void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) { // Modify the size slightly to have different-sized ravines (1 / 2 to 1 / 1 of a_Size): a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024; // The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2; int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2; int CenterX = a_BlockX + OffsetX; int CenterZ = a_BlockZ + OffsetZ; // Get the base angle in which the ravine "axis" goes: float Angle = static_cast<float>((static_cast<float>((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI); float xc = sinf(Angle); float zc = cosf(Angle); // Calculate the definition points and radii: int MaxRadius = static_cast<int>(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); int Mid = (Top + Bottom) / 2; int DefinitionPointX = CenterX - static_cast<int>(xc * a_Size / 2); int DefinitionPointZ = CenterZ - static_cast<int>(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) { int LineX = CenterX + static_cast<int>(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); int LineZ = CenterZ + static_cast<int>(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); // Amplitude is the amount of blocks that this point is away from the ravine "axis" int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size; Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4] int PointX = LineX + static_cast<int>(zc * Amplitude); int PointZ = LineZ - static_cast<int>(xc * Amplitude); int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4; int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); } // for i - m_Points[] DefinitionPointX = CenterX + static_cast<int>(xc * a_Size / 2); DefinitionPointZ = CenterZ + static_cast<int>(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, Mid, Mid)); }
cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_MaxOffset, int a_Size, cNoise & a_Noise) : super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), m_Size(a_Size) { int Num = 1 + a_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) % 3; for (int i = 0; i < Num; i++) { int OriginX = a_OriginX + (a_Noise.IntNoise3DInt(13 * a_OriginX, 17 * a_OriginZ, 11 * i) / 19) % a_MaxOffset; int OriginZ = a_OriginZ + (a_Noise.IntNoise3DInt(17 * a_OriginX, 13 * a_OriginZ, 11 * i) / 23) % a_MaxOffset; int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_OriginX, 13 * a_OriginZ, 11 * i) / 17) % 20; // Generate three branches from the origin point: // The tunnels generated depend on X, Y, Z and Branches, // for the same set of numbers it generates the same offsets! // That's why we add a +1 to X in the third line GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 3); GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 2); GenerateTunnelsFromPoint(OriginX + 1, OriginY, OriginZ, a_Noise, 3); } }
void InitPerHeightRadius(int a_GridX, int a_GridZ) { int h = 0; while (h < cChunkDef::Height) { m_Noise.SetSeed(m_Seed + h); int rnd = m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 13; int NumBlocks = (rnd % 3) + 2; rnd = rnd / 4; float Val = (float)(rnd % 256) / 128 - 1; // Random float in range [-1, +1] if (h + NumBlocks > cChunkDef::Height) { NumBlocks = cChunkDef::Height - h; } for (int i = 0; i < NumBlocks; i++) { m_PerHeightRadius[h + i] = Val; } h += NumBlocks; } }
/** Recursively subdivides the line between the points of the specified index. Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half of the new line. */ void SubdivideLine(int a_Idx1, int a_Idx2) { // Calculate the midpoint: const sRavineDefPoint & p1 = m_DefPoints[a_Idx1]; const sRavineDefPoint & p2 = m_DefPoints[a_Idx2]; float MidX = (p1.m_X + p2.m_X) / 2; float MidZ = (p1.m_Z + p2.m_Z) / 2; float MidR = (p1.m_Radius + p2.m_Radius) / 2 + 0.1f; float MidT = (p1.m_Top + p2.m_Top) / 2; float MidB = (p1.m_Bottom + p2.m_Bottom) / 2; // Adjust the midpoint by a small amount of perpendicular vector in a random one of its two directions: float dx = p2.m_X - p1.m_X; float dz = p2.m_Z - p1.m_Z; if ((m_Noise.IntNoise2DInt((int)MidX, (int)MidZ) / 11) % 2 == 0) { MidX += dz * m_Roughness; MidZ -= dx * m_Roughness; } else { MidX -= dz * m_Roughness; MidZ += dx * m_Roughness; } int MidIdx = (a_Idx1 + a_Idx2) / 2; m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB); // Recurse the two halves, if they are worth recursing: if (MidIdx - a_Idx1 > 1) { SubdivideLine(a_Idx1, MidIdx); } if (a_Idx2 - MidIdx > 1) { SubdivideLine(MidIdx, a_Idx2); } }