Convert to ObjC++
FossilOrigin-Name: 7c2704b3d77d6e63d960e315bfb601fddbf6fce538b7c5db6da664e04fbce4c2
This commit is contained in:
parent
04fa50a332
commit
133382170f
34 changed files with 87 additions and 79 deletions
89
src/rndmap.mm
Normal file
89
src/rndmap.mm
Normal file
|
@ -0,0 +1,89 @@
|
|||
// rndmap.cpp: perlin noise landscape generation and some experimental random
|
||||
// map stuff, currently not used
|
||||
|
||||
#include "cube.h"
|
||||
|
||||
float
|
||||
noise(int x, int y, int seed)
|
||||
{
|
||||
int n = x + y * 57;
|
||||
n = (n << 13) ^ n;
|
||||
return 1.0f -
|
||||
((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) /
|
||||
1073741824.0f;
|
||||
}
|
||||
|
||||
float
|
||||
smoothednoise(int x, int y, int seed)
|
||||
{
|
||||
float corners =
|
||||
(noise(x - 1, y - 1, seed) + noise(x + 1, y - 1, seed) +
|
||||
noise(x - 1, y + 1, seed) + noise(x + 1, y + 1, seed)) /
|
||||
16;
|
||||
float sides = (noise(x - 1, y, seed) + noise(x + 1, y, seed) +
|
||||
noise(x, y - 1, seed) + noise(x, y + 1, seed)) /
|
||||
8;
|
||||
float center = noise(x, y, seed) / 4;
|
||||
return corners + sides + center;
|
||||
}
|
||||
|
||||
float
|
||||
interpolate(float a, float b, float x)
|
||||
{
|
||||
float ft = x * 3.1415927f;
|
||||
float f = (1.0f - (float)cos(ft)) * 0.5f;
|
||||
return a * (1 - f) + b * f;
|
||||
}
|
||||
|
||||
float
|
||||
interpolatednoise(float x, float y, int seed)
|
||||
{
|
||||
int ix = (int)x;
|
||||
float fx = x - ix;
|
||||
int iy = (int)y;
|
||||
float fy = y - iy;
|
||||
float v1 = smoothednoise(ix, iy, seed);
|
||||
float v2 = smoothednoise(ix + 1, iy, seed);
|
||||
float v3 = smoothednoise(ix, iy + 1, seed);
|
||||
float v4 = smoothednoise(ix + 1, iy + 1, seed);
|
||||
float i1 = interpolate(v1, v2, fx);
|
||||
float i2 = interpolate(v3, v4, fy);
|
||||
return interpolate(i1, i2, fy);
|
||||
}
|
||||
|
||||
float
|
||||
perlinnoise_2D(float x, float y, int seedstep, float pers)
|
||||
{
|
||||
float total = 0;
|
||||
int seed = 0;
|
||||
for (int i = 0; i < 7; i++) {
|
||||
float frequency = (float)(2 ^ i);
|
||||
float amplitude = (float)pow(pers, i);
|
||||
total += interpolatednoise(x * frequency, y * frequency, seed) *
|
||||
amplitude;
|
||||
seed += seedstep;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
void
|
||||
perlinarea(block &b, int scale, int seed, int psize)
|
||||
{
|
||||
srand(seed);
|
||||
seed = rnd(10000);
|
||||
if (!scale)
|
||||
scale = 10;
|
||||
for (int x = b.x; x <= b.x + b.xs; x++)
|
||||
for (int y = b.y; y <= b.y + b.ys; y++) {
|
||||
sqr *s = S(x, y);
|
||||
if (!SOLID(s) && x != b.x + b.xs && y != b.y + b.ys)
|
||||
s->type = FHF;
|
||||
s->vdelta =
|
||||
(int)(perlinnoise_2D(x / ((float)scale) + seed,
|
||||
y / ((float)scale) + seed, 1000, 0.01f) *
|
||||
50 +
|
||||
25);
|
||||
if (s->vdelta > 128)
|
||||
s->vdelta = 0;
|
||||
};
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue