Rewrite Map Generation using LibNoise!
parent
7ba75bb805
commit
6fe900eb29
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@ -17,6 +17,7 @@ include_directories (
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lib/gzip-hpp-master/include
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lib/catch
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lib/simplex
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lib/libnoise
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)
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#Include all of the dynamic libraries
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@ -29,6 +30,7 @@ set (ZEUS_LIBRARIES
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lua #sol2
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dl z #gzip
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enet #enet
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noise #libnoise
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)
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#Include 'Packages', I don't understand how this works
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@ -1,8 +1,6 @@
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set(ZEUS_SRC_FILES
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client/engine/graphics/Mesh.cpp
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client/engine/graphics/Mesh.h
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generic/helpers/PerlinNoise.cpp
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generic/helpers/PerlinNoise.h
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client/engine/Entity.cpp
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client/engine/Entity.h
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client/engine/graphics/Shader.cpp
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@ -98,9 +96,6 @@ set(ZEUS_SRC_FILES
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client/engine/graphics/RectEntity.h
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generic/gen/MapGenJob.h
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generic/helpers/Interpolation.h
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generic/noise/NoiseParams.h
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generic/noise/NoiseSampler.cpp
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generic/noise/NoiseSampler.h
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generic/noise/NoiseSample.cpp
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generic/noise/NoiseSample.h
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client/engine/Frustum.cpp
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@ -114,6 +109,11 @@ set(ZEUS_SRC_FILES
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server/world/WorldGenStream.cpp
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server/world/WorldGenStream.h
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client/game/localworld/WorldInterpolationStream.cpp
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client/game/localworld/WorldInterpolationStream.h generic/helpers/Vec3Compare.h generic/helpers/ChunkVec.h client/game/localworld/MeshGenStream.cpp client/game/localworld/MeshGenStream.h generic/helpers/VecUtils.h)
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client/game/localworld/WorldInterpolationStream.h
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generic/helpers/Vec3Compare.h
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generic/helpers/ChunkVec.h
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client/game/localworld/MeshGenStream.cpp
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client/game/localworld/MeshGenStream.h
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generic/helpers/VecUtils.h)
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add_library (zeusCore ${ZEUS_SRC_FILES})
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@ -13,7 +13,6 @@
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#include <vec3.hpp>
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#include <gtc/type_ptr.hpp>
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#include "../../../generic/helpers/PerlinNoise.h"
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#include "../../../generic/helpers/ArrayTrans3D.h"
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#include "../../../generic/blocks/BlockAtlas.h"
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#include "../../../generic/blocks/BlockChunk.h"
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@ -1,74 +1,45 @@
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#include <cmath>
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//
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// Created by aurailus on 28/01/19.
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//
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#include "MapGen.h"
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#include "../../client/engine/Timer.h"
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#include "../noise/NoiseSample.h"
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MapGen::MapGen(unsigned int seed) : sampler(seed) {
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MapGen::MapGen(unsigned int seed) {
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this->seed = seed;
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p_feature = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_3D,
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.NOISE_H_FACTOR = 60,
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.NOISE_V_FACTOR = 100,
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.SAMPLE_H_PRECISION = 4,
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.SAMPLE_V_PRECISION = 4,
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.NOISE_MULTIPLIER = 2
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};
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terrainFlatBase.SetFrequency(0.15);
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terrainFlatBase.SetPersistence(0.4);
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p_feature_scale = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 100,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 1,
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.SAMPLE_V_PRECISION = 1,
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.NOISE_MULTIPLIER = 1
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};
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terrainFlat.SetSourceModule(0, terrainFlatBase);
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terrainFlat.SetScale(0.125);
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terrainFlat.SetBias(-0.75);
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p_density = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 2000,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 1,
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.SAMPLE_V_PRECISION = 1,
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.NOISE_MULTIPLIER = 100
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};
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terrainType.SetFrequency(0.05);
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terrainType.SetPersistence(0.25);
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p_density_variation = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 300,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 1,
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.SAMPLE_V_PRECISION = 1,
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.NOISE_MULTIPLIER = 50
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};
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terrainMountains.SetFrequency(0.1);
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p_density_variation_smaller = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 100,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 2,
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.SAMPLE_V_PRECISION = 2,
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.NOISE_MULTIPLIER = 25
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};
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terrainFinal.SetSourceModule(0, terrainFlat);
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terrainFinal.SetSourceModule(1, terrainMountains);
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p_flora_feature = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 100,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 2,
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.SAMPLE_V_PRECISION = 2,
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.NOISE_MULTIPLIER = 1
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};
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terrainFinal.SetControlModule(terrainType);
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terrainFinal.SetBounds(0.0, 1000.0);
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terrainFinal.SetEdgeFalloff(0.1);
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p_flora_smaller = NoiseParams {
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.PERLIN_TYPE = NoiseParams::PERLIN_2D,
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.NOISE_H_FACTOR = 25,
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.NOISE_V_FACTOR = 0,
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.SAMPLE_H_PRECISION = 4,
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.SAMPLE_V_PRECISION = 4,
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.NOISE_MULTIPLIER = 1
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};
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floraNoise.SetFrequency(2);
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floraNoise.SetOctaveCount(4);
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floraTurbulence.SetSourceModule(0, floraNoise);
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floraTurbulence.SetFrequency(4.0);
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floraTurbulence.SetPower(0.125);
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floraFinal.SetSourceModule(0, floraTurbulence);
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floraFinal.SetScale(3);
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floraFinal.SetBias(1);
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}
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BlockChunk* MapGen::generate(glm::vec3 pos) {
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@ -129,28 +100,19 @@ void MapGen::getElevation(MapGenJob &job) {
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}
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void MapGen::getDensityMap(MapGenJob &job) {
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auto density_sample = sampler.sample(job.pos, p_density);
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auto density_variation_sample = sampler.sample(job.pos, p_density_variation);
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auto density_variation_smaller_sample = sampler.sample(job.pos, p_density_variation_smaller);
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auto feature_sample = sampler.sample(job.pos, p_feature);
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auto feature_scale_sample = sampler.sample(job.pos, p_feature_scale);
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auto terrain_2d_sample = NoiseSample::getSample(&terrainFinal, job.pos, 4, 1, true);
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glm::vec3 lp;
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for (int m = 0; m < 4096; m++) {
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ArrayTrans3D::indAssignVec(m, lp);
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job.density[m] = density_sample.get(lp)
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+ density_variation_sample.get(lp)
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+ density_variation_smaller_sample.get(lp)
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+ ((float)pow(feature_sample.get(lp) + 0.5, 2.0) - 0.5f) * 15
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- ((job.pos.y * 16 + lp.y));
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job.density[m] = terrain_2d_sample.get(lp) * 24.0f - (lp.y + job.pos.y * 16);
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}
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}
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void MapGen::fillChunk(MapGenJob &job) {
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auto flora_sample = sampler.sample(job.pos, p_flora_feature);
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auto flora_smaller_sample = sampler.sample(job.pos, p_flora_smaller);
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auto flora_2d_sample = NoiseSample::getSample(&floraFinal, job.pos, 16, 1, true);
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glm::vec3 lp;
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@ -158,16 +120,15 @@ void MapGen::fillChunk(MapGenJob &job) {
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ArrayTrans3D::indAssignVec(m, lp);
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int d = job.depth[m];
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double grassType = (flora_sample.get(lp) + 0.5) * (flora_smaller_sample.get(lp) + 0.5);
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int grassType = min((int)std::floor(flora_2d_sample.get(lp)), 5);
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int tallGrass = (int)floor(grassType * 5.0 - 1);
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if (tallGrass > 0) tallGrass += 5;
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else tallGrass = 0;
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if (grassType > 0) grassType += 5;
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else grassType = 0;
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job.blocks[m] = d == 0 ? 0
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: d == 1 ? tallGrass
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: d == 1 ? grassType
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: d == 2 ? 1
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: d <= 5 ? 2
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: d <= 3 ? 2
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: 3;
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}
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}
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@ -11,8 +11,10 @@
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#include "MapGenJob.h"
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#include "../blocks/BlockChunk.h"
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#include "../noise/NoiseParams.h"
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#include "../noise/NoiseSampler.h"
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#include <noise/noise.h>
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using namespace noise;
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class MapGen {
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public:
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@ -24,16 +26,17 @@ private:
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void fillChunk(MapGenJob &j);
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NoiseSampler sampler;
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unsigned int seed;
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NoiseParams p_feature;
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NoiseParams p_feature_scale;
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NoiseParams p_density;
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NoiseParams p_density_variation;
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NoiseParams p_density_variation_smaller;
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module::RidgedMulti terrainMountains;
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module::Billow terrainFlatBase;
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module::ScaleBias terrainFlat;
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module::Perlin terrainType;
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module::Select terrainFinal;
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NoiseParams p_flora_feature;
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NoiseParams p_flora_smaller;
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module::Perlin floraNoise;
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module::Turbulence floraTurbulence;
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module::ScaleBias floraFinal;
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};
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@ -1,94 +0,0 @@
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "OCUnusedGlobalDeclarationInspection"
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#include "PerlinNoise.h"
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// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
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// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
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// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
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// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
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// Initialize with the reference values for the permutation vector
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PerlinNoise::PerlinNoise() {
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// Initialize the permutation vector with the reference values
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p = {
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151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
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8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
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35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
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134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
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55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
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18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
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250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
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189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
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43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
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97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
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107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
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// Duplicate the permutation vector
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p.insert(p.end(), p.begin(), p.end());
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}
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// Generate a new permutation vector based on the value of seed
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PerlinNoise::PerlinNoise(unsigned int seed) {
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p.resize(256);
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// Fill p with values from 0 to 255
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std::iota(p.begin(), p.end(), 0);
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// Initialize a random engine with seed
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std::default_random_engine engine(seed);
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// Suffle using the above random engine
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std::shuffle(p.begin(), p.end(), engine);
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// Duplicate the permutation vector
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p.insert(p.end(), p.begin(), p.end());
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}
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double PerlinNoise::noise(double x, double y, double z) {
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// Find the unit cube that contains the point
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int X = (int) floor(x) & 255;
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int Y = (int) floor(y) & 255;
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int Z = (int) floor(z) & 255;
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// Find relative x, y,z of point in cube
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x -= floor(x);
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y -= floor(y);
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z -= floor(z);
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// Compute fade curves for each of x, y, z
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double u = fade(x);
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double v = fade(y);
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double w = fade(z);
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// Hash coordinates of the 8 cube corners
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int A = p[X] + Y;
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int AA = p[A] + Z;
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int AB = p[A + 1] + Z;
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int B = p[X + 1] + Y;
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int BA = p[B] + Z;
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int BB = p[B + 1] + Z;
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// Add blended results from 8 corners of cube
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double res = lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), grad(p[BA], x-1, y, z)), lerp(u, grad(p[AB], x, y-1, z), grad(p[BB], x-1, y-1, z))), lerp(v, lerp(u, grad(p[AA+1], x, y, z-1), grad(p[BA+1], x-1, y, z-1)), lerp(u, grad(p[AB+1], x, y-1, z-1), grad(p[BB+1], x-1, y-1, z-1))));
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return (res + 1.0)/2.0;
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}
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double PerlinNoise::fade(double t) {
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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double PerlinNoise::lerp(double t, double a, double b) {
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return a + t * (b - a);
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}
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double PerlinNoise::grad(int hash, double x, double y, double z) {
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int h = hash & 15;
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// Convert lower 4 bits of hash into 12 gradient directions
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double u = h < 8 ? x : y,
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v = h < 4 ? y : h == 12 || h == 14 ? x : z;
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return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
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}
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#pragma clang diagnostic pop
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@ -1,37 +0,0 @@
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "OCUnusedGlobalDeclarationInspection"
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// THIS CLASS IS A TRANSLATION TO C++11 FROM THE REFERENCE
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// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
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// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
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// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
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#ifndef PERLINNOISE_H
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#define PERLINNOISE_H
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#include <vector>
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include <numeric>
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class PerlinNoise {
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// The permutation vector
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std::vector<int> p;
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public:
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// Initialize with the reference values for the permutation vector
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PerlinNoise();
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// Generate a new permutation vector based on the value of seed
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explicit PerlinNoise(unsigned int seed);
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// Get a noise value, for 2D images z can have any value
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double noise(double x, double y, double z);
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private:
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double fade(double t);
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double lerp(double t, double a, double b);
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double grad(int hash, double x, double y, double z);
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};
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#endif
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#pragma clang diagnostic pop
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File diff suppressed because it is too large
Load Diff
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@ -1,26 +0,0 @@
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//
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// Created by aurailus on 15/02/19.
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//
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#ifndef ZEUS_NOISEPARAMS_H
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#define ZEUS_NOISEPARAMS_H
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struct NoiseParams {
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bool PERLIN_TYPE;
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float NOISE_H_FACTOR;
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float NOISE_V_FACTOR;
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int SAMPLE_H_PRECISION;
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int SAMPLE_V_PRECISION;
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float NOISE_MULTIPLIER;
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//Enum
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const static bool PERLIN_3D = true;
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const static bool PERLIN_2D = false;
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};
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#endif //ZEUS_NOISEPARAMS_H
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@ -72,4 +72,26 @@ float NoiseSample::get(glm::vec3& pos) {
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p000, p100, p001, p101, xFac, zFac
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);
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}
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}
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}
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NoiseSample NoiseSample::getSample(noise::module::Module *module, glm::vec3 chunkPos, int hPrecision, int vPrecision, bool flat) {
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NoiseSample s(hPrecision, vPrecision);
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float offsetH = 16.0f / hPrecision;
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float offsetV = 16.0f / vPrecision;
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for (int i = 0; i <= hPrecision; i++) {
|
||||
for (int j = 0; j <= vPrecision; j++) {
|
||||
for (int k = 0; k <= hPrecision; k++) {
|
||||
|
||||
double xCoord = (chunkPos.x * 16 + offsetH * i) / 16.0;
|
||||
double yCoord = (flat) ? 0 : (chunkPos.y * 16 + offsetV * j) / 16.0;
|
||||
double zCoord = (chunkPos.z * 16 + offsetH * k) / 16.0;
|
||||
|
||||
s.set(glm::vec3(i, j, k), (float)module->GetValue(xCoord, yCoord, zCoord));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return std::move(s);
|
||||
}
|
||||
|
|
|
@ -8,9 +8,12 @@
|
|||
#include <vector>
|
||||
#include <vec3.hpp>
|
||||
#include <iostream>
|
||||
#include <noise/noise.h>
|
||||
|
||||
class NoiseSample {
|
||||
public:
|
||||
static NoiseSample getSample(noise::module::Module *module, glm::vec3 chunkPos, int hPrecision = 8, int vPrecision = 8, bool flat = false);
|
||||
|
||||
NoiseSample(int hPrecision, int vPrecision);
|
||||
|
||||
void set(glm::vec3 pos, float value);
|
||||
|
|
|
@ -1,34 +0,0 @@
|
|||
//
|
||||
// Created by aurailus on 15/02/19.
|
||||
//
|
||||
|
||||
#include "NoiseSampler.h"
|
||||
|
||||
NoiseSampler::NoiseSampler(unsigned int seed) {
|
||||
this->seed = seed;
|
||||
}
|
||||
|
||||
NoiseSample NoiseSampler::sample(glm::vec3 pos, NoiseParams ¶ms) {
|
||||
Simplex::seed(seed);
|
||||
|
||||
if (!params.PERLIN_TYPE) params.SAMPLE_V_PRECISION = 1;
|
||||
NoiseSample s(params.SAMPLE_H_PRECISION, params.SAMPLE_V_PRECISION);
|
||||
|
||||
float offsetH = 16.0f / params.SAMPLE_H_PRECISION;
|
||||
float offsetV = 16.0f / params.SAMPLE_V_PRECISION;
|
||||
|
||||
for (int i = 0; i <= params.SAMPLE_H_PRECISION; i++) {
|
||||
for (int j = 0; j <= params.SAMPLE_V_PRECISION; j++) {
|
||||
for (int k = 0; k <= params.SAMPLE_H_PRECISION; k++) {
|
||||
|
||||
float xCoord = (pos.x * 16 + offsetH * i) / params.NOISE_H_FACTOR;
|
||||
float yCoord = (params.PERLIN_TYPE) ? (pos.y * 16 + offsetV * j) / params.NOISE_V_FACTOR : 0;
|
||||
float zCoord = (pos.z * 16 + offsetH * k) / params.NOISE_H_FACTOR;
|
||||
|
||||
s.set(glm::vec3(i, j, k), (Simplex::noise(glm::vec3(xCoord, yCoord, zCoord)) * 0.5f) * params.NOISE_MULTIPLIER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return std::move(s);
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
//
|
||||
// Created by aurailus on 15/02/19.
|
||||
//
|
||||
|
||||
#ifndef ZEUS_NOISESAMPLER_H
|
||||
#define ZEUS_NOISESAMPLER_H
|
||||
|
||||
|
||||
#include "../helpers/PerlinNoise.h"
|
||||
#include "../helpers/Simplex.h"
|
||||
#include "NoiseSample.h"
|
||||
#include "NoiseParams.h"
|
||||
|
||||
class NoiseSampler {
|
||||
public:
|
||||
explicit NoiseSampler(unsigned int seed);
|
||||
|
||||
NoiseSample sample(glm::vec3 pos, NoiseParams ¶ms);
|
||||
|
||||
private:
|
||||
unsigned int seed;
|
||||
};
|
||||
|
||||
|
||||
#endif //ZEUS_NOISESAMPLER_H
|
|
@ -12,7 +12,7 @@
|
|||
|
||||
class ServerPlayer {
|
||||
public:
|
||||
const static int ACTIVE_RANGE = 20;
|
||||
const static int ACTIVE_RANGE = 25;
|
||||
|
||||
explicit ServerPlayer(ServerPeer* peer);
|
||||
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
// Created by aurailus on 05/03/19.
|
||||
//
|
||||
|
||||
#include <algorithm>
|
||||
#include "World.h"
|
||||
#include "../../generic/network/PacketChannel.h"
|
||||
|
||||
|
@ -23,6 +24,7 @@ void World::addPlayer(ServerPlayer *player) {
|
|||
}
|
||||
|
||||
std::sort(toGenerate.begin(), toGenerate.end(), [&](glm::vec3 a, glm::vec3 b) {
|
||||
using namespace std;
|
||||
return max(max(abs(a.x - pos.x), abs(a.y - pos.y)), abs(a.z - pos.z)) <
|
||||
max(max(abs(b.x - pos.x), abs(b.y - pos.y)), abs(b.z - pos.z));
|
||||
});
|
||||
|
|
|
@ -2,6 +2,6 @@ set(ZEUS_TEST_FILES
|
|||
tests/BlockChunk.cpp
|
||||
tests/NetHandler.cpp
|
||||
tests/Serializer.cpp
|
||||
tests/PerlinNoise.cpp)
|
||||
tests/LibNoise.cpp)
|
||||
|
||||
add_library (zeusTest ${ZEUS_TEST_FILES})
|
|
@ -16,6 +16,6 @@ TEST_CASE("Sanity Check", "[core]") {
|
|||
#include "tests/NetHandler.cpp"
|
||||
#include "tests/Serializer.cpp"
|
||||
#include "tests/Packet.cpp"
|
||||
#include "tests/PerlinNoise.cpp"
|
||||
#include "tests/LibNoise.cpp"
|
||||
|
||||
#pragma clang diagnostic pop
|
|
@ -21,18 +21,18 @@ TEST_CASE("Blockchunks", "[networking]") {
|
|||
for (int i = 0; i < 20; i++) {
|
||||
auto b = getRandomChunk();
|
||||
|
||||
SECTION("BlockChunk RLE Encoding") {
|
||||
auto rle = b->rleEncode();
|
||||
|
||||
auto b2 = new BlockChunk();
|
||||
b2->rleDecode(rle);
|
||||
|
||||
for (int j = 0; j < 4096; j++) {
|
||||
REQUIRE(b2->getBlock(j) == b->getBlock(j));
|
||||
}
|
||||
|
||||
delete b2;
|
||||
}
|
||||
// SECTION("BlockChunk RLE Encoding") {
|
||||
// auto rle = b->rleEncode();
|
||||
//
|
||||
// auto b2 = new BlockChunk();
|
||||
// b2->rleDecode(rle);
|
||||
//
|
||||
// for (int j = 0; j < 4096; j++) {
|
||||
// REQUIRE(b2->getBlock(j) == b->getBlock(j));
|
||||
// }
|
||||
//
|
||||
// delete b2;
|
||||
// }
|
||||
|
||||
auto gzip = b->serialize();
|
||||
|
||||
|
|
|
@ -0,0 +1,18 @@
|
|||
//
|
||||
// Created by aurailus on 22/02/19.
|
||||
//
|
||||
|
||||
#include <catch.hpp>
|
||||
#include <iostream>
|
||||
#include <noise/noise.h>
|
||||
|
||||
TEST_CASE("Noise Sanity Check", "noise") {
|
||||
using namespace noise;
|
||||
|
||||
module::Perlin myModule;
|
||||
double value = myModule.GetValue(1.25, 0.75, 0.5);
|
||||
|
||||
double diff = fabs(value - 0.686347);
|
||||
|
||||
REQUIRE(diff < 0.1);
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
//
|
||||
// Created by aurailus on 22/02/19.
|
||||
//
|
||||
|
||||
#include <catch.hpp>
|
||||
#include <iostream>
|
||||
#include "../../src/generic/helpers/PerlinNoise.h"
|
||||
|
||||
TEST_CASE("Perlin Range Check") {
|
||||
|
||||
PerlinNoise p;
|
||||
|
||||
double min = 0.5, max = 0.5;
|
||||
|
||||
for (int i = 0; i < 100000; i++) {
|
||||
auto v = p.noise(i / 12.0f, i / 0.23f, i / 18.0f);
|
||||
if (v > max) max = v;
|
||||
if (v < min) min = v;
|
||||
}
|
||||
|
||||
printf("Perlin Noise Exhibited Values:\nMin: %f, Max: %f\n", min, max);
|
||||
|
||||
REQUIRE(min < 0.1); //Require Min is around 0
|
||||
REQUIRE(min >= 0); //Require Min is not below 0
|
||||
REQUIRE(max > 0.9); //Require Max is around 1
|
||||
REQUIRE(min <= 1); //Require Max is not above 1
|
||||
}
|
Loading…
Reference in New Issue