Basic perlin noise is working
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+52
-48
@@ -21,70 +21,74 @@
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*/
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#include "map_generator.hpp"
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#include "maths.hpp"
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#include "vector2.hpp"
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#include <cmath>
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//it's either this, or dealing with floating points
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struct Coord {
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int x, y;
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};
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//-------------------------
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//Utility functions
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//-------------------------
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//std::abs() only uses floating points
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int absolute(int i) {
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return i > 0 ? i : -i;
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//snap to a grid (floating point version)
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static double snap(double x, double base) {
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return floor(x / base) * base;
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}
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//calculate how far away a query point is from a grid point
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Coord calcDist(Coord gridPoint, Coord queryPoint) {
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int i = absolute(queryPoint.x - gridPoint.x);
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int j = absolute(queryPoint.y - gridPoint.y);
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return {i, j};
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//A.K.A.: the dot product
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static double scalarProduct(Vector2 lhs, Vector2 rhs) {
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return lhs.x * rhs.x + lhs.y * rhs.y;
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}
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//calculate the amount of influence a distance will have within a certain sized area
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int calcInfluence(Coord dist, int width, int height) {
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//inverted distance
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Coord i = {width - dist.x, height - dist.y};
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//essentially calculating the length
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return sqrt(i.x*i.x + i.y*i.y);
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//curved interpolation
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static double curve(double x) {
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//param: 0 to 1 inclusive
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return 3.0 * pow(x, 2.0) - 2.0 * pow(x, 3.0);
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}
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//determine the scaled value from the grid point
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int calcScale(int influence, int gridValue, int pointValue) {
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/* TODO
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* (influence / {width, height}.Length()) //percentage to interpolate
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* poingValue - gridValue //difference
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* return percentage * difference //scale
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*/
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return gridValue;
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//-------------------------
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//Public methods
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//-------------------------
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Vector2 MapGenerator::RawNoise(Vector2 const& gridPoint) {
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double angle = rng(gridPoint.x * 0xffff + gridPoint.y);
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Vector2 v = {cos(angle), sin(angle)};
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v.Normalize();
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return v;
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}
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int MapGenerator::Noise(int x, int y, int width, int height) {
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Coord queryPoint = {x, y};
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double MapGenerator::Influence(Vector2 const& gridPoint, Vector2 const& queryPoint, double width, double height) {
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//note: inverting the distance here, so the smaller the distance the more influence it has
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Vector2 distance = queryPoint - gridPoint;
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Vector2 inverted = {width - distance.x, height - distance.y};
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double ret = scalarProduct(RawNoise(gridPoint), inverted);
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return ret > 0 ? ret : -ret;
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}
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double MapGenerator::ScaledNoise(double x, double y, double width, double height) {
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Vector2 queryPoint = {x, y};
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//the "grid points"
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Coord tl = {snap(x, width), snap(y, height)};
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Coord tr = {tl.x + width, tl.y};
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Coord bl = {tl.x, tl.y + height};
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Coord br = {tl.x + width, tl.y + height};
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Vector2 tl = {snap(x, width), snap(y, height)};
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Vector2 tr = {tl.x + width, tl.y};
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Vector2 bl = {tl.x, tl.y + height};
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Vector2 br = {tl.x + width, tl.y + height};
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//get the distance from the query, and subsequently the influence
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int tlInfluence = calcInfluence(calcDist(tl, queryPoint), width, height);
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int trInfluence = calcInfluence(calcDist(tr, queryPoint), width, height);
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int blInfluence = calcInfluence(calcDist(bl, queryPoint), width, height);
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int brInfluence = calcInfluence(calcDist(br, queryPoint), width, height);
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//influence equasion
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double s = Influence(tl, queryPoint, width, height);
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double t = Influence(tr, queryPoint, width, height);
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double u = Influence(bl, queryPoint, width, height);
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double v = Influence(br, queryPoint, width, height);
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//now combine the grid's values with the influence values
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int tlScale = calcScale(tlInfluence, RawNoise(tl.x, tl.y), RawNoise(queryPoint.x, queryPoint.y));
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int trScale = calcScale(trInfluence, RawNoise(tr.x, tr.y), RawNoise(queryPoint.x, queryPoint.y));
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int blScale = calcScale(blInfluence, RawNoise(bl.x, bl.y), RawNoise(queryPoint.x, queryPoint.y));
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int brScale = calcScale(brInfluence, RawNoise(br.x, br.y), RawNoise(queryPoint.x, queryPoint.y));
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//Finally, apply each scale to the raw value, resulting in the height map
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return tlScale + trScale + blScale + brScale + RawNoise(queryPoint.x, queryPoint.y);
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//Finally, calc the value
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double a = s + curve((t - s) / width);
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double b = u + curve((v - u) / width);
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return curve((b - a) / height);
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}
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int MapGenerator::RawNoise(int x, int y) {
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return (x * 11235 + y * 81321 + 3455) % 256;
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double MapGenerator::ScaleOctave(double x, double y, double width, double height, double octave) {
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double ret = 0;
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if (octave > 1) {
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ret += ScaleOctave(x, y, width/2, height/2, octave-1);
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}
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return ret / octave + ScaledNoise(x, y, width, height);
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}
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@@ -24,13 +24,17 @@
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#include "simple_rng.hpp"
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#include "vector2.hpp"
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class MapGenerator {
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public:
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MapGenerator() = default;
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~MapGenerator() = default;
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int Noise(int x, int y, int width, int height);
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int RawNoise(int x, int y);
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Vector2 RawNoise(Vector2 const&);
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double Influence(Vector2 const& gridPoint, Vector2 const& queryPoint, double width, double height);
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double ScaledNoise(double x, double y, double width, double height);
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double ScaleOctave(double x, double y, double width, double height, double octave);
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private:
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SimpleRNG rng;
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