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Diffstat (limited to 'src/VoronoiMap.cpp')
-rw-r--r-- | src/VoronoiMap.cpp | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/VoronoiMap.cpp b/src/VoronoiMap.cpp new file mode 100644 index 000000000..e95cb0bfa --- /dev/null +++ b/src/VoronoiMap.cpp @@ -0,0 +1,95 @@ + +// VoronoiMap.cpp + +// Implements the cVoronoiMap class that implements a Voronoi algorithm over a noise to produce a map + +#include "Globals.h" +#include "VoronoiMap.h" + + + + + +cVoronoiMap::cVoronoiMap(int a_Seed, int a_CellSize) : + m_Noise(a_Seed * 13 + 7), + m_CellSize(a_CellSize) +{ +} + + + + + +void cVoronoiMap::SetCellSize(int a_CellSize) +{ + m_CellSize = a_CellSize; +} + + + + + +int cVoronoiMap::GetValueAt(int a_X, int a_Y) +{ + int MinDist1, MinDist2; + return GetValueAt(a_X, a_Y, MinDist1, MinDist2); +} + + + + + +int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist) +{ + int MinDist2; + return GetValueAt(a_X, a_Y, a_MinDist, MinDist2); +} + + + + + +int cVoronoiMap::GetValueAt(int a_X, int a_Y, int & a_MinDist1, int & a_MinDist2) +{ + // Note that due to historical reasons, the algorithm uses XZ coords, while the input uses XY coords. + // This is because the algorithm was first implemented directly in the biome generators which use MC coords. + + int CellX = a_X / m_CellSize; + int CellZ = a_Y / m_CellSize; + + // Get 5x5 neighboring cell seeds, compare distance to each. Return the value in the minumim-distance cell + int MinDist = m_CellSize * m_CellSize * 16; // There has to be a cell closer than this + int MinDist2 = MinDist; + int res = 0; // Will be overriden + for (int x = CellX - 2; x <= CellX + 2; x++) + { + int BaseX = x * m_CellSize; + for (int z = CellZ - 2; z < CellZ + 2; z++) + { + int OffsetX = (m_Noise.IntNoise3DInt(x, 16 * x + 32 * z, z) / 8) % m_CellSize; + int OffsetZ = (m_Noise.IntNoise3DInt(x, 32 * x - 16 * z, z) / 8) % m_CellSize; + int SeedX = BaseX + OffsetX; + int SeedZ = z * m_CellSize + OffsetZ; + + int Dist = (SeedX - a_X) * (SeedX - a_X) + (SeedZ - a_Y) * (SeedZ - a_Y); + if (Dist < MinDist) + { + MinDist2 = MinDist; + MinDist = Dist; + res = m_Noise.IntNoise3DInt(x, x - z + 1000, z); + } + else if (Dist < MinDist2) + { + MinDist2 = Dist; + } + } // for z + } // for x + + a_MinDist1 = MinDist; + a_MinDist2 = MinDist2; + return res; +} + + + + |