RoughRavines: Made floor and ceiling settings-adjustable.
The world.ini has settings for the minimum and maximum height for each at the ravines' center and edges.
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@@ -20,7 +20,13 @@ class cRoughRavine :
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typedef cGridStructGen::cStructure super;
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public:
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cRoughRavine(int a_Seed, int a_Size, float a_CenterWidth, float a_Roughness, int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) :
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cRoughRavine(
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int a_Seed, int a_Size,
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float a_CenterWidth, float a_Roughness,
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float a_FloorHeightEdge1, float a_FloorHeightEdge2, float a_FloorHeightCenter,
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float a_CeilingHeightEdge1, float a_CeilingHeightEdge2, float a_CeilingHeightCenter,
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int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ
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) :
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super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
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m_Seed(a_Seed + 100),
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m_Noise(a_Seed + 100),
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@@ -35,9 +41,9 @@ public:
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float Angle = (float)rnd; // Angle is in radians, will be wrapped in the "sin" and "cos" operations
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float OfsX = sin(Angle) * Len;
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float OfsZ = cos(Angle) * Len;
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m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, 42, 34);
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m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, 62, 16);
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m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, 44, 32);
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m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1);
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m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter);
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m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2);
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// Calculate the points in between, recursively:
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SubdivideLine(0, Half);
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@@ -235,7 +241,11 @@ cRoughRavines::cRoughRavines(
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int a_Seed,
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int a_MaxSize, int a_MinSize,
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float a_MaxCenterWidth, float a_MinCenterWidth,
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float a_MaxRoughness, float a_MinRoughness,
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float a_MaxRoughness, float a_MinRoughness,
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float a_MaxFloorHeightEdge, float a_MinFloorHeightEdge,
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float a_MaxFloorHeightCenter, float a_MinFloorHeightCenter,
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float a_MaxCeilingHeightEdge, float a_MinCeilingHeightEdge,
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float a_MaxCeilingHeightCenter, float a_MinCeilingHeightCenter,
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int a_GridSize, int a_MaxOffset
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) :
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super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 64),
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@@ -245,7 +255,15 @@ cRoughRavines::cRoughRavines(
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m_MaxCenterWidth(a_MaxCenterWidth),
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m_MinCenterWidth(a_MinCenterWidth),
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m_MaxRoughness(a_MaxRoughness),
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m_MinRoughness(a_MinRoughness)
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m_MinRoughness(a_MinRoughness),
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m_MaxFloorHeightEdge(a_MaxFloorHeightEdge),
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m_MinFloorHeightEdge(a_MinFloorHeightEdge),
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m_MaxFloorHeightCenter(a_MaxFloorHeightCenter),
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m_MinFloorHeightCenter(a_MinFloorHeightCenter),
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m_MaxCeilingHeightEdge(a_MaxCeilingHeightEdge),
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m_MinCeilingHeightEdge(a_MinCeilingHeightEdge),
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m_MaxCeilingHeightCenter(a_MaxCeilingHeightCenter),
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m_MinCeilingHeightCenter(a_MinCeilingHeightCenter)
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{
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if (m_MinSize > m_MaxSize)
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{
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@@ -274,10 +292,25 @@ cRoughRavines::cRoughRavines(
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cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
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{
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// Pick a random value for each of the ravine's parameters:
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int Size = m_MinSize + (m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 7) % (m_MaxSize - m_MinSize); // Random int from m_MinSize to m_MaxSize
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float CenterWidth = m_MinCenterWidth + abs(m_Noise.IntNoise2D(a_GridX, a_GridZ + 10)) * (m_MaxCenterWidth - m_MinCenterWidth); // Random float from m_MinCenterWidth to m_MaxCenterWidth
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float Roughness = m_MinRoughness + abs(m_Noise.IntNoise2D(a_GridX + 10, a_GridZ)) * (m_MaxRoughness - m_MinRoughness); // Random float from m_MinRoughness to m_MaxRoughness
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return cStructurePtr(new cRoughRavine(m_Seed, Size, CenterWidth, Roughness, a_GridX, a_GridZ, a_OriginX, a_OriginZ));
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float CenterWidth = m_Noise.IntNoise2DInRange(a_GridX + 10, a_GridZ, m_MinCenterWidth, m_MaxCenterWidth);
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float Roughness = m_Noise.IntNoise2DInRange(a_GridX + 20, a_GridZ, m_MinRoughness, m_MaxRoughness);
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float FloorHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 30, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge);
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float FloorHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 40, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge);
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float FloorHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 50, a_GridZ, m_MinFloorHeightCenter, m_MaxFloorHeightCenter);
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float CeilingHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 60, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
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float CeilingHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 70, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
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float CeilingHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 80, a_GridZ, m_MinCeilingHeightCenter, m_MaxCeilingHeightCenter);
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// Create a ravine:
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return cStructurePtr(new cRoughRavine(
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m_Seed,
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Size, CenterWidth, Roughness,
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FloorHeightEdge1, FloorHeightEdge2, FloorHeightCenter,
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CeilingHeightEdge1, CeilingHeightEdge2, CeilingHeightCenter,
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a_GridX, a_GridZ, a_OriginX, a_OriginZ
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));
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}
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