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authorMattes D <github@xoft.cz>2014-11-09 14:33:37 +0100
committerMattes D <github@xoft.cz>2014-11-09 14:34:10 +0100
commitc43391fd8cfb50746493c103e504d38359c366b2 (patch)
tree7d2121d16c52cced65f095c985b372fc01a184f4 /src/Generating/Noise3DGenerator.h
parentTravis badge uses master branch. (diff)
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Diffstat (limited to 'src/Generating/Noise3DGenerator.h')
-rw-r--r--src/Generating/Noise3DGenerator.h46
1 files changed, 39 insertions, 7 deletions
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h
index c59b3f933..207aeab97 100644
--- a/src/Generating/Noise3DGenerator.h
+++ b/src/Generating/Noise3DGenerator.h
@@ -1,7 +1,11 @@
// Noise3DGenerator.h
-// Generates terrain using 3D noise, rather than composing. Is a test.
+// Declares cNoise3DGenerator and cNoise3DComposable classes, representing 3D-noise-based generators.
+// They generate terrain shape by combining a lerp of two 3D noises with a vertical linear gradient
+// cNoise3DGenerator is obsolete and unmaintained.
+// cNoise3DComposable is used to test parameter combinations for single-biome worlds.
+
@@ -74,24 +78,52 @@ public:
void Initialize(cIniFile & a_IniFile);
protected:
- cNoise m_Noise1;
- cNoise m_Noise2;
- cNoise m_Noise3;
+ /** The noise that is used to choose between density noise A and B. */
+ cPerlinNoise m_ChoiceNoise;
+
+ /** Density 3D noise, variant A. */
+ cPerlinNoise m_DensityNoiseA;
+
+ /** Density 3D noise, variant B. */
+ cPerlinNoise m_DensityNoiseB;
+
+ /** Heightmap-like noise used to provide variance for low-amplitude biomes. */
+ cPerlinNoise m_BaseNoise;
- int m_SeaLevel;
+ /** Block height of the sealevel, used for composing the terrain. */
+ int m_SeaLevel;
+
+ /** The main parameter of the generator, specifies the slope of the vertical linear gradient.
+ A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */
NOISE_DATATYPE m_HeightAmplification;
- NOISE_DATATYPE m_MidPoint; // Where the vertical "center" of the noise should be
+
+ /** Where the vertical "center" of the noise should be, as block height. */
+ NOISE_DATATYPE m_MidPoint;
+
+ // Frequency of the 3D noise's first octave:
NOISE_DATATYPE m_FrequencyX;
NOISE_DATATYPE m_FrequencyY;
NOISE_DATATYPE m_FrequencyZ;
+
+ // Frequency of the base terrain noise:
+ NOISE_DATATYPE m_BaseFrequencyX;
+ NOISE_DATATYPE m_BaseFrequencyZ;
+
+ // Frequency of the choice noise:
+ NOISE_DATATYPE m_ChoiceFrequencyX;
+ NOISE_DATATYPE m_ChoiceFrequencyY;
+ NOISE_DATATYPE m_ChoiceFrequencyZ;
+
+ // Threshold for when the values are considered air:
NOISE_DATATYPE m_AirThreshold;
+ // Cache for the last calculated chunk (reused between heightmap and composition queries):
int m_LastChunkX;
int m_LastChunkZ;
NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
- /// Generates the 3D noise array used for terrain generation, unless the LastChunk coords are equal to coords given
+ /** Generates the 3D noise array used for terrain generation (m_NoiseArray), unless the LastChunk coords are equal to coords given */
void GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ);
// cTerrainHeightGen overrides: