bool Terrain::GenFaultFormation(int iterations, int size, int minHeight, int maxHeight, float weight, bool random) { int x1, x2, z1, z2; float* heights = nullptr; int displacement; if(size <= 0) return false; if(random) // create true random map srand(time(nullptr)); // terrain exists delete existing if(m_terrainData) delete[] m_terrainData; // allocate heightfield array memory m_size = size; heights = new float[m_size*m_size]; m_terrainData = new unsigned char[m_size*m_size]; if(heights == nullptr || m_terrainData == nullptr) return false; // initialise heightfiled array to zeros for(int i = 0; i < m_size*m_size; i++) heights[i] = 0; // generate heightfield for(int j = 0; j < iterations; j++) { // calculate reducing displcement value is how much to alter the hight displacement = maxHeight - ((maxHeight-minHeight)*j) / iterations; // pick the first point P1(x1, z1) at random from the entire heigh map x1 = (rand() % m_size); z1 = (rand() % m_size); // pickup second random point & ensure it's different from first do { x2 = (rand() % m_size); z2 = (rand() % m_size); } while (x2 == x1 && z2 == z1); // for each point P(x, z) in the filed calculate the new height values for(int z = 0; z < m_size; z++) { for(int x = 0; x < m_size; x++) { // determine which side of the line P1P2 point P lies on if((x-x1) * (z2-z1) - (x2-x1) * (z-z1) > 0) { heights[(z*m_size)+x] += (float)displacement; } } } AddFilter(heights, weight); // normalis heightfield NormaliseTerrain(heights); // copy the float heightfield to terrainData (in unsigned char) for(int z = 0; z < m_size; z++) { for(int x = 0; x < m_size; x++) { SetHeightAtPoint((unsigned char)heights[(z*m_size) + x], x, z); } } } delete[] heights; return true; }
//-------------------------------------------------------------- // Name: CTERRAIN::MakeTerrainFault - public // Description: Create a height data set using the "Fault Formation" // algorithm. Thanks a lot to Jason Shankel for this code! // Arguments: -iSize: Desired size of the height map // -iIterations: Number of detail passes to make // -iMinDelta, iMaxDelta: the desired min/max heights // -iIterationsPerFilter: Number of passes per filter // -fFilter: Strength of the filter // Return Value: A boolean value: -true: successful creation // -false: unsuccessful creation //-------------------------------------------------------------- bool CTERRAIN::MakeTerrainFault( int iSize, int iIterations, int iMinDelta, int iMaxDelta, float fFilter ) { float* fTempBuffer; int iCurrentIteration; int iHeight; int iRandX1, iRandZ1; int iRandX2, iRandZ2; int iDirX1, iDirZ1; int iDirX2, iDirZ2; int x, z; int i; if( m_heightData.m_ucpData ) UnloadHeightMap( ); m_iSize= iSize; //allocate the memory for our height data m_heightData.m_ucpData= new unsigned char [m_iSize*m_iSize]; fTempBuffer= new float [m_iSize*m_iSize]; //check to see if memory was successfully allocated if( m_heightData.m_ucpData==NULL ) { //something is seriously wrong here g_log.Write( LOG_FAILURE, "Could not allocate memory for height map" ); return false; } //check to see if memory was successfully allocated if( fTempBuffer==NULL ) { //something is seriously wrong here g_log.Write( LOG_FAILURE, "Could not allocate memory for height map" ); return false; } //clear the height fTempBuffer for( i=0; i<m_iSize*m_iSize; i++ ) fTempBuffer[i]= 0; for( iCurrentIteration=0; iCurrentIteration<iIterations; iCurrentIteration++ ) { //calculate the height range (linear interpolation from iMaxDelta to //iMinDelta) for this fault-pass iHeight= iMaxDelta - ( ( iMaxDelta-iMinDelta )*iCurrentIteration )/iIterations; //pick two points at random from the entire height map iRandX1= rand( )%m_iSize; iRandZ1= rand( )%m_iSize; //check to make sure that the points are not the same do { iRandX2= rand( )%m_iSize; iRandZ2= rand( )%m_iSize; } while ( iRandX2==iRandX1 && iRandZ2==iRandZ1 ); //iDirX1, iDirZ1 is a vector going the same direction as the line iDirX1= iRandX2-iRandX1; iDirZ1= iRandZ2-iRandZ1; for( z=0; z<m_iSize; z++ ) { for( x=0; x<m_iSize; x++ ) { //iDirX2, iDirZ2 is a vector from iRandX1, iRandZ1 to the current point (in the loop) iDirX2= x-iRandX1; iDirZ2= z-iRandZ1; //if the result of ( iDirX2*iDirZ1 - iDirX1*iDirZ2 ) is "up" (above 0), //then raise this point by iHeight if( ( iDirX2*iDirZ1 - iDirX1*iDirZ2 )>0 ) fTempBuffer[( z*m_iSize )+x]+= ( float )iHeight; } } //erode terrain FilterHeightField( fTempBuffer, fFilter ); } //normalize the terrain for our purposes NormalizeTerrain( fTempBuffer ); //transfer the terrain into our class's unsigned char height buffer for( z=0; z<m_iSize; z++ ) { for( x=0; x<m_iSize; x++ ) SetHeightAtPoint( ( unsigned char )fTempBuffer[( z*m_iSize )+x], x, z ); } //delete temporary buffer if( fTempBuffer ) { //delete the data delete[] fTempBuffer; } return true; }
//-------------------------------------------------------------- // Name: CTERRAIN::MakeTerrainPlasma - public // Description: Create a height data set using the "Midpoint // Displacement" algorithm. Thanks a lot to // Jason Shankel for this code! // Note: this algorithm has limited use, since // CLOD algorithms usually require a height map // size of (n^2)+1 x (n^2)+1, and this algorithm // can only generate (n^2) x (n^2) maps // Arguments: -iSize: Desired size of the height map // -fRoughness: Desired roughness of the created map // Return Value: A boolean value: -true: successful creation // -false: unsuccessful creation //-------------------------------------------------------------- bool CTERRAIN::MakeTerrainPlasma( int iSize, float fRoughness ) { float* fTempBuffer; float fHeight, fHeightReducer; int iRectSize= iSize; int ni, nj; int mi, mj; int pmi, pmj; int i, j; int x, z; if( m_heightData.m_ucpData ) UnloadHeightMap( ); if( fRoughness<0 ) fRoughness*= -1; fHeight = ( float )iRectSize/2; fHeightReducer= ( float )pow(2, -1*fRoughness); m_iSize= iSize; //allocate the memory for our height data m_heightData.m_ucpData= new unsigned char [m_iSize*m_iSize]; fTempBuffer= new float [m_iSize*m_iSize]; //check to see if memory was successfully allocated if( m_heightData.m_ucpData==NULL ) { //something is seriously wrong here g_log.Write( LOG_FAILURE, "Could not allocate memory for height map" ); return false; } //check to see if memory was successfully allocated if( fTempBuffer==NULL ) { //something is seriously wrong here g_log.Write( LOG_FAILURE, "Could not allocate memory for height map" ); return false; } //set the first value in the height field fTempBuffer[0]= 0.0f; //being the displacement process while( iRectSize>0 ) { /*Diamond step - Find the values at the center of the retangles by averaging the values at the corners and adding a random offset: a.....b . . . e . . . c.....d e = (a+b+c+d)/4 + random In the code below: a = (i,j) b = (ni,j) c = (i,nj) d = (ni,nj) e = (mi,mj) */ for( i=0; i<m_iSize; i+=iRectSize ) { for( j=0; j<m_iSize; j+=iRectSize ) { ni= ( i+iRectSize )%m_iSize; nj= ( j+iRectSize )%m_iSize; mi= ( i+iRectSize/2 ); mj= ( j+iRectSize/2 ); fTempBuffer[mi+mj*m_iSize]= ( float )( ( fTempBuffer[i+j*m_iSize] + fTempBuffer[ni+j*m_iSize] + fTempBuffer[i+nj*m_iSize] + fTempBuffer[ni+nj*m_iSize] )/4 + RangedRandom( -fHeight/2, fHeight/2 ) ); } } /*Square step - Find the values on the left and top sides of each rectangle The right and bottom sides are the left and top sides of the neighboring rectangles, so we don't need to calculate them The height m_heightData.m_ucpData wraps, so we're never left hanging. The right side of the last rectangle in a row is the left side of the first rectangle in the row. The bottom side of the last rectangle in a column is the top side of the first rectangle in the column ....... . . . . . d . . . . . ......a..g..b . . . . . . . e h f . . . . . . . ......c...... g = (d+f+a+b)/4 + random h = (a+c+e+f)/4 + random In the code below: a = (i,j) b = (ni,j) c = (i,nj) d = (mi,pmj) e = (pmi,mj) f = (mi,mj) g = (mi,j) h = (i,mj)*/ for( i=0; i<m_iSize; i+=iRectSize ) { for( j=0; j<m_iSize; j+=iRectSize ) { ni= (i+iRectSize)%m_iSize; nj= (j+iRectSize)%m_iSize; mi= (i+iRectSize/2); mj= (j+iRectSize/2); pmi= (i-iRectSize/2+m_iSize)%m_iSize; pmj= (j-iRectSize/2+m_iSize)%m_iSize; //Calculate the square value for the top side of the rectangle fTempBuffer[mi+j*m_iSize]= ( float )( ( fTempBuffer[i+j*m_iSize] + fTempBuffer[ni+j*m_iSize] + fTempBuffer[mi+pmj*m_iSize] + fTempBuffer[mi+mj*m_iSize] )/4+ RangedRandom( -fHeight/2, fHeight/2 ) ); //Calculate the square value for the left side of the rectangle fTempBuffer[i+mj*m_iSize]= ( float )( ( fTempBuffer[i+j*m_iSize] + fTempBuffer[i+nj*m_iSize] + fTempBuffer[pmi+mj*m_iSize] + fTempBuffer[mi+mj*m_iSize] )/4+ RangedRandom( -fHeight/2, fHeight/2 ) ); } } //reduce the rectangle size by two to prepare for the next //displacement stage iRectSize/= 2; //reduce the height by the height reducer fHeight*= fHeightReducer; } //normalize the terrain for our purposes NormalizeTerrain( fTempBuffer ); //transfer the terrain into our class's unsigned char height buffer for( z=0; z<m_iSize; z++ ) { for( x=0; x<m_iSize; x++ ) SetHeightAtPoint( ( unsigned char )fTempBuffer[( z*m_iSize )+x], x, z ); } //delete temporary buffer if( fTempBuffer ) { //delete the data delete[] fTempBuffer; } return true; }
bool TERRAIN::MakeTerrainFault( int size, int iterations, int min, int max, int smooth ) { float* tempBuffer; int currentIteration; int height; int randX1, randZ1; int randX2, randZ2; int dirX1, dirZ1; int dirX2, dirZ2; int x, z; int i; srand( time(NULL) ); if( heightMap.arrayHeightMap ) UnloadHeightMap( ); sizeHeightMap= size; //reserver de la memoire heightMap.arrayHeightMap = new unsigned char [sizeHeightMap*sizeHeightMap]; tempBuffer= new float [sizeHeightMap*sizeHeightMap]; if( heightMap.arrayHeightMap==NULL ) { return false; } if( tempBuffer==NULL ) { return false; } for( i=0; i<sizeHeightMap*sizeHeightMap; i++ ) tempBuffer[i]= 0; for( currentIteration=0; currentIteration<iterations; currentIteration++ ) { //choisir la hauteur pour cette traversee avec interp. lineaire, //..on reduit la taille des changements effectues avec chaque iteration (grossier->detaille) //.. meme si toujours le meme point est choisi, on ne depasse pas la hauteur max. height= max - ( ( max-min )*currentIteration )/iterations; //choisir deux points de la carte aleatoirement randX1= rand( )%sizeHeightMap; randZ1= rand( )%sizeHeightMap; //...tant qu'ils sont differents do { randX2= rand( )%sizeHeightMap; randZ2= rand( )%sizeHeightMap; } while ( randX2==randX1 && randZ2==randZ1 ); //le vecteur de la ligne aleatoire qui divise la carte en deux dirX1= randX2-randX1; dirZ1= randZ2-randZ1; for( z=0; z<sizeHeightMap; z++ ) { for( x=0; x<sizeHeightMap; x++ ) { //vecteur de position du point traite actuellement dirX2= x-randX1; dirZ2= z-randZ1; //utiliser le signe du produit croise pour decide si on exhausse la hauteur de ce point if( ( dirX2*dirZ1 - dirX1*dirZ2 )>0 ) tempBuffer[( z*sizeHeightMap )+x]+= ( float )height; } } //effectuer erosion SmoothTerrain(tempBuffer,smooth); //MOYENNE //Smooth1DTerrain(tempBuffer,smooth); } //adapter l'echelle de valeurs NormalizeTerrain( tempBuffer ); //sauvegarder le terrain cree dans la variable de la classe TERRAIN, //.. on n'a plus besoin de la precision float for( z=0; z<sizeHeightMap; z++ ) { for( x=0; x<sizeHeightMap; x++ ) SetHeightAtPoint( ( unsigned char )tempBuffer[( z*sizeHeightMap )+x], x, z ); } if( tempBuffer ) { delete[] tempBuffer; } return true; }