/*************************************************************************/ /* biome_terrain_generator.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ /* Copyright (c) 2020-2023 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "biome_terrain_generator.h" #include "core/config/engine.h" #include "core/math/math_funcs.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_VOXELMAN_ENABLED #include "../voxelman/world/default/voxel_chunk_default.h" #include "../voxelman/world/voxel_chunk.h" #endif #include "../entity_spell_system/singletons/ess.h" #include "../entity_spell_system/spawners/ess_entity_spawner.h" #include "../opensimplex/open_simplex_noise.h" int BiomeTerrainGenerator::get_current_seed() { return _current_seed; } void BiomeTerrainGenerator::set_current_seed(int value) { _current_seed = value; } #ifdef MODULE_VOXELMAN_ENABLED void BiomeTerrainGenerator::generate_simple_terrarin(Ref chunk, bool spawn_mobs) { Ref noise; noise.instance(); noise->set_seed(10 * get_current_seed()); noise->set_octaves(4); noise->set_period(280.0); noise->set_persistence(0.8); Ref terr_noise; terr_noise.instance(); terr_noise->set_seed(10 * 321 + 112 * get_current_seed()); terr_noise->set_octaves(4); terr_noise->set_period(90.0); terr_noise->set_persistence(0.9); Ref det_noise; det_noise.instance(); det_noise->set_seed(10 * 3231 + 112 * get_current_seed()); det_noise->set_octaves(6); det_noise->set_period(80.0); det_noise->set_persistence(0.3); for (int x = -chunk->get_margin_start(); x < chunk->get_size_x() + chunk->get_margin_end(); ++x) { for (int z = -chunk->get_margin_start(); z < chunk->get_size_z() + chunk->get_margin_end(); ++z) { float val = noise->get_noise_2d(x + (chunk->get_position_x() * chunk->get_size_x()), z + (chunk->get_position_z() * chunk->get_size_z())); val *= val; val *= 200.0; val += 2.0; float tv = terr_noise->get_noise_2d(x + (chunk->get_position_x() * chunk->get_size_x()), z + (chunk->get_position_z() * chunk->get_size_z())); tv *= tv * tv * tv; val += tv * 2.0; float dval = noise->get_noise_2d(x + (chunk->get_position_x() * chunk->get_size_x()), z + (chunk->get_position_z() * chunk->get_size_z())); val += dval * 6.0; int v = (int(val)); v -= chunk->get_position_y() * (chunk->get_size_y()); if (v > chunk->get_size_y() + chunk->get_margin_end()) v = chunk->get_size_y() + chunk->get_margin_end(); for (int y = -chunk->get_margin_start(); y < v; y++) { Math::seed(x + (chunk->get_position_x() * chunk->get_size_x()) + z + (chunk->get_position_z() * chunk->get_size_z()) + y + (chunk->get_position_y() * chunk->get_size_y())); if (v < 2) chunk->set_voxel(1, x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE); else if (v == 2) chunk->set_voxel(3, x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE); else chunk->set_voxel(2, x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE); float val2 = (val - static_cast(val)) * 4.0; val2 = static_cast(val2); val2 /= 4.0; chunk->set_voxel(static_cast(255.0 * val2), x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); } } } //if (!Engine::get_singleton()->is_editor_hint() && chunk->get_position_y() == 0 && spawn_mobs) { // Vector3 v = Vector3(chunk->get_position_x() * chunk->get_size_x() * chunk->get_voxel_scale() + chunk->get_size_x() / 2, // (chunk->get_position_y() + 1) * chunk->get_size_y() * chunk->get_voxel_scale(), // chunk->get_position_z()) * // (chunk->get_size_z() * chunk->get_voxel_scale() + chunk->get_size_z() / 2); // // ESS::get_singleton()->get_entity_spawner()->call("spawn_mob", 0, Math::rand() % 3, v); // } } #endif BiomeTerrainGenerator::BiomeTerrainGenerator() { _current_seed = 0; } BiomeTerrainGenerator::~BiomeTerrainGenerator() { } void BiomeTerrainGenerator::_bind_methods() { ClassDB::bind_method(D_METHOD("get_current_seed"), &BiomeTerrainGenerator::get_current_seed); ClassDB::bind_method(D_METHOD("set_current_seed", "value"), &BiomeTerrainGenerator::set_current_seed); ADD_PROPERTY(PropertyInfo(Variant::INT, "current_seed"), "set_current_seed", "get_current_seed"); #ifdef MODULE_VOXELMAN_ENABLED ClassDB::bind_method(D_METHOD("generate_simple_terrarin", "chunk", "spawn_mobs"), &BiomeTerrainGenerator::generate_simple_terrarin); #endif }