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terraingenerator.cpp
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terraingenerator.cpp
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//
// terraingenerator.cpp
// trees
//
// Created by Brendon Justin on 4/29/12.
// Copyright (c) 2012 Brendon Justin. All rights reserved.
//
#include "terraingenerator.h"
#include "utils.h"
#include <cmath>
float TerrainGenerator::ratio = 1.0f;
float TerrainGenerator::scale = 1.0f;
float TerrainGenerator::getRandomOffset(int depth)
{
float scaleDown = 1;
for (int i = 0; i < depth; ++i)
{
scaleDown *= pow(2,-ratio);
}
if (GLOBAL_mtrand.rand() > 0.5) scaleDown = -scaleDown;
return GLOBAL_mtrand.rand()*scale*scaleDown;
}
void TerrainGenerator::diamondIteration(std::vector<std::vector<float> >& vec, int count)
{
int sideLength = vec.size();
int sideLengthZero = sideLength - 1;
int numSegments = pow(2, count-1);
int span = sideLengthZero / numSegments;
int halfSpan = span / 2;
int x1, x2, y1, y2;
float avg;
for (int x = 0; x < sideLengthZero; x += span)
{
for (int y = 0; y < sideLengthZero; y += span)
{
x1 = x;
x2 = x+span;
y1 = y;
y2 = y+span;
avg = vec[x1][y1] + vec[x2][y1] + vec[x2][y2] + vec[x1][y2];
avg *= 0.25f;
vec[x1+halfSpan][y1+halfSpan] = avg + getRandomOffset(count);
}
}
}
void TerrainGenerator::squareIteration(std::vector<std::vector<float> >& vec, int count)
{
int sideLength = vec.size();
int sideLengthZero = sideLength - 1;
int numSegments = pow(2, count-1);
int span = sideLengthZero / numSegments;
int halfSpan = span / 2;
int x1, x2, y1, y2, xHalf, yHalf, rr, dd, ll, uu;
float avg;
for (int x = 0; x < sideLengthZero; x += span)
{
for (int y = 0; y < sideLengthZero; y += span)
{
x1 = x;
x2 = x+span;
y1 = y;
y2 = y+span;
xHalf = x+halfSpan;
yHalf = y+halfSpan;
rr = x + span + halfSpan;
if (rr > sideLengthZero) rr = halfSpan;
dd = y + span + halfSpan;
if (dd > sideLengthZero) dd = halfSpan;
ll = x - halfSpan;
if (ll < 0) ll = sideLengthZero - halfSpan;
uu = y - halfSpan;
if (uu < 0) uu = sideLengthZero - halfSpan;
avg = vec[x1][y1] + vec[xHalf][yHalf] + vec[x1][y2] + vec[ll][yHalf];
avg *= 0.25f;
vec[x1][yHalf] = avg + getRandomOffset(count);
avg = vec[x1][y1] + vec[xHalf][uu] + vec[x2][y1] + vec[xHalf][yHalf];
avg *= 0.25f;
vec[xHalf][y1] = avg + getRandomOffset(count);
avg = vec[x2][y1] + vec[rr][yHalf] + vec[x2][y2] + vec[xHalf][yHalf];
avg *= 0.25f;
vec[x2][yHalf] = avg + getRandomOffset(count);
avg = vec[x1][y2] + vec[xHalf][yHalf] + vec[x2][y2] + vec[xHalf][dd];
avg *= 0.25f;
vec[xHalf][y2] = avg + getRandomOffset(count);
}
}
// Set the heights to be equal at the right and left edges,
// as well as the top and bottom edges.
for (int x = 0; x < sideLength; x += span)
{
vec[x][sideLengthZero] = vec[x][0];
}
for (int y = 0; y < sideLength; y += span)
{
vec[sideLengthZero][y] = vec[0][y];
}
}
// Generate fractal terrain using the diamond-square algorithm
std::vector<std::vector<float> > TerrainGenerator::generate(int squaresPerSide)
{
int count, iterations, pointsPerSide;
int x1, x2, y1, y2;
pointsPerSide = squaresPerSide + 1;
std::vector<std::vector<float> > heights;
for (int i = 0; i < pointsPerSide; ++i)
{
std::vector<float> thisVec (pointsPerSide, 0);
heights.push_back(thisVec);
}
x1 = 0;
y1 = 0;
x2 = squaresPerSide;
y2 = squaresPerSide;
// Initialize the corners to height 0
heights[x1][y1] = heights[x1][y2] = heights[x2][y2] = heights[x2][y1] = 0;
count = 0;
iterations = log(heights.size() - 1) / log(2);
while (count++ < iterations) {
diamondIteration(heights, count);
squareIteration(heights, count);
}
return heights;
}