Cut down a few of the compiler warnings, refactored the octree into its own file. Refactored all map items into their own subfolder
This commit is contained in:
197
src/map/Map.cpp
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197
src/map/Map.cpp
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#include "map/Map.h"
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Map::Map(uint32_t dimensions) {
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srand(time(nullptr));
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voxel_data = new char[dimensions * dimensions * dimensions];
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for (uint64_t i = 0; i < dimensions * dimensions * dimensions; i++) {
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if (rand() % 25 < 2)
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voxel_data[i] = 1;
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else
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voxel_data[i] = 1;
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}
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}
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uint64_t Map::generate_children(sf::Vector3i pos, int voxel_scale) {
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// The 8 subvoxel coords starting from the 1th direction, the direction of the origin of the 3d grid
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// XY, Z++, XY
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std::vector<sf::Vector3i> v = {
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sf::Vector3i(pos.x , pos.y , pos.z),
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sf::Vector3i(pos.x + voxel_scale, pos.y , pos.z),
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sf::Vector3i(pos.x , pos.y + voxel_scale, pos.z),
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sf::Vector3i(pos.x + voxel_scale, pos.y + voxel_scale, pos.z),
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sf::Vector3i(pos.x , pos.y , pos.z + voxel_scale),
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sf::Vector3i(pos.x + voxel_scale, pos.y , pos.z + voxel_scale),
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sf::Vector3i(pos.x , pos.y + voxel_scale, pos.z + voxel_scale),
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sf::Vector3i(pos.x + voxel_scale, pos.y + voxel_scale, pos.z + voxel_scale)
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};
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// If we hit the 1th voxel scale then we need to query the 3D grid
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// and get the voxel at that position. I assume in the future when I
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// want to do chunking / loading of raw data I can edit the voxel access
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if (voxel_scale == 1) {
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//
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uint64_t child_descriptor = 0;
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// Setting the individual valid mask bits
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// These don't bound check, should they?
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for (int i = 0; i < v.size(); i++) {
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if (getVoxel(v.at(i)))
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SetBit(i + 16, &child_descriptor);
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}
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// We are querying leafs, so we need to fill the leaf mask
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child_descriptor |= 0xFF000000;
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// This is where contours
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// The CP will be left blank, contours will be added maybe
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return child_descriptor;
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}
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// Init a blank child descriptor for this node
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uint64_t child_descriptor = 0;
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std::vector<uint64_t> descriptor_array;
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// Generate down the recursion, returning the descriptor of the current node
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for (int i = 0; i < v.size(); i++) {
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uint64_t child = 0;
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// Get the child descriptor from the i'th to 8th subvoxel
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child = generate_children(v.at(i), voxel_scale / 2);
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// =========== Debug ===========
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PrettyPrintUINT64(child, &output_stream);
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output_stream << " " << voxel_scale << " " << counter++ << std::endl;
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// =============================
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// If the child is a leaf (contiguous) of non-valid values
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if (IsLeaf(child) && !CheckLeafSign(child)) {
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// Leave the valid mask 0, set leaf mask to 1
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SetBit(i + 16 + 8, &child_descriptor);
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}
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// If the child is valid and not a leaf
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else {
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// Set the valid mask, and add it to the descriptor array
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SetBit(i + 16, &child_descriptor);
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descriptor_array.push_back(child);
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}
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}
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// Any free space between the child descriptors must be added here in order to
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// interlace them and allow the memory handler to work correctly.
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// Copy the children to the stack and set the child_descriptors pointer to the correct value
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child_descriptor |= a.copy_to_stack(descriptor_array);
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// Free space may also be allocated here as well
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// Return the node up the stack
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return child_descriptor;
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}
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void Map::generate_octree() {
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// Launch the recursive generator at (0,0,0) as the first point
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// and the octree dimension as the initial block size
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uint64_t root_node = generate_children(sf::Vector3i(0, 0, 0), OCT_DIM/2);
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uint64_t tmp = 0;
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// ========= DEBUG ==============
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PrettyPrintUINT64(root_node, &output_stream);
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output_stream << " " << OCT_DIM << " " << counter++ << std::endl;
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// ==============================
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a.root_index = a.copy_to_stack(std::vector<uint64_t>{root_node});
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// Dump the debug log
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DumpLog(&output_stream, "raw_output.txt");
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}
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void Map::setVoxel(sf::Vector3i world_position, int val) {
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}
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bool Map::getVoxelFromOctree(sf::Vector3i position)
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{
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return a.get_voxel(position);
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}
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bool Map::getVoxel(sf::Vector3i pos){
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if (voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)]) {
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return true;
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} else {
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return false;
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}
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}
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void Map::test_map() {
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std::cout << "Validating map..." << std::endl;
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for (int x = 0; x < OCT_DIM; x++) {
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for (int y = 0; y < OCT_DIM; y++) {
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for (int z = 0; z < OCT_DIM; z++) {
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sf::Vector3i pos(x, y, z);
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bool arr1 = getVoxel(pos);
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bool arr2 = getVoxelFromOctree(pos);
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if (arr1 != arr2) {
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std::cout << "X: " << pos.x << "Y: " << pos.y << "Z: " << pos.z << std::endl;
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}
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}
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}
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}
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std::cout << "Done" << std::endl;
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sf::Clock timer;
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timer.restart();
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for (int x = 0; x < OCT_DIM; x++) {
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for (int y = 0; y < OCT_DIM; y++) {
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for (int z = 0; z < OCT_DIM; z++) {
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sf::Vector3i pos(x, y, z);
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bool arr1 = getVoxel(pos);
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}
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}
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}
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std::cout << "Array linear xyz access : ";
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std::cout << timer.restart().asMicroseconds() << " microseconds" << std::endl;
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for (int x = 0; x < OCT_DIM; x++) {
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for (int y = 0; y < OCT_DIM; y++) {
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for (int z = 0; z < OCT_DIM; z++) {
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sf::Vector3i pos(x, y, z);
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bool arr2 = getVoxelFromOctree(pos);
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}
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}
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}
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std::cout << "Octree linear xyz access : ";
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std::cout << timer.restart().asMicroseconds() << " microseconds" << std::endl;
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}
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151
src/map/Octree.cpp
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151
src/map/Octree.cpp
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@@ -0,0 +1,151 @@
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#include "map/Octree.h"
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Octree::Octree() {
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// initialize the first stack block
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for (int i = 0; i < 0x8000; i++) {
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blob[i] = 0;
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}
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}
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uint64_t Octree::copy_to_stack(std::vector<uint64_t> children) {
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// Check for the 15 bit boundry
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if (stack_pos - children.size() > stack_pos) {
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global_pos = stack_pos;
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stack_pos = 0x8000;
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}
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else {
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stack_pos -= children.size();
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}
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// Check for the far bit
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memcpy(&blob[stack_pos + global_pos], children.data(), children.size() * sizeof(uint64_t));
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// Return the bitmask encoding the index of that value
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// If we tripped the far bit, allocate a far index to the stack and place
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// it at the bottom of the child_descriptor node level array
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// And then shift the far bit to 1
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// If not, shift the index to its correct place
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return stack_pos;
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}
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bool Octree::get_voxel(sf::Vector3i position) {
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// Struct that holds the state necessary to continue the traversal from the found voxel
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oct_state state;
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// push the root node to the parent stack
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uint64_t head = blob[root_index];
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state.parent_stack[state.parent_stack_position] = head;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = OCT_DIM;
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sf::Vector3i quad_position(0, 0, 0);
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// While we are not at the required resolution
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// Traverse down by setting the valid/leaf mask to the subvoxel
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// Check to see if it is valid
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// Yes?
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// Check to see if it is a leaf
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// No? Break
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// Yes? Scale down to the next hierarchy, push the parent to the stack
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//
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// No?
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// Break
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while (dimension > 1) {
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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int mask_index = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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// Set our voxel position to the (0,0) of the correct oct
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quad_position.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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state.idx_stack[state.scale] |= idx_set_x_mask;
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}
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y |= (dimension / 2);
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mask_index += 2;
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state.idx_stack[state.scale] ^= idx_set_y_mask;
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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quad_position.z += (dimension / 2);
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mask_index += 4;
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state.idx_stack[state.scale] |= idx_set_z_mask;
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}
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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// Check to see if it is a leaf
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if ((head >> 24) & mask_8[mask_index]) {
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// If it is, then we cannot traverse further as CP's won't have been generated
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return true;
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}
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// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
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state.scale++;
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dimension /= 2;
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// Count the number of valid octs that come before and add it to the index to get the position
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// Negate it by one as it counts itself
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int count = count_bits((uint8_t)(head >> 16) & count_mask_8[mask_index]) - 1;
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// access the element at which head points to and then add the specified number of indices
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// to get to the correct child descriptor
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head = blob[(head & child_pointer_mask) + count];
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// Increment the parent stack position and put the new oct node as the parent
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state.parent_stack_position++;
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state.parent_stack[state.parent_stack_position] = head;
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}
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else {
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// If the oct was not valid, then no CP's exists any further
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// This implicitly says that if it's non-valid then it must be a leaf!!
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// It appears that the traversal is now working but I need
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// to focus on how to now take care of the end condition.
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// Currently it adds the last parent on the second to lowest
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// oct CP. Not sure if thats correct
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return false;
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}
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}
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return true;
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}
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void Octree::print_block(int block_pos) {
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std::stringstream sss;
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for (int i = block_pos; i < (int)pow(2, 15); i++) {
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PrettyPrintUINT64(blob[i], &sss);
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sss << "\n";
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}
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DumpLog(&sss, "raw_data.txt");
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}
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382
src/map/Old_Map.cpp
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382
src/map/Old_Map.cpp
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@@ -0,0 +1,382 @@
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#include <iostream>
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "util.hpp"
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#include <map/Old_Map.h>
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#include <algorithm>
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Old_Map::Old_Map(sf::Vector3i dim) {
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dimensions = dim;
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}
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Old_Map::~Old_Map() {
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}
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void generate_at(int x, int y, std::vector<std::vector<int>> *grid) {
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size_t x_bound = grid->size();
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size_t y_bound = grid->at(0).size();
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// N S E W
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std::vector<int> t = { 1, 2, 3, 4 };
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std::random_shuffle(t.begin(), t.end());
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while (t.size() > 0) {
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switch (t.back()) {
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// 20 lines to hard code, a headache to do it cleverly
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case 1: {
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if (y + 1 < y_bound && grid->at(x).at(y + 1) == 0) {
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grid->at(x).at(y) = 1;
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grid->at(x).at(y + 1) = 2;
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generate_at(x, y + 1, grid);
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}
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break;
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}
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case 2: {
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if (y - 1 >= 0 && grid->at(x).at(y - 1) == 0) {
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grid->at(x).at(y) = 2;
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grid->at(x).at(y - 1) = 1;
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generate_at(x, y - 1, grid);
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}
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break;
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}
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case 3: {
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if (x + 1 < x_bound && grid->at(x+1).at(y) == 0) {
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grid->at(x).at(y) = 3;
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grid->at(x + 1).at(y) = 4;
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generate_at(x + 1, y, grid);
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}
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break;
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}
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case 4: {
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if (x - 1 >= 0 && grid->at(x-1).at(y) == 0) {
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grid->at(x).at(y) = 4;
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grid->at(x - 1).at(y) = 3;
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generate_at(x - 1, y, grid);
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}
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break;
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}
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}
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t.pop_back();
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}
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}
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std::vector<std::vector<int>> generate_maze(sf::Vector2i dimensions, sf::Vector2i start_point) {
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std::vector<std::vector<int>> grid(dimensions.x, std::vector<int>(dimensions.y, 0));
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generate_at(start_point.x, start_point.y, &grid);
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return grid;
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}
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void Old_Map::generate_terrain() {
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std::mt19937 gen;
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std::uniform_real_distribution<double> dis(-1.0, 1.0);
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auto f_rand = std::bind(dis, std::ref(gen));
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voxel_data = new char[dimensions.x * dimensions.y * dimensions.z];
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height_map = new double[dimensions.x * dimensions.y];
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for (int i = 0; i < dimensions.x * dimensions.y * dimensions.z; i++) {
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voxel_data[i] = 0;
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}
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//set_voxel(sf::Vector3i(63, 63, 63), 1);
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for (int i = 0; i < dimensions.x * dimensions.y; i++) {
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height_map[i] = 0;
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}
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//size of grid to generate, note this must be a
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//value 2^n+1
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int DATA_SIZE = dimensions.x + 1;
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//an initial seed value for the corners of the data
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//srand(f_rand());
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double SEED = rand() % 40 + 40;
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//seed the data
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set_sample(0, 0, SEED);
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set_sample(0, dimensions.y, SEED);
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set_sample(dimensions.x, 0, SEED);
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set_sample(dimensions.x, dimensions.y, SEED);
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double h = 40.0;//the range (-h -> +h) for the average offset
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//for the new value in range of h
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//side length is distance of a single square side
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//or distance of diagonal in diamond
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for (int sideLength = DATA_SIZE - 1;
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//side length must be >= 2 so we always have
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//a new value (if its 1 we overwrite existing values
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//on the last iteration)
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sideLength >= 2;
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//each iteration we are looking at smaller squares
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//diamonds, and we decrease the variation of the offset
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sideLength /= 2, h /= 2.0) {
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//half the length of the side of a square
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//or distance from diamond center to one corner
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//(just to make calcs below a little clearer)
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int halfSide = sideLength / 2;
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//generate the new square values
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for (int x = 0; x < DATA_SIZE - 1; x += sideLength) {
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for (int y = 0; y < DATA_SIZE - 1; y += sideLength) {
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//x, y is upper left corner of square
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//calculate average of existing corners
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double avg = sample(x, y) + //top left
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sample(x + sideLength, y) +//top right
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sample(x, y + sideLength) + //lower left
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sample(x + sideLength, y + sideLength);//lower right
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avg /= 4.0;
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||||
|
||||
//center is average plus random offset
|
||||
set_sample(x + halfSide, y + halfSide,
|
||||
//We calculate random value in range of 2h
|
||||
//and then subtract h so the end value is
|
||||
//in the range (-h, +h)
|
||||
avg + (f_rand() * 2 * h) - h);
|
||||
}
|
||||
}
|
||||
|
||||
//generate the diamond values
|
||||
//since the diamonds are staggered we only move x
|
||||
//by half side
|
||||
//NOTE: if the data shouldn't wrap then x < DATA_SIZE
|
||||
//to generate the far edge values
|
||||
for (int x = 0; x < DATA_SIZE - 1; x += halfSide) {
|
||||
//and y is x offset by half a side, but moved by
|
||||
//the full side length
|
||||
//NOTE: if the data shouldn't wrap then y < DATA_SIZE
|
||||
//to generate the far edge values
|
||||
for (int y = (x + halfSide) % sideLength; y < DATA_SIZE - 1; y += sideLength) {
|
||||
//x, y is center of diamond
|
||||
//note we must use mod and add DATA_SIZE for subtraction
|
||||
//so that we can wrap around the array to find the corners
|
||||
double avg =
|
||||
sample((x - halfSide + DATA_SIZE) % DATA_SIZE, y) + //left of center
|
||||
sample((x + halfSide) % DATA_SIZE, y) + //right of center
|
||||
sample(x, (y + halfSide) % DATA_SIZE) + //below center
|
||||
sample(x, (y - halfSide + DATA_SIZE) % DATA_SIZE); //above center
|
||||
avg /= 4.0;
|
||||
|
||||
//new value = average plus random offset
|
||||
//We calculate random value in range of 2h
|
||||
//and then subtract h so the end value is
|
||||
//in the range (-h, +h)
|
||||
avg = avg + (f_rand() * 2 * h) - h;
|
||||
//update value for center of diamond
|
||||
set_sample(x, y, avg);
|
||||
|
||||
//wrap values on the edges, remove
|
||||
//this and adjust loop condition above
|
||||
//for non-wrapping values.
|
||||
if (x == 0) set_sample(DATA_SIZE - 1, y, avg);
|
||||
if (y == 0) set_sample(x, DATA_SIZE - 1, avg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 100; x < 150; x += 10) {
|
||||
for (int y = 100; y < 150; y += 10) {
|
||||
for (int z = 0; z < 10; z += 1) {
|
||||
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (int x = 0; x < dimensions.x; x++) {
|
||||
for (int y = 0; y < dimensions.y; y++) {
|
||||
|
||||
if (height_map[x + y * dimensions.x] > 0) {
|
||||
|
||||
int z = static_cast<int>(height_map[x + y * dimensions.x]);
|
||||
|
||||
while (z > 0 && z < dimensions.z) {
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
|
||||
z--;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
|
||||
for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
|
||||
for (int z = 0; z < 5; z++) {
|
||||
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (int x = 0; x < dimensions.x; x++) {
|
||||
for (int y = 0; y < dimensions.y; y++) {
|
||||
// for (int z = 0; z < dimensions.z; z++) {
|
||||
//if (rand() % 1000 < 1)
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 30; x < 60; x++) {
|
||||
//for (int y = 0; y < dimensions.y; y++) {
|
||||
for (int z = 0; z < 25; z++) {
|
||||
voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6;
|
||||
}
|
||||
//}
|
||||
}
|
||||
|
||||
// Hand code in some constructions
|
||||
|
||||
std::vector<std::vector<int>> maze =
|
||||
generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
|
||||
|
||||
for (int x = 0; x < maze.size(); x++) {
|
||||
for (int y = 0; y < maze.at(0).size(); y++) {
|
||||
|
||||
switch(maze.at(x).at(y)) {
|
||||
|
||||
case 1: { // North
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 2: { // South
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 3: { // East
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 4: { // West
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//for (int x = 0; x < dimensions.x; x++) {
|
||||
// for (int y = 0; y < dimensions.y; y++) {
|
||||
// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
// }
|
||||
//}
|
||||
|
||||
set_voxel(sf::Vector3i(45, 70, 5), 1);
|
||||
set_voxel(sf::Vector3i(47, 70, 5), 1);
|
||||
set_voxel(sf::Vector3i(100, 100, 50), 1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Old_Map::set_voxel(sf::Vector3i position, int val) {
|
||||
voxel_data[position.x + dimensions.x * (position.y + dimensions.z * position.z)] = val;
|
||||
}
|
||||
|
||||
sf::Vector3i Old_Map::getDimensions() {
|
||||
return dimensions;
|
||||
}
|
||||
|
||||
char* Old_Map::get_voxel_data() {
|
||||
return voxel_data;
|
||||
}
|
||||
|
||||
double Old_Map::sample(int x, int y) {
|
||||
return height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x];
|
||||
}
|
||||
|
||||
void Old_Map::set_sample(int x, int y, double value) {
|
||||
height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x] = value;
|
||||
}
|
||||
|
||||
void Old_Map::sample_square(int x, int y, int size, double value) {
|
||||
int hs = size / 2;
|
||||
|
||||
// a b
|
||||
//
|
||||
// x
|
||||
//
|
||||
// c d
|
||||
|
||||
double a = sample(x - hs, y - hs);
|
||||
double b = sample(x + hs, y - hs);
|
||||
double c = sample(x - hs, y + hs);
|
||||
double d = sample(x + hs, y + hs);
|
||||
|
||||
set_sample(x, y, ((a + b + c + d) / 4.0) + value);
|
||||
|
||||
}
|
||||
|
||||
void Old_Map::sample_diamond(int x, int y, int size, double value) {
|
||||
int hs = size / 2;
|
||||
|
||||
// c
|
||||
//
|
||||
//a x b
|
||||
//
|
||||
// d
|
||||
|
||||
double a = sample(x - hs, y);
|
||||
double b = sample(x + hs, y);
|
||||
double c = sample(x, y - hs);
|
||||
double d = sample(x, y + hs);
|
||||
|
||||
set_sample(x, y, ((a + b + c + d) / 4.0) + value);
|
||||
}
|
||||
|
||||
void Old_Map::diamond_square(int stepsize, double scale) {
|
||||
|
||||
std::mt19937 generator;
|
||||
std::uniform_real_distribution<double> uniform_distribution(-1.0, 1.0);
|
||||
auto f_rand = std::bind(uniform_distribution, std::ref(generator));
|
||||
|
||||
int halfstep = stepsize / 2;
|
||||
|
||||
for (int y = halfstep; y < dimensions.y + halfstep; y += stepsize) {
|
||||
for (int x = halfstep; x < dimensions.x + halfstep; x += stepsize) {
|
||||
sample_square(x, y, stepsize, f_rand() * scale);
|
||||
}
|
||||
}
|
||||
|
||||
for (int y = 0; y < dimensions.y; y += stepsize) {
|
||||
for (int x = 0; x < dimensions.x; x += stepsize) {
|
||||
sample_diamond(x + halfstep, y, stepsize, f_rand() * scale);
|
||||
sample_diamond(x, y + halfstep, stepsize, f_rand() * scale);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user