[Add] Fractal noise and random seed to world gen.
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@ -1,21 +1,29 @@
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#include <chrono>
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#include "world.h"
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#include "bettola/game/chunk.h"
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#include "bettola/noise/fast_noise_lite.h"
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World::World(void) {
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m_noise.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
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m_noise.SetFrequency(0.02f);
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_noise.SetSeed(std::chrono::high_resolution_clock::now().time_since_epoch().count());
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_noise.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
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_noise.SetFrequency(0.02f);
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_noise.SetFractalType(FastNoiseLite::FractalType_FBm);
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_noise.SetFractalOctaves(5);
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_noise.SetFractalLacunarity(2.0f);
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_noise.SetFractalGain(0.5);
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}
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BettolaLib::Game::Chunk& World::get_chunk(int x, int z) {
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ChunkPos pos = {x, z};
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auto it = m_chunks.find(pos);
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if(it != m_chunks.end()) {
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auto it = _chunks.find(pos);
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if(it != _chunks.end()) {
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return it->second;
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}
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/* If chunk doesn't exist, generate it. */
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BettolaLib::Game::Chunk& new_chunk = m_chunks[pos];
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BettolaLib::Game::Chunk& new_chunk = _chunks[pos];
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_generate_chunk(new_chunk, x, z);
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return new_chunk;
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}
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@ -27,10 +35,10 @@ void World::_generate_chunk(BettolaLib::Game::Chunk& chunk, int chunk_x, int chu
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float world_x = (float)(chunk_x * (BettolaLib::Game::CHUNK_WIDTH - 1)
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+ (x - BettolaLib::Game::CHUNK_BORDER_SIZE));
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float world_z = (float)(chunk_z * (BettolaLib::Game::CHUNK_HEIGHT - 1)
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+ (z + BettolaLib::Game::CHUNK_BORDER_SIZE));
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+ (z - BettolaLib::Game::CHUNK_BORDER_SIZE));
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/* generate noise value. */
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chunk.heightmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = m_noise.GetNoise(world_x, world_z);
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chunk.heightmap[z * BettolaLib::Game::CHUNK_DATA_WIDTH + x] = _noise.GetNoise(world_x, world_z);
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}
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}
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}
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@ -23,7 +23,7 @@ public:
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private:
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void _generate_chunk(BettolaLib::Game::Chunk& chunk, int chunk_x, int chunk_z);
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FastNoiseLite m_noise;
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std::map<ChunkPos, BettolaLib::Game::Chunk> m_chunks;
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FastNoiseLite _noise;
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std::map<ChunkPos, BettolaLib::Game::Chunk> _chunks;
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};
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