111 lines
2.9 KiB
C++
111 lines
2.9 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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#include "NoiseNode.h"
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#include "FractalNoise.h"
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TerrainDefinition::TerrainDefinition(DefinitionNode *parent) : DefinitionNode(parent, "terrain", "terrain") {
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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 NoiseNode(this, "height_noise");
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}
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TerrainDefinition::~TerrainDefinition() {
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}
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void TerrainDefinition::validate() {
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DefinitionNode::validate();
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// Get base noise range
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height_noise->getGenerator()->estimateRange(&_min_height, &_max_height, 0.1);
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// TODO Alter limits with heightmap min/max, and displacement textures
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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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if (auto destination = dynamic_cast<TerrainDefinition *>(_destination)) {
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destination->shadow_smoothing = shadow_smoothing;
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height_map->copy(destination->height_map);
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destination->validate();
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}
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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(&shadow_smoothing);
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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(&shadow_smoothing);
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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->getGenerator()->get2d(0.1, 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 with_painting, 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->getGenerator()->get2d(0.1, x, z);
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}
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return (water_offset ? (h + getWaterOffset()) : h);
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}
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double TerrainDefinition::getWaterOffset() const {
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double height_power = (_max_height - _min_height) * 0.5;
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return -water_height->getValue() * height_power;
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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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switch (preset) {
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case TERRAIN_PRESET_STANDARD:
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height_noise->randomize(random);
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height_noise->setConfig(400.0, 0.1, 0.5, 1.02);
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shadow_smoothing = 0.03;
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break;
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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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