#include "voxel_stream_noise.h" void VoxelStreamNoise::set_noise(Ref noise) { _noise = noise; } Ref VoxelStreamNoise::get_noise() const { return _noise; } void VoxelStreamNoise::set_height_start(real_t y) { _height_start = y; } real_t VoxelStreamNoise::get_height_start() const { return _height_start; } void VoxelStreamNoise::set_height_range(real_t hrange) { _height_range = hrange; } real_t VoxelStreamNoise::get_height_range() const { return _height_range; } void VoxelStreamNoise::emerge_block(Ref out_buffer, Vector3i origin_in_voxels, int lod) { ERR_FAIL_COND(out_buffer.is_null()); ERR_FAIL_COND(_noise.is_null()); OpenSimplexNoise &noise = **_noise; VoxelBuffer &buffer = **out_buffer; if (origin_in_voxels.y > _height_start + _height_range) { buffer.clear_channel_f(VoxelBuffer::CHANNEL_ISOLEVEL, 100.0); } else if (origin_in_voxels.y + (buffer.get_size().y << lod) < _height_start) { buffer.clear_channel_f(VoxelBuffer::CHANNEL_ISOLEVEL, -100.0); } else { FloatBuffer3D &noise_buffer = _noise_buffer; const int noise_buffer_step = 2; Vector3i noise_buffer_size = buffer.get_size() / noise_buffer_step + Vector3i(1); if (noise_buffer.get_size() != noise_buffer_size) { noise_buffer.create(noise_buffer_size); } // Cache noise at lower grid resolution and interpolate after, much cheaper for (int z = 0; z < noise_buffer.get_size().z; ++z) { for (int x = 0; x < noise_buffer.get_size().x; ++x) { for (int y = 0; y < noise_buffer.get_size().y; ++y) { float lx = origin_in_voxels.x + (x << lod) * noise_buffer_step; float ly = origin_in_voxels.y + (y << lod) * noise_buffer_step; float lz = origin_in_voxels.z + (z << lod) * noise_buffer_step; float n = noise.get_noise_3d(lx, ly, lz); noise_buffer.set(x, y, z, n); } } } float iso_scale = noise.get_period() * 0.1; float noise_buffer_scale = 1.f / static_cast(noise_buffer_step); for (int z = 0; z < buffer.get_size().z; ++z) { for (int x = 0; x < buffer.get_size().x; ++x) { for (int y = 0; y < buffer.get_size().y; ++y) { float ly = origin_in_voxels.y + (y << lod); float n = noise_buffer.get_trilinear(x * noise_buffer_scale, y * noise_buffer_scale, z * noise_buffer_scale); float t = (ly - _height_start) / _height_range; float d = (n + 2.0 * t - 1.0) * iso_scale; buffer.set_voxel_f(d, x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL); // TODO Support for blocky voxels } } } } } void VoxelStreamNoise::_bind_methods() { ClassDB::bind_method(D_METHOD("set_noise", "noise"), &VoxelStreamNoise::set_noise); ClassDB::bind_method(D_METHOD("get_noise"), &VoxelStreamNoise::get_noise); ClassDB::bind_method(D_METHOD("set_height_start", "hstart"), &VoxelStreamNoise::set_height_start); ClassDB::bind_method(D_METHOD("get_height_start"), &VoxelStreamNoise::get_height_start); ClassDB::bind_method(D_METHOD("set_height_range", "hrange"), &VoxelStreamNoise::set_height_range); ClassDB::bind_method(D_METHOD("get_height_range"), &VoxelStreamNoise::get_height_range); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_start"), "set_height_start", "get_height_start"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_range"), "set_height_range", "get_height_range"); }