for (int y = 0; y < cChunkDef::Height; y++)
{
if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
{
cChunkDef::SetHeight(a_HeightMap, x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
// Make basic terrain composition:
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir; y < m_SeaLevel; y++)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[y + 257 * x + 257 * 17 * z] > m_AirThreshold) ? 0 : 1;
}
for (int y = LastAir - 1; y > 0; y--)
{
if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
{
// "air" part
LastAir = y;
if (y < m_SeaLevel)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
HasHadWater = true;
}
continue;
}
// "ground" part:
if (LastAir - y > 4)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
continue;
}
if (HasHadWater)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
}
else
{
a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
}
} // for y
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
@@ -978,3 +808,4 @@ void cBiomalNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)