paysages3d/src/definition/TerrainDefinition.cpp

138 lines
3.5 KiB
C++

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