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-rw-r--r--terrain_generator.cpp54
1 files changed, 54 insertions, 0 deletions
diff --git a/terrain_generator.cpp b/terrain_generator.cpp
index a57f5d1..fe9ddd0 100644
--- a/terrain_generator.cpp
+++ b/terrain_generator.cpp
@@ -2,6 +2,8 @@
#include <noise/noise.h>
#include "noiseutils/noiseutils.h"
+#include <boost/random.hpp>
+#include <boost/random/variate_generator.hpp>
using namespace noise;
@@ -46,3 +48,55 @@ float *TerrainGenerator::get_chunk(int64_t x, int64_t y, unsigned int width, uns
h = generate_heights(x, y, width, height);
return h;
}
+
+// TODO: merge this into terrain height generation above somehow
+std::list<Vector3> TerrainGenerator::generate_objects(int64_t x, int64_t y, unsigned int width, unsigned int height) {
+ std::list<Vector3> trees;
+
+ const double scale_factor = 0.004;
+ // "base" needs to match the terrain heightmap noise
+ module::Perlin base;
+ base.SetSeed(seed);
+
+ module::Const low;
+ low.SetConstValue(0);
+
+ module::Select final;
+ final.SetSourceModule(0, low);
+ final.SetSourceModule(1, base);
+ final.SetControlModule(base);
+ const float lower = -.24;
+ const float upper = .19;
+ final.SetBounds(lower, upper);
+
+ utils::NoiseMap heightmap;
+ utils::NoiseMapBuilderPlane heightmap_builder;
+
+ heightmap_builder.SetSourceModule(final);
+ heightmap_builder.SetDestNoiseMap(heightmap);
+
+ heightmap_builder.SetDestSize(width, height);
+ heightmap_builder.SetBounds((double)x * scale_factor, (double)(x+33) * scale_factor,
+ (double)y * scale_factor, (double)(y+33) * scale_factor);
+ heightmap_builder.Build();
+
+ boost::mt19937 rng(seed);
+ boost::normal_distribution<float> nd(-2, .7);
+ boost::variate_generator<boost::mt19937&, boost::normal_distribution<float> > r(rng, nd);
+
+ for(unsigned int i = 0; i < 32; i++) {
+ for(unsigned int j = 0; j < 32; j++) {
+ if(heightmap.GetValue(i, j) > 0 && r() > 0)
+ trees.push_back(Vector3(x + i, 0, y + j));
+ }
+ }
+
+ return trees;
+}
+
+std::list<Vector3> TerrainGenerator::get_objects(int64_t x, int64_t y, unsigned int width, unsigned int height) {
+ if(has_objects(x, y))
+ return load_objects(x, y);
+ else
+ return generate_objects(x, y, width, height);
+}