137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
#include "TerrainDefinition.h"
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#include <cmath>
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#include "TerrainHeightMap.h"
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#include "NoiseGenerator.h"
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#include "PackStream.h"
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#include "FloatNode.h"
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TerrainDefinition::TerrainDefinition(DefinitionNode *parent) : DefinitionNode(parent, "terrain", "terrain") {
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height = 1.0;
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shadow_smoothing = 0.0;
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height_map = new TerrainHeightMap(this);
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has_painting = false;
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addChild(height_map);
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water_height = new FloatNode(this, "water_height");
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_height_noise = new NoiseGenerator;
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}
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TerrainDefinition::~TerrainDefinition() {
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delete _height_noise;
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}
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void TerrainDefinition::validate() {
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_height_noise->validate();
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if (height < 1.0) {
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height = 1.0;
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}
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/* Get minimal and maximal height */
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_height_noise->getRange(&_min_height, &_max_height);
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_min_height *= height;
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_max_height *= height;
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/* TODO Alter limits with heightmap min/max */
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has_painting = height_map->hasPainting();
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}
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void TerrainDefinition::copy(DefinitionNode *_destination) const {
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TerrainDefinition *destination = (TerrainDefinition *)_destination;
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destination->height = height;
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destination->shadow_smoothing = shadow_smoothing;
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height_map->copy(destination->height_map);
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_height_noise->copy(destination->_height_noise);
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destination->validate();
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}
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void TerrainDefinition::save(PackStream *stream) const {
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DefinitionNode::save(stream);
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stream->write(&height);
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stream->write(&shadow_smoothing);
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_height_noise->save(stream);
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}
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void TerrainDefinition::load(PackStream *stream) {
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DefinitionNode::load(stream);
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stream->read(&height);
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stream->read(&shadow_smoothing);
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_height_noise->load(stream);
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validate();
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}
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double TerrainDefinition::getGridHeight(int x, int z, bool with_painting) {
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double h;
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if (!with_painting || !has_painting || !height_map->getGridValue(x, z, &h)) {
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h = _height_noise->get2DTotal(to_double(x), to_double(z));
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}
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return h;
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}
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double TerrainDefinition::getInterpolatedHeight(double x, double z, bool scaled, bool with_painting,
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bool water_offset) {
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double h;
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if (!with_painting || !has_painting || !height_map->getInterpolatedValue(x, z, &h)) {
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h = _height_noise->get2DTotal(x, z);
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}
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if (scaled) {
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return (water_offset ? (h - water_height->getValue()) : h) * height;
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} else {
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return h;
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}
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}
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double TerrainDefinition::getWaterOffset() const {
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return -water_height->getValue() * height;
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}
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HeightInfo TerrainDefinition::getHeightInfo() {
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HeightInfo result;
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result.min_height = _min_height;
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result.max_height = _max_height;
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result.base_height = -getWaterOffset();
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return result;
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}
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unsigned long TerrainDefinition::getMemoryStats() {
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return height_map->getMemoryStats();
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}
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void TerrainDefinition::applyPreset(TerrainPreset preset, RandomGenerator &random) {
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int resolution = 8;
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switch (preset) {
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case TERRAIN_PRESET_STANDARD:
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_height_noise->randomizeOffsets(random);
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_height_noise->clearLevels();
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_height_noise->addLevelSimple(pow(2.0, resolution + 1), -1.0, 1.0);
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_height_noise->addLevelsSimple(resolution - 2, pow(2.0, resolution - 1), -0.7, 0.7, 0.5);
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_height_noise->normalizeAmplitude(-1.0, 1.0, 0);
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_height_noise->setFunctionParams(NoiseGenerator::NOISE_FUNCTION_SIMPLEX, 0.0, 0.0);
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height = 30.0;
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shadow_smoothing = 0.03;
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break;
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default:
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;
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}
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water_height->setValue(-0.3);
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height_map->clearPainting();
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validate();
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}
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