Terrain generator updates + Foliage work
This commit is contained in:
parent
c69caeeab9
commit
3948f1f921
@ -17,6 +17,13 @@
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}
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],
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"modelPath" : "Models/falloak1.fbx"
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},
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{
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"name" : "Green Grass",
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"tokens" : [
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"AMBIENT"
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],
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"modelPath" : "Models/falloak1.fbx"
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}
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]
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19
assets/Data/voxelTypes.json
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19
assets/Data/voxelTypes.json
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@ -0,0 +1,19 @@
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{
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"types" : [
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{
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"id" : 0,
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"name" : "air"
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},
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{
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"id" : 1,
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"name" : "dirt"
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},
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{
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"id" : 2,
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"name" : "grass",
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"ambientFoliage" : [
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"Grass"
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]
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}
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]
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}
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20
docs/TerrainEditing.txt
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20
docs/TerrainEditing.txt
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@ -0,0 +1,20 @@
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electrosphere.client.terrain.editing.TerrainEditing
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- Client static interface for editing terrain
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- The idea is that this provides functions you can call anywhere from client side to trigger a request to perform a terrain edit
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Which leads to
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electrosphere.server.terrain.editing.TerrainEditing
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- Server utility functions for actually editing terrain
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- Does the calculations of a real coordinate + radius to determine which cells to edit and how much
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- This then updates the server terrain manager with edits via the VoxelCellManager interface
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VoxelCellManager interface
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- Provides an interface on top of DataCellManager to update terrain functions
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- Makes functions that must be implemented on data cell manager so implementation specific to cell manager
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- For GriddedDataCellManager, this uses a lock and updates values
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- As values are updated, they should be send 1-by-1 over the network via individual update packets to the client
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When client receives voxel update packet in ClientTerrainManager, it triggers the cell to update that specific drawcell
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This should also update all ambient foliage
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@ -13,7 +13,9 @@ import org.joml.Matrix4f;
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import org.joml.Quaterniond;
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import org.joml.Vector3d;
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import org.joml.Vector3f;
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import org.joml.Vector3i;
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import electrosphere.client.terrain.cache.ChunkData;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityCreationUtils;
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@ -26,7 +28,7 @@ import electrosphere.renderer.buffer.ShaderAttribute;
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import electrosphere.renderer.buffer.HomogenousUniformBuffer.HomogenousBufferTypes;
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/**
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* Manages foliage (grass, small plants, etc) that should be shown, typically instanced
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* Manages ambient foliage (grass, small plants, etc) that should be shown, typically instanced
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*/
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public class ClientFoliageManager {
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@ -50,6 +52,8 @@ public class ClientFoliageManager {
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//FoliageCells that are active and have foliage that is being drawn
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Set<FoliageCell> activeCells = new HashSet<FoliageCell>();
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//map of position-based key to foliage cell at the position
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Map<String,FoliageCell> locationCellMap = new HashMap<String,FoliageCell>();
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//The maximum distance a cell can be away from the player before being destroyed
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static final float CELL_DISTANCE_MAX = 25f;
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//The maximum number of foliage cells
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@ -172,6 +176,16 @@ public class ClientFoliageManager {
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return new Quaterniond().rotationX(-Math.PI / 2.0f).rotateLocalY(Math.PI * placementRandomizer.nextFloat());
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}
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/**
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* Gets a key for a foliage cell in the localCellMap
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* @param worldPosition The world position of the cell
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* @param voxelPosition The voxel position of the cell
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* @return The key for the cell
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*/
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private String getFoliageCellKey(Vector3i worldPosition, Vector3i voxelPosition){
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return worldPosition.x + "_" + worldPosition.y + "_" + worldPosition.z + "_" + voxelPosition.x + "_" + voxelPosition.y + "_" + voxelPosition.z;
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}
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/**
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* Makes an already created entity a drawable, instanced entity (client only) by backing it with an InstancedActor
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@ -188,6 +202,62 @@ public class ClientFoliageManager {
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Globals.clientScene.registerEntityToTag(entity, EntityTags.DRAW_INSTANCED);
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}
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/**
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* Evaluates a chunk to see where foliage cells should be created or updated
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* @param worldPos The world position of the chunk
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*/
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public void evaluateChunk(Vector3i worldPos){
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ChunkData data = Globals.clientTerrainManager.getChunkDataAtWorldPoint(worldPos);
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for(int x = 0; x < ChunkData.CHUNK_SIZE; x++){
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//can't go to very top 'cause otherwise there would be no room to put grass
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for(int y = 0; y < ChunkData.CHUNK_SIZE - 1; y++){
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for(int z = 0; z < ChunkData.CHUNK_SIZE; z++){
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String key = getFoliageCellKey(worldPos, new Vector3i(x,y,z));
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if(locationCellMap.get(key) != null){
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//destroy if there's no longer ground or
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//if the cell above is now occupied or
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//if the lower cell is no longer supporting foliage
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if(data.getWeight(new Vector3i(x,y,z)) <= 0 ||
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data.getWeight(new Vector3i(x,y + 1,z)) > 0 ||
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!typeSupportsFoliage(data.getType(new Vector3i(x,y,z)))){
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//TODO: destroy
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} else {
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//TODO: evaluate if foliage is placed well
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}
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} else {
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//create if current is ground and above is air
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if(
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data.getWeight(new Vector3i(x,y,z)) > 0 &&
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data.getWeight(new Vector3i(x,y + 1,z)) < 0 &&
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typeSupportsFoliage(data.getType(new Vector3i(x,y,z)))
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){
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//create foliage cell
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}
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}
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}
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}
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}
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//evaluate top cells if chunk above this one exists
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ChunkData aboveData = Globals.clientTerrainManager.getChunkDataAtWorldPoint(new Vector3i(worldPos).add(0,1,0));
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if(aboveData != null){
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for(int x = 0; x < ChunkData.CHUNK_SIZE; x++){
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for(int z = 0; z < ChunkData.CHUNK_SIZE; z++){
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if(data.getWeight(new Vector3i(x,ChunkData.CHUNK_SIZE - 1,z)) > 0 && aboveData.getWeight(new Vector3i(x,0,z)) < 0){
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}
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}
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}
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}
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}
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/**
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* Gets whether the voxel type supports foliage or not
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* @param type
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* @return
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*/
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private boolean typeSupportsFoliage(int type){
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return Globals.gameConfigCurrent.getVoxelData().getTypeFromId(type).getAmbientFoliage() != null;
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}
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/**
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* Evaluate all foliage cells to see if any should be deconstructed and any new ones should be created
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@ -196,7 +266,7 @@ public class ClientFoliageManager {
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Vector3d playerPosition = EntityUtils.getPosition(Globals.playerEntity);
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for(FoliageCell activeCell : activeCells){
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//if cell is outside of range of player, disable cell
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if(activeCell.position.distance(playerPosition) > CELL_DISTANCE_MAX){
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if(Globals.clientWorldData.convertWorldToRealSpace(activeCell.worldPosition).distance(playerPosition) > CELL_DISTANCE_MAX){
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//TODO: destroy cell
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}
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}
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@ -3,6 +3,7 @@ package electrosphere.client.foliagemanager;
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import java.util.Set;
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import org.joml.Vector3d;
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import org.joml.Vector3i;
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import electrosphere.entity.Entity;
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@ -10,9 +11,12 @@ import electrosphere.entity.Entity;
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* Contains a set of foliage entities and groups them together.
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*/
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public class FoliageCell {
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//position of the foliage cell
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Vector3d position;
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//position of the foliage cell in world coordinates
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protected Vector3i worldPosition;
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//position of the foliage cell in local coordinates
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protected Vector3i localPosition;
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//constituent entities
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Set<Entity> containedEntities;
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protected Set<Entity> containedEntities;
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}
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@ -102,6 +102,19 @@ public class ClientWorldData {
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);
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}
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/**
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* Converts a world space vector to a real space vector
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* @param position The world space vector
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* @return The real space vector
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*/
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public Vector3d convertWorldToRealSpace(Vector3i position){
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return new Vector3d(
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convertWorldToReal(position.x),
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convertWorldToReal(position.y),
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convertWorldToReal(position.z)
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);
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}
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public Vector3i convertRealToVoxelSpace(Vector3d position){
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return new Vector3i(
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(int)Math.floor(position.x - convertChunkToRealSpace(convertRealToChunkSpace(position.x))),
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@ -57,9 +57,7 @@ public class ClientSimulation {
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}
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}
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//update foliage
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if(Globals.clientFoliageManager != null){
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Globals.clientFoliageManager.update();
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}
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Globals.clientFoliageManager.update();
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//tally collidables and offset position accordingly
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// for(Entity currentCollidable : Globals.entityManager.getEntitiesWithTag(EntityTags.COLLIDABLE)){
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// CollidableTree tree = CollidableTree.getCollidableTree(currentCollidable);
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@ -173,6 +173,8 @@ public class DrawCellManager {
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drawable.add(targetKey);
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//make drawable entity
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keyCellMap.get(targetKey).generateDrawableEntity();
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//evaluate for foliage
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Globals.clientFoliageManager.evaluateChunk(worldPos);
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}
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}
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}
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@ -204,6 +206,8 @@ public class DrawCellManager {
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// }
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keyCellMap.get(targetKey).destroy();
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keyCellMap.get(targetKey).generateDrawableEntity();
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//evaluate for foliage
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Globals.clientFoliageManager.evaluateChunk(worldPos);
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}
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drawable.add(targetKey);
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}
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@ -8,6 +8,8 @@ import java.util.List;
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import java.util.UUID;
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import java.util.concurrent.CopyOnWriteArrayList;
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import org.joml.Vector3i;
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import electrosphere.client.scene.ClientWorldData;
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import electrosphere.client.terrain.cache.ChunkData;
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import electrosphere.client.terrain.cache.ClientTerrainCache;
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@ -127,9 +129,25 @@ public class ClientTerrainManager {
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Globals.drawCellManager.markUpdateable(worldX, worldY, worldZ);
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}
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/**
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* Gets the chunk data at a given world position
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* @param worldX The x component of the world coordinate
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* @param worldY The y component of the world coordinate
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* @param worldZ The z component of the world coordinate
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* @return The chunk data if it exists, otherwise null
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*/
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public ChunkData getChunkDataAtWorldPoint(int worldX, int worldY, int worldZ){
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return terrainCache.getSubChunkDataAtPoint(worldX, worldY, worldZ);
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}
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/**
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* Gets the chunk data at a given world position
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* @param worldPos The world position as a joml vector
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* @return The chunk data if it exists, otherwise null
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*/
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public ChunkData getChunkDataAtWorldPoint(Vector3i worldPos){
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return terrainCache.getSubChunkDataAtPoint(worldPos.x, worldPos.y, worldPos.z);
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}
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@ -378,12 +378,9 @@ public class Globals {
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clientHitboxManager = new HitboxManager();
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//ai manager
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aiManager = new AIManager();
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//data cell manager
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//realm & data cell manager
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realmManager = new RealmManager();
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// dataCellManager = new DataCellManager();
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// griddedDataCellManager = new GriddedDataCellManager();
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entityDataCellMapper = new EntityDataCellMapper();
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// dataCellLocationResolver = new DataCellLocationResolver();
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//nav mesh manager
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navMeshManager = new NavMeshManager();
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//terrain
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@ -136,7 +136,7 @@ public class Main {
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//debug: create terrain/world viewer
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// TerrainViewer.runViewer();
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TerrainViewer.runViewer();
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//create the drawing context
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if(Globals.RUN_CLIENT && !Globals.HEADLESS){
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@ -80,6 +80,8 @@ public class ClientLoading {
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Globals.controlHandler.setHandlerState(ControlHandler.ControlsState.NO_INPUT);
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//initialize the "real" objects simulation
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initClientSimulation();
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//init foliage manager
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initFoliageManager();
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//initialize the cell manager (client)
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initDrawCellManager();
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//initialize the basic graphical entities of the world (skybox, camera)
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@ -90,8 +92,6 @@ public class ClientLoading {
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setSimulationsToReady();
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//init culling manager and other graphics-focused non-simulation items
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initEntityCullingManager();
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//init foliage manager
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initFoliageManager();
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//hide cursor
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Globals.controlHandler.hideMouse();
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//make loading window disappear
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@ -14,6 +14,7 @@ import electrosphere.game.data.object.type.model.ObjectTypeLoader;
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import electrosphere.game.data.object.type.model.ObjectTypeMap;
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import electrosphere.game.data.projectile.ProjectileTypeHolder;
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import electrosphere.game.data.structure.type.model.StructureTypeMap;
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import electrosphere.game.data.voxel.VoxelData;
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import electrosphere.game.server.race.model.RaceMap;
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import electrosphere.game.server.symbolism.model.SymbolMap;
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import electrosphere.util.FileUtils;
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@ -32,6 +33,8 @@ public class Config {
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SymbolMap symbolMap;
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RaceMap raceMap;
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ProjectileTypeHolder projectileTypeHolder;
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//data about every voxel type
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VoxelData voxelData;
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public static Config loadDefaultConfig(){
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Config config = new Config();
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@ -42,6 +45,7 @@ public class Config {
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config.objectTypeLoader = loadObjectTypes("Data/objects.json");
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config.symbolMap = FileUtils.loadObjectFromAssetPath("Data/symbolism.json", SymbolMap.class);
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config.raceMap = FileUtils.loadObjectFromAssetPath("Data/races.json", RaceMap.class);
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config.voxelData = FileUtils.loadObjectFromAssetPath("Data/voxelTypes.json", VoxelData.class);
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config.projectileTypeHolder = FileUtils.loadObjectFromAssetPath("Data/projectile.json", ProjectileTypeHolder.class);
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config.projectileTypeHolder.init();
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return config;
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@ -139,5 +143,9 @@ public class Config {
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public ProjectileTypeHolder getProjectileMap(){
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return projectileTypeHolder;
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}
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public VoxelData getVoxelData(){
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return voxelData;
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}
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}
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@ -4,17 +4,26 @@ import electrosphere.game.data.foliage.type.FoliageType;
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import java.util.List;
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/**
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*
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* @author amaterasu
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* The map of all types of foliage in the game
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*/
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public class FoliageTypeMap {
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//The list of all foliage types
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List<FoliageType> foliageList;
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/**
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* Gets the list of all foliage types
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* @return The list of all foliage types
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*/
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public List<FoliageType> getFoliageList() {
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return foliageList;
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}
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/**
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* Gets a foliage type by its name
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* @param name The name of the foliage type
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* @return The type object
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*/
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public FoliageType getFoliage(String name){
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for(FoliageType foliage : foliageList){
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if(foliage.getName().matches(name)){
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47
src/main/java/electrosphere/game/data/voxel/VoxelData.java
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47
src/main/java/electrosphere/game/data/voxel/VoxelData.java
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package electrosphere.game.data.voxel;
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import java.util.Set;
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/**
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* A list of all voxel types in game
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*/
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public class VoxelData {
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//The set of all voxel types
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Set<VoxelType> types;
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/**
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* Gets all voxel types
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* @return The set of all voxel types
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*/
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public Set<VoxelType> getTypes(){
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return types;
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}
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/**
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* Gets the voxel type by its name, or null if that type does not exist
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* @param name The name of the voxel type
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* @return The voxel type or null
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*/
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public VoxelType getTypeFromName(String name){
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for(VoxelType type : types){
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if(type.name.contains(name)){
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return type;
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}
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}
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return null;
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}
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/**
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* Gets the voxel type by its id, or null if that type does not exist
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* @param id The id of the voxel type
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* @return The voxel type or null
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*/
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public VoxelType getTypeFromId(int id){
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for(VoxelType type : types){
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if(type.id == id){
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return type;
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}
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}
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return null;
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}
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}
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39
src/main/java/electrosphere/game/data/voxel/VoxelType.java
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39
src/main/java/electrosphere/game/data/voxel/VoxelType.java
Normal file
@ -0,0 +1,39 @@
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package electrosphere.game.data.voxel;
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import java.util.Set;
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/**
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* Data about a particular type of voxel
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*/
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public class VoxelType {
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//the id of this voxel type
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int id;
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//the name of the type
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String name;
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//any ambient foliage that can be placed on this voxel type
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Set<String> ambientFoliage;
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/**
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* Gets the id of the voxel type
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* @return The id
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*/
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public int getId(){
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return id;
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}
|
||||
|
||||
/**
|
||||
* Gets the name of the voxel type
|
||||
* @return The name
|
||||
*/
|
||||
public String getName(){
|
||||
return name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the names of all ambient foliage that can be placed on this voxel type
|
||||
* @return The set of names
|
||||
*/
|
||||
public Set<String> getAmbientFoliage(){
|
||||
return ambientFoliage;
|
||||
}
|
||||
}
|
||||
@ -874,8 +874,13 @@ public class TerrainInterpolator {
|
||||
//
|
||||
// }
|
||||
|
||||
|
||||
public static float[][] getBicubicInterpolatedChunk(float[][] macroValues, long[][] randomizerValues, int dynamicInterpolationRatio, float randomDampener){
|
||||
/**
|
||||
* Gets the bicubic interpolation of an array of 5 x 5 values to an array of (dynamicInterpolationRatio + 1) x (dynamicInterpolationRatio + 1)
|
||||
* @param macroValues The array of values to sample from
|
||||
* @param dynamicInterpolationRatio The interpolation ratio
|
||||
* @return The interpolated array
|
||||
*/
|
||||
public static float[][] getBicubicInterpolatedChunk(float[][] macroValues, int dynamicInterpolationRatio){
|
||||
float[][] rVal = new float[dynamicInterpolationRatio + 1][dynamicInterpolationRatio + 1];
|
||||
|
||||
float[][] subValues = new float[4][4];
|
||||
@ -894,14 +899,6 @@ public class TerrainInterpolator {
|
||||
//
|
||||
//Inbetween phase 1
|
||||
//
|
||||
long phase1Randomizer =
|
||||
randomizerValues[0][0] +
|
||||
randomizerValues[0][1] +
|
||||
randomizerValues[0][2] +
|
||||
randomizerValues[0][3];
|
||||
|
||||
Random randomizer = new Random(phase1Randomizer);
|
||||
|
||||
float a0 = subValues[0][3] - subValues[0][2] - subValues[0][0] + subValues[0][1];
|
||||
float a1 = subValues[0][0] - subValues[0][1] - a0;
|
||||
float a2 = subValues[0][2] - subValues[0][0];
|
||||
@ -909,7 +906,7 @@ public class TerrainInterpolator {
|
||||
for(int i = 0; i < dynamicInterpolationRatio + 1; i++){
|
||||
float x = (float)i/(float)dynamicInterpolationRatio;
|
||||
float x2 = x * x;
|
||||
inbetweenStage[0][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3 + randomizer.nextFloat() * randomDampener;
|
||||
inbetweenStage[0][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3;
|
||||
}
|
||||
|
||||
|
||||
@ -917,14 +914,6 @@ public class TerrainInterpolator {
|
||||
//Inbetween phase 2
|
||||
//
|
||||
|
||||
phase1Randomizer =
|
||||
randomizerValues[1][0] +
|
||||
randomizerValues[1][1] +
|
||||
randomizerValues[1][2] +
|
||||
randomizerValues[1][3];
|
||||
|
||||
randomizer = new Random(phase1Randomizer);
|
||||
|
||||
a0 = subValues[1][3] - subValues[1][2] - subValues[1][0] + subValues[1][1];
|
||||
a1 = subValues[1][0] - subValues[1][1] - a0;
|
||||
a2 = subValues[1][2] - subValues[1][0];
|
||||
@ -932,7 +921,7 @@ public class TerrainInterpolator {
|
||||
for(int i = 0; i < dynamicInterpolationRatio + 1; i++){
|
||||
float x = (float)i/(float)dynamicInterpolationRatio;
|
||||
float x2 = x * x;
|
||||
inbetweenStage[1][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3 + randomizer.nextFloat() * randomDampener;
|
||||
inbetweenStage[1][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3;
|
||||
}
|
||||
|
||||
|
||||
@ -940,14 +929,6 @@ public class TerrainInterpolator {
|
||||
//Inbetween phase 3
|
||||
//
|
||||
|
||||
phase1Randomizer =
|
||||
randomizerValues[2][0] +
|
||||
randomizerValues[2][1] +
|
||||
randomizerValues[2][2] +
|
||||
randomizerValues[2][3];
|
||||
|
||||
randomizer = new Random(phase1Randomizer);
|
||||
|
||||
a0 = subValues[2][3] - subValues[2][2] - subValues[2][0] + subValues[2][1];
|
||||
a1 = subValues[2][0] - subValues[2][1] - a0;
|
||||
a2 = subValues[2][2] - subValues[2][0];
|
||||
@ -955,7 +936,7 @@ public class TerrainInterpolator {
|
||||
for(int i = 0; i < dynamicInterpolationRatio + 1; i++){
|
||||
float x = (float)i/(float)dynamicInterpolationRatio;
|
||||
float x2 = x * x;
|
||||
inbetweenStage[2][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3 + randomizer.nextFloat() * randomDampener;
|
||||
inbetweenStage[2][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3;
|
||||
}
|
||||
|
||||
|
||||
@ -964,14 +945,6 @@ public class TerrainInterpolator {
|
||||
//Inbetween phase 4
|
||||
//
|
||||
|
||||
phase1Randomizer =
|
||||
randomizerValues[3][0] +
|
||||
randomizerValues[3][1] +
|
||||
randomizerValues[3][2] +
|
||||
randomizerValues[3][3];
|
||||
|
||||
randomizer = new Random(phase1Randomizer);
|
||||
|
||||
a0 = subValues[3][3] - subValues[3][2] - subValues[3][0] + subValues[3][1];
|
||||
a1 = subValues[3][0] - subValues[3][1] - a0;
|
||||
a2 = subValues[3][2] - subValues[3][0];
|
||||
@ -979,7 +952,7 @@ public class TerrainInterpolator {
|
||||
for(int i = 0; i < dynamicInterpolationRatio + 1; i++){
|
||||
float x = (float)i/(float)dynamicInterpolationRatio;
|
||||
float x2 = x * x;
|
||||
inbetweenStage[3][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3 + randomizer.nextFloat() * randomDampener;
|
||||
inbetweenStage[3][i] = a0 * x * x2 + a1 * x2 + a2 * x + a3;
|
||||
}
|
||||
|
||||
|
||||
@ -989,14 +962,6 @@ public class TerrainInterpolator {
|
||||
|
||||
|
||||
for(int x = 0; x < dynamicInterpolationRatio + 1; x++){
|
||||
// long phase2Randomizer =
|
||||
// randomizerValues[3][0] +
|
||||
// randomizerValues[3][1] +
|
||||
// randomizerValues[3][2] +
|
||||
// randomizerValues[3][3];
|
||||
|
||||
// randomizer = new Random(phase2Randomizer);
|
||||
|
||||
a0 = inbetweenStage[3][x] - inbetweenStage[2][x] - inbetweenStage[0][x] + inbetweenStage[1][x];
|
||||
a1 = inbetweenStage[0][x] - inbetweenStage[1][x] - a0;
|
||||
a2 = inbetweenStage[2][x] - inbetweenStage[0][x];
|
||||
@ -1004,8 +969,7 @@ public class TerrainInterpolator {
|
||||
for(int y = 0; y < dynamicInterpolationRatio + 1; y++){
|
||||
float i = (float)y/(float)dynamicInterpolationRatio;
|
||||
float i2 = i * i;
|
||||
rVal[y][x] = a0 * i * i2 + a1 * i2 + a2 * i + a3 + randomizer.nextFloat() * randomDampener;
|
||||
// rVal[x][y] = i * inbetweenStage[1][x] + (1.0f - i) * inbetweenStage[2][x];
|
||||
rVal[y][x] = a0 * i * i2 + a1 * i2 + a2 * i + a3;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -13,7 +13,7 @@ public class ServerContentManager {
|
||||
if(!Globals.serverWorldData.isArena()){ //in other words, if not arena mode
|
||||
//if on disk (has already been generated)
|
||||
//else create from scratch
|
||||
EnvironmentGenerator.generatePlains(cell, worldPos, Globals.serverTerrainManager.getRandomizerAtPoint(worldPos.x, worldPos.z));
|
||||
EnvironmentGenerator.generatePlains(cell, worldPos, 0);
|
||||
}
|
||||
cell.setNavMesh(
|
||||
NavMeshUtils.createMeshFromChunk(Globals.serverTerrainManager.getChunk(
|
||||
|
||||
@ -0,0 +1,425 @@
|
||||
package electrosphere.server.terrain.generation;
|
||||
|
||||
import java.util.Random;
|
||||
import java.util.concurrent.CountDownLatch;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.concurrent.ThreadPoolExecutor;
|
||||
|
||||
import electrosphere.game.terrain.processing.TerrainInterpolator;
|
||||
|
||||
/**
|
||||
* Performs an erosion simulation that expands the heightmap and simulates drainage across the world
|
||||
*/
|
||||
public class ErosionSimulation {
|
||||
|
||||
//The number of threads to farm simulation chunks out to
|
||||
private static final int NUMBER_THREADS = 16;
|
||||
|
||||
|
||||
//The initial heightmap passed into the simulation
|
||||
private float[][] startHeightmap;
|
||||
|
||||
//The actually valid data is flipped between primaryHeightmap and alternateHeightmap as the simulation runs
|
||||
//so that no more than one allocation has to happen. isStartHeightmap tracks which one contains the
|
||||
//valid data.
|
||||
|
||||
//The primary data heightmap
|
||||
private float[][] primaryHeightmap;
|
||||
//The second array to hold values
|
||||
private float[][] alternateHeightmap;
|
||||
//Controls which heightmap contains the hot data
|
||||
private boolean isPrimaryHeightmap = true;
|
||||
|
||||
//Keeps track of how much water is in a given location
|
||||
private float[][] primaryHydrationMap;
|
||||
private float[][] alternateHydrationMap;
|
||||
|
||||
//The height at which the ocean begins. No erosion simulation will happen below this point.
|
||||
private float oceanLevel;
|
||||
|
||||
//The size of the chunks of simulation that are created
|
||||
private int interpolationRatio;
|
||||
|
||||
//Random for seeding worker threads
|
||||
Random rand;
|
||||
|
||||
//threadpool for the step phase
|
||||
ThreadPoolExecutor threadPool;
|
||||
|
||||
protected ErosionSimulation(float[][] heightmap, float oceanLevel, int interpolationRatio, long randomSeed){
|
||||
this.interpolationRatio = interpolationRatio;
|
||||
this.startHeightmap = heightmap;
|
||||
this.primaryHeightmap = new float[heightmap.length * interpolationRatio][heightmap[0].length * interpolationRatio];
|
||||
this.alternateHeightmap = new float[heightmap.length * interpolationRatio][heightmap[0].length * interpolationRatio];
|
||||
this.primaryHydrationMap = new float[heightmap.length * interpolationRatio][heightmap[0].length * interpolationRatio];
|
||||
this.alternateHydrationMap = new float[heightmap.length * interpolationRatio][heightmap[0].length * interpolationRatio];
|
||||
this.oceanLevel = oceanLevel;
|
||||
this.rand = new Random(randomSeed);
|
||||
}
|
||||
|
||||
/**
|
||||
* Runs the erosion simulation
|
||||
*/
|
||||
protected void simulate(){
|
||||
setup();
|
||||
float totalHydration = getTotalHydration();
|
||||
float waterLevelRatio = totalHydration / (this.primaryHydrationMap.length * this.primaryHydrationMap[0].length);
|
||||
while(totalHydration > 0){
|
||||
CountDownLatch latch = new CountDownLatch(this.startHeightmap.length * this.startHeightmap[0].length);
|
||||
for(int x = 0; x < this.startHeightmap.length; x++){
|
||||
for(int y = 0; y < this.startHeightmap[0].length; y++){
|
||||
//queue location
|
||||
ErosionJob job = new ErosionJob(
|
||||
primaryHeightmap,
|
||||
alternateHeightmap,
|
||||
primaryHydrationMap,
|
||||
alternateHydrationMap,
|
||||
isPrimaryHeightmap,
|
||||
new Vector(x,y),
|
||||
interpolationRatio,
|
||||
oceanLevel,
|
||||
waterLevelRatio,
|
||||
rand.nextLong(),
|
||||
latch
|
||||
);
|
||||
threadPool.submit(job);
|
||||
}
|
||||
}
|
||||
//await all jobs
|
||||
try {
|
||||
latch.await();
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
totalHydration = getTotalHydration();
|
||||
waterLevelRatio = totalHydration / (this.primaryHydrationMap.length * this.primaryHydrationMap[0].length);
|
||||
//flip primary map
|
||||
isPrimaryHeightmap = !isPrimaryHeightmap;
|
||||
System.out.println(totalHydration + " - " + waterLevelRatio);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets up the simulation
|
||||
*/
|
||||
private void setup(){
|
||||
threadPool = (ThreadPoolExecutor) Executors.newFixedThreadPool(NUMBER_THREADS);
|
||||
//interpolate start heightmap into full heightmap
|
||||
int sampleCount = 25;
|
||||
int[] xSampleOffset = new int[]{
|
||||
-2,-1,0,1,2,
|
||||
-2,-1,0,1,2,
|
||||
-2,-1,0,1,2,
|
||||
-2,-1,0,1,2,
|
||||
-2,-1,0,1,2,
|
||||
};
|
||||
int[] ySampleOffset = new int[]{
|
||||
-2,-2,-2,-2,-2,
|
||||
-1,-1,-1,-1,-1,
|
||||
0,0,0,0,0,
|
||||
1,1,1,1,1,
|
||||
2,2,2,2,2,
|
||||
};
|
||||
for(int x = 0; x < startHeightmap.length; x++){
|
||||
for(int y = 0; y < startHeightmap[0].length; y++){
|
||||
//get the array of samples
|
||||
float[][] sample = new float[5][5];
|
||||
for(int i = 0; i < sampleCount; i++){
|
||||
if(x + xSampleOffset[i] >= 0 && x + xSampleOffset[i] < startHeightmap.length &&
|
||||
y + ySampleOffset[i] >= 0 && y + ySampleOffset[i] < startHeightmap[0].length){
|
||||
//have to add 2 to xSampleOffset and ySampleOffset to get accurate position in sample array
|
||||
sample[xSampleOffset[i] + 2][ySampleOffset[i] + 2] = startHeightmap[x + xSampleOffset[i]][y + ySampleOffset[i]];
|
||||
} else {
|
||||
sample[xSampleOffset[i] + 2][ySampleOffset[i] + 2] = 0;
|
||||
}
|
||||
}
|
||||
float[][] interpolatedValues = TerrainInterpolator.getBicubicInterpolatedChunk(sample, interpolationRatio);
|
||||
for(int m = 0; m < interpolationRatio; m++){
|
||||
for(int n = 0; n < interpolationRatio; n++){
|
||||
primaryHeightmap[x * interpolationRatio + m][y * interpolationRatio + n] = interpolatedValues[m][n];
|
||||
alternateHeightmap[x * interpolationRatio + m][y * interpolationRatio + n] = interpolatedValues[m][n];
|
||||
//seed initial hydration map
|
||||
primaryHydrationMap[x * interpolationRatio + m][y * interpolationRatio + n] = 1;
|
||||
alternateHydrationMap[x * interpolationRatio + m][y * interpolationRatio + n] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the data resulting from the erosion simulation
|
||||
* @return The data
|
||||
*/
|
||||
protected float[][] getData(){
|
||||
if(isPrimaryHeightmap){
|
||||
return primaryHeightmap;
|
||||
} else {
|
||||
return alternateHeightmap;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the total hydration of the currently active map
|
||||
* @return The total hydration
|
||||
*/
|
||||
private float getTotalHydration(){
|
||||
float sum = 0;
|
||||
float highestElevation = 0;
|
||||
float highestHydration = 0;
|
||||
if(isPrimaryHeightmap){
|
||||
for(int x = 0; x < primaryHydrationMap.length; x++){
|
||||
for(int y = 0; y < primaryHydrationMap[0].length; y++){
|
||||
sum = sum + primaryHydrationMap[x][y];
|
||||
if(primaryHeightmap[x][y] > highestElevation){
|
||||
highestElevation = primaryHeightmap[x][y];
|
||||
}
|
||||
if(primaryHydrationMap[x][y] > highestHydration){
|
||||
highestHydration = primaryHydrationMap[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for(int x = 0; x < alternateHydrationMap.length; x++){
|
||||
for(int y = 0; y < alternateHydrationMap[0].length; y++){
|
||||
sum = sum + alternateHydrationMap[x][y];
|
||||
if(alternateHeightmap[x][y] > highestElevation){
|
||||
highestElevation = alternateHeightmap[x][y];
|
||||
}
|
||||
if(alternateHydrationMap[x][y] > highestHydration){
|
||||
highestHydration = alternateHydrationMap[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
System.out.println("Highest elev: " + highestElevation);
|
||||
System.out.println("Highest hydra: " + highestHydration);
|
||||
return sum;
|
||||
}
|
||||
|
||||
/**
|
||||
* A runnable job of simulation erosion on a single chunk
|
||||
*/
|
||||
static class ErosionJob implements Runnable {
|
||||
|
||||
static final int MAX_HYDRATION = 25;
|
||||
|
||||
float primaryHeightmap[][];
|
||||
float alternateHeightmap[][];
|
||||
float[][] primaryHydrationMap;
|
||||
float[][] alternateHydrationMap;
|
||||
boolean usePrimaryMaps;
|
||||
Vector targetLocation;
|
||||
int interpolationRatio;
|
||||
float oceanLevel;
|
||||
float waterLevelRatio;
|
||||
Random rand;
|
||||
CountDownLatch latch;
|
||||
|
||||
protected ErosionJob(
|
||||
float[][] primaryHeightmap,
|
||||
float[][] alternateHeightmap,
|
||||
float[][] primaryHydrationMap,
|
||||
float[][] alternateHydrationMap,
|
||||
boolean usePrimaryMaps,
|
||||
Vector targetLocation,
|
||||
int interpolationRatio,
|
||||
float oceanLevel,
|
||||
float waterLevelRatio,
|
||||
long randomSeed,
|
||||
CountDownLatch latch
|
||||
){
|
||||
this.primaryHeightmap = primaryHeightmap;
|
||||
this.alternateHeightmap = alternateHeightmap;
|
||||
this.primaryHydrationMap = primaryHydrationMap;
|
||||
this.alternateHydrationMap = alternateHydrationMap;
|
||||
this.usePrimaryMaps = usePrimaryMaps;
|
||||
this.targetLocation = targetLocation;
|
||||
this.interpolationRatio = interpolationRatio;
|
||||
this.oceanLevel = oceanLevel;
|
||||
this.waterLevelRatio = waterLevelRatio;
|
||||
this.rand = new Random(randomSeed);
|
||||
this.latch = latch;
|
||||
}
|
||||
|
||||
static final int[] offsetX = new int[]{
|
||||
-1,1,0,0
|
||||
};
|
||||
static final int[] offsetY = new int[]{
|
||||
0,0,-1,1
|
||||
};
|
||||
@Override
|
||||
public void run() {
|
||||
for(int x = 0; x < interpolationRatio; x++){
|
||||
for(int y = 0; y < interpolationRatio; y++){
|
||||
float currentHeight = 0;
|
||||
int targetX = targetLocation.x * interpolationRatio + x;
|
||||
int targetY = targetLocation.y * interpolationRatio + y;
|
||||
if(usePrimaryMaps){
|
||||
currentHeight = primaryHeightmap[targetX][targetY];
|
||||
float oldHydration = primaryHydrationMap[targetX][targetY];
|
||||
float newHydration = 0;
|
||||
float highestEncounteredElevation = 0;
|
||||
int numberHydrationHits = 0;
|
||||
// if(targetX == 728 && targetY == 732){
|
||||
// System.out.println("asdf");
|
||||
// }
|
||||
//calculate total hydration
|
||||
for(int i = 0; i < 4; i++){
|
||||
if(targetX + offsetX[i] >= 0 && targetX + offsetX[i] < primaryHeightmap.length &&
|
||||
targetY + offsetY[i] >= 0 && targetY + offsetY[i] < primaryHeightmap[0].length
|
||||
){
|
||||
if(currentHeight < primaryHeightmap[targetX + offsetX[i]][targetY + offsetY[i]]){
|
||||
numberHydrationHits++;
|
||||
float sourceHydration = primaryHydrationMap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
float percentageFromSource = calculatePercentageRunoff(
|
||||
targetX + offsetX[i],
|
||||
targetY + offsetY[i],
|
||||
targetX,
|
||||
targetY,
|
||||
primaryHeightmap
|
||||
);
|
||||
newHydration = newHydration + sourceHydration * percentageFromSource;
|
||||
} else if(currentHeight == primaryHeightmap[targetX + offsetX[i]][targetY + offsetY[i]] && rand.nextInt() % alternateHydrationMap[targetX][targetY] > 5) {
|
||||
// numberHydrationHits++;
|
||||
// alternateHydrationMap[targetX][targetY] = alternateHydrationMap[targetX][targetY] + primaryHydrationMap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
} else {
|
||||
if(primaryHeightmap[targetX + offsetX[i]][targetY + offsetY[i]] > highestEncounteredElevation){
|
||||
highestEncounteredElevation = primaryHeightmap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//calculate shear due to hydration
|
||||
float shear = Math.abs(newHydration - oldHydration);
|
||||
if(waterLevelRatio > 1.0f){
|
||||
shear = alternateHydrationMap[targetX][targetY] / waterLevelRatio;
|
||||
}
|
||||
//clamp hydration value
|
||||
alternateHydrationMap[targetX][targetY] = Math.min(newHydration,MAX_HYDRATION);
|
||||
if(numberHydrationHits == 4){
|
||||
alternateHydrationMap[targetX][targetY] = 0;
|
||||
}
|
||||
if(currentHeight > oceanLevel && numberHydrationHits < 4){
|
||||
alternateHeightmap[targetX][targetY] = Math.max(highestEncounteredElevation,currentHeight - 0.1f / shear);
|
||||
} else {
|
||||
//if below sea level, delete hydration
|
||||
alternateHeightmap[targetX][targetY] = currentHeight;
|
||||
alternateHydrationMap[targetX][targetY] = 0;
|
||||
}
|
||||
} else {
|
||||
// if(targetX == 728 && targetY == 732){
|
||||
// System.out.println("asdf");
|
||||
// }
|
||||
currentHeight = alternateHeightmap[targetX][targetY];
|
||||
float oldHydration = primaryHydrationMap[targetX][targetY];
|
||||
float newHydration = 0;
|
||||
float highestEncounteredElevation = 0;
|
||||
int numberHydrationHits = 0;
|
||||
//check each neighbor to see who we can interact with
|
||||
for(int i = 0; i < 4; i++){
|
||||
if(targetX + offsetX[i] >= 0 && targetX + offsetX[i] < primaryHeightmap.length &&
|
||||
targetY + offsetY[i] >= 0 && targetY + offsetY[i] < primaryHeightmap[0].length
|
||||
){
|
||||
//if the neighbor is taller, pull hydration from it
|
||||
if(currentHeight < alternateHeightmap[targetX + offsetX[i]][targetY + offsetY[i]]){
|
||||
numberHydrationHits++;
|
||||
float sourceHydration = primaryHydrationMap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
float percentageFromSource = calculatePercentageRunoff(
|
||||
targetX + offsetX[i],
|
||||
targetY + offsetY[i],
|
||||
targetX,
|
||||
targetY,
|
||||
alternateHeightmap
|
||||
);
|
||||
newHydration = newHydration + sourceHydration * percentageFromSource;
|
||||
} else if(currentHeight == alternateHeightmap[targetX + offsetX[i]][targetY + offsetY[i]] && rand.nextInt() % primaryHydrationMap[targetX][targetY] > 5) {
|
||||
//if the neighbor is the same height, have a chance to pull hydration from it
|
||||
// numberHydrationHits++;
|
||||
// primaryHydrationMap[targetX][targetY] = primaryHydrationMap[targetX][targetY] + alternateHydrationMap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
} else {
|
||||
//if the neighbor is smaller, but taller than the tallest neighbor currently encountered, record its height
|
||||
if(alternateHeightmap[targetX + offsetX[i]][targetY + offsetY[i]] > highestEncounteredElevation){
|
||||
highestEncounteredElevation = alternateHeightmap[targetX + offsetX[i]][targetY + offsetY[i]];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//calculate shear due to hydration
|
||||
float shear = Math.abs(newHydration - oldHydration);
|
||||
//bound the hydration by the total hydration of the map
|
||||
//This keeps the hydration from explosively increasing unbounded
|
||||
if(waterLevelRatio > 1.0f){
|
||||
shear = alternateHydrationMap[targetX][targetY] / waterLevelRatio;
|
||||
}
|
||||
//clamp hydration value
|
||||
primaryHydrationMap[targetX][targetY] = Math.min(newHydration,MAX_HYDRATION);
|
||||
//If every neighbor is taller, this is a local minimum and should be treated as a lake (removes all hydration)
|
||||
if(numberHydrationHits == 4){
|
||||
primaryHydrationMap[targetX][targetY] = 0;
|
||||
}
|
||||
if(currentHeight > oceanLevel && numberHydrationHits < 4){
|
||||
primaryHeightmap[targetX][targetY] = Math.max(highestEncounteredElevation,currentHeight - 0.1f / shear);
|
||||
} else {
|
||||
//if below sea level, delete hydration
|
||||
primaryHeightmap[targetX][targetY] = currentHeight;
|
||||
primaryHydrationMap[targetX][targetY] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
latch.countDown();
|
||||
}
|
||||
|
||||
/**
|
||||
* Basically calculates how much runoff should go from source to destination. The percentage is based on how much of the total drop to all neighbors destination would be.
|
||||
* @param sourceX The x coordinate of the source of the water
|
||||
* @param sourceY The y coordinate of the source of the water
|
||||
* @param destinationX The x coordinate of the destination of the water
|
||||
* @param destinationY The y coordinate of the destination of the water
|
||||
* @param elevationMapToCheck The elevation map to use as reference
|
||||
* @return The percentage of water to pull from source to destination
|
||||
*/
|
||||
private float calculatePercentageRunoff(int sourceX, int sourceY, int destinationX, int destinationY, float[][] elevationMapToCheck){
|
||||
//the difference between the source and destination points in elevation
|
||||
float heightDifferencToDestination = elevationMapToCheck[sourceX][sourceY] - elevationMapToCheck[destinationX][destinationY];
|
||||
//the sum difference between source and all its smaller neighbors
|
||||
float totalHeightDifference = 0;
|
||||
for(int i = 0; i < 4; i++){
|
||||
if(sourceX + offsetX[i] >= 0 && sourceX + offsetX[i] < primaryHeightmap.length &&
|
||||
sourceY + offsetY[i] >= 0 && sourceY + offsetY[i] < primaryHeightmap[0].length
|
||||
){
|
||||
if(elevationMapToCheck[sourceX][sourceY] > elevationMapToCheck[sourceX + offsetX[i]][sourceY + offsetY[i]]){
|
||||
totalHeightDifference = totalHeightDifference + elevationMapToCheck[sourceX][sourceY] - elevationMapToCheck[sourceX + offsetX[i]][sourceY + offsetY[i]];
|
||||
}
|
||||
}
|
||||
}
|
||||
return heightDifferencToDestination / totalHeightDifference;
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a given location has all neighbors that are the same height
|
||||
* @param sourceX The location to check x coordinate
|
||||
* @param sourceY The location to check y coordinate
|
||||
* @param elevationMapToCheck The elevation map to reference
|
||||
* @return True if all neighbors are flat, false otherwise
|
||||
*/
|
||||
private boolean neighborIsFlat(int sourceX, int sourceY, float[][] elevationMapToCheck){
|
||||
for(int i = 0; i < 4; i++){
|
||||
if(sourceX + offsetX[i] >= 0 && sourceX + offsetX[i] < primaryHeightmap.length &&
|
||||
sourceY + offsetY[i] >= 0 && sourceY + offsetY[i] < primaryHeightmap[0].length
|
||||
){
|
||||
if(elevationMapToCheck[sourceX][sourceY] != elevationMapToCheck[sourceX + offsetX[i]][sourceY + offsetY[i]]){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void createVisualization(){
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -12,10 +12,10 @@ class Hotspot {
|
||||
int life_max;
|
||||
int magnitude_current;
|
||||
int magnitude_max;
|
||||
TerrainGenerator parent;
|
||||
TectonicSimulation parent;
|
||||
|
||||
|
||||
protected Hotspot(int x, int y, int life_max, int magnitude, TerrainGenerator parent) {
|
||||
protected Hotspot(int x, int y, int life_max, int magnitude, TectonicSimulation parent) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.life_current = 0;
|
||||
|
||||
@ -10,9 +10,9 @@ import javax.swing.JPanel;
|
||||
*/
|
||||
class InterpolationDisplay extends JPanel{
|
||||
|
||||
TerrainGen parent;
|
||||
TerrainGenerator parent;
|
||||
|
||||
protected InterpolationDisplay(TerrainGen parent){
|
||||
protected InterpolationDisplay(TerrainGenerator parent){
|
||||
this.parent = parent;
|
||||
}
|
||||
|
||||
@ -22,9 +22,9 @@ class InterpolationDisplay extends JPanel{
|
||||
if(parent.displayToggle == 0) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < width; y++) {
|
||||
if (parent.mountainParsed[x][y] > TerrainGen.MOUNTAIN_THRESHOLD - 1) {
|
||||
if (parent.mountainParsed[x][y] > TerrainGenerator.MOUNTAIN_THRESHOLD - 1) {
|
||||
g.setColor(new Color((int) (parent.elevation[x][y] / 100.0 * 254 * (parent.brightness / 100.0)), 1, 1));
|
||||
} else if (parent.oceanParsed[x][y] > TerrainGen.OCEAN_THRESHOLD - 1) {
|
||||
} else if (parent.oceanParsed[x][y] > TerrainGenerator.OCEAN_THRESHOLD - 1) {
|
||||
g.setColor(
|
||||
new Color(
|
||||
1,
|
||||
@ -38,7 +38,29 @@ class InterpolationDisplay extends JPanel{
|
||||
g.fillRect(x * 2 + 25, y * 2 + 25, 2, 2);
|
||||
}
|
||||
}
|
||||
} else if(parent.displayToggle == 1){
|
||||
} else if(parent.displayToggle == 1) {
|
||||
for (int x = 0; x < parent.continentPhaseDimension * parent.EROSION_INTERPOLATION_RATIO; x++) {
|
||||
for (int y = 0; y < parent.continentPhaseDimension * parent.EROSION_INTERPOLATION_RATIO; y++) {
|
||||
if (parent.erosionHeightmap[x][y] > TerrainGenerator.MOUNTAIN_THRESHOLD - 1) {
|
||||
float color = Math.max(0,Math.min(parent.erosionHeightmap[x][y],100));
|
||||
g.setColor(new Color((int) (color / 100.0 * 254 * (parent.brightness / 100.0)), 1, 1));
|
||||
} else if (parent.erosionHeightmap[x][y] < TerrainGenerator.OCEAN_THRESHOLD - 1) {
|
||||
float color = Math.max(0,Math.min(parent.erosionHeightmap[x][y],100));
|
||||
g.setColor(
|
||||
new Color(
|
||||
1,
|
||||
(int) (color / 100.0 * 254 * (parent.brightness / 100.0)),
|
||||
(int) (color / 100.0 * 254 * (parent.brightness / 100.0))
|
||||
)
|
||||
);
|
||||
} else {
|
||||
float color = Math.max(0,Math.min(parent.erosionHeightmap[x][y],100));
|
||||
g.setColor(new Color(1, (int) (color / 100.0 * 254 * (parent.brightness / 100.0)), 1));
|
||||
}
|
||||
g.fillRect(x + 25, y + 25, 1, 1);
|
||||
}
|
||||
}
|
||||
} else if(parent.displayToggle == 2){
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < width; y++) {
|
||||
if (parent.precipitationChart[x][y] > 0) {
|
||||
@ -55,7 +77,7 @@ class InterpolationDisplay extends JPanel{
|
||||
g.fillRect(x * 2 + 25, y * 2 + 25, 2, 2);
|
||||
}
|
||||
}
|
||||
} else if(parent.displayToggle == 2){
|
||||
} else if(parent.displayToggle == 3){
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < width; y++) {
|
||||
// if (TerrainInterpolator.precipitation_Chart[x][y] > 0) {
|
||||
@ -72,7 +94,7 @@ class InterpolationDisplay extends JPanel{
|
||||
g.fillRect(x * 2 + 25, y * 2 + 25, 2, 2);
|
||||
}
|
||||
}
|
||||
} else if(parent.displayToggle == 3){
|
||||
} else if(parent.displayToggle == 4){
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < width; y++) {
|
||||
if (parent.climateCategory[x][y] == 0) {
|
||||
@ -143,7 +165,7 @@ class InterpolationDisplay extends JPanel{
|
||||
g.fillRect(x * 2 + 25, y * 2 + 25, 2, 2);
|
||||
}
|
||||
}
|
||||
} else if(parent.displayToggle == 4){
|
||||
} else if(parent.displayToggle == 5){
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < width; y++) {
|
||||
if (parent.continentIdField[x][y] > 8) {
|
||||
@ -170,7 +192,7 @@ class InterpolationDisplay extends JPanel{
|
||||
g.fillRect(x * 2 + 25, y * 2 + 25, 2, 2);
|
||||
}
|
||||
}
|
||||
} else if (parent.displayToggle == 5) {
|
||||
} else if (parent.displayToggle == 6) {
|
||||
Continent current = parent.continents.get(parent.current_Continent);
|
||||
g.drawString("dim_x: " + current.dim_x, 20, 20);
|
||||
g.drawString("dim_y: " + current.dim_y, 20, 30);
|
||||
@ -182,7 +204,7 @@ class InterpolationDisplay extends JPanel{
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (parent.displayToggle == 6){
|
||||
} else if (parent.displayToggle == 7){
|
||||
// Continent current = parent.continents.get(parent.current_Continent);
|
||||
// for(int x = 0; x < Region.REGION_DIMENSION; x++){
|
||||
// for(int y = 0; y < Region.REGION_DIMENSION; y++){
|
||||
|
||||
@ -0,0 +1,645 @@
|
||||
package electrosphere.server.terrain.generation;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
import java.util.concurrent.CountDownLatch;
|
||||
import java.util.concurrent.Executors;
|
||||
import java.util.concurrent.ThreadPoolExecutor;
|
||||
|
||||
/**
|
||||
* Core continent phase terrain generator
|
||||
*/
|
||||
class TectonicSimulation {
|
||||
|
||||
//size of a parallelized chunk
|
||||
static final int PARALLEL_CHUNK_SIZE = 32;
|
||||
//number of threads for threadpool
|
||||
static final int THREAD_POOL_COUNT = 16;
|
||||
|
||||
//the dimensions of the map
|
||||
int DIMENSION = 200;
|
||||
int[][] asthenosphereHeat;
|
||||
int[][] rockHardness;
|
||||
int[][] elevation;
|
||||
int[][] smoothedElevation;
|
||||
int currentElev[][];
|
||||
int newElevation[][];
|
||||
//currents used for pushing terrain elevation around the map
|
||||
Vector[][] currents;
|
||||
//hotspots that thrust rock up from the ocean floor
|
||||
List<Hotspot> spots = new ArrayList<Hotspot>();
|
||||
int time = 0;
|
||||
int lifespan = 75000;
|
||||
|
||||
Random rand;
|
||||
|
||||
//thread pool for parallelized force calculation
|
||||
ThreadPoolExecutor threadPool;
|
||||
|
||||
/**
|
||||
* Constructor
|
||||
* @param seed Seed for random
|
||||
*/
|
||||
protected TectonicSimulation(long seed){
|
||||
this.rand = new Random(seed);
|
||||
threadPool = (ThreadPoolExecutor)Executors.newFixedThreadPool(THREAD_POOL_COUNT);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the data width
|
||||
* @param newDim The dimension of the data
|
||||
*/
|
||||
protected void setDimension(int newDim){
|
||||
DIMENSION = newDim;
|
||||
if(DIMENSION % PARALLEL_CHUNK_SIZE != 0){
|
||||
//this requirement is for parallelization purposes
|
||||
throw new Error("DIMENSION MUST BE A MULTIPLE OF 16!");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the simulation lifespan for the Continent Phase
|
||||
* @param newLifespan The lifespan in units of simulation frames
|
||||
*/
|
||||
protected void setLifespan(int newLifespan){
|
||||
lifespan = newLifespan;
|
||||
}
|
||||
|
||||
/**
|
||||
* Runs the continent phase simulation. Blocks until completed
|
||||
*/
|
||||
protected void run(){
|
||||
allocateData();
|
||||
|
||||
|
||||
|
||||
long lastTime = System.currentTimeMillis();
|
||||
|
||||
//construct convection cells prior to simulation
|
||||
constructConvectionCells();
|
||||
|
||||
|
||||
//main simulation
|
||||
while(true){
|
||||
time++;
|
||||
simulateHotspots();
|
||||
heatToElevation();
|
||||
applyVectorsToElevationParallel();
|
||||
calculateSmoothedElevations();
|
||||
|
||||
// try {
|
||||
// TimeUnit.MILLISECONDS.sleep(1);
|
||||
// } catch (InterruptedException ex) {
|
||||
// }
|
||||
if(time % 500 == 0) {
|
||||
long new_Time = System.currentTimeMillis();
|
||||
long time_Delta = new_Time - lastTime;
|
||||
lastTime = new_Time;
|
||||
System.out.println("Progress: " + time + "/" + lifespan + " ETA: " + (time_Delta * (lifespan - time) / 1000 / 500) + "S");
|
||||
}
|
||||
if(time > lifespan){
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO:
|
||||
//next subphase is to find large areas without continents and place ones there
|
||||
//the terrain added in this next phase will be made with a more quick and dirty implementation
|
||||
|
||||
|
||||
//shutdown threadpool
|
||||
threadPool.shutdown();
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the raw terrain
|
||||
* @return The raw terrain
|
||||
*/
|
||||
protected int[][] getTerrain(){
|
||||
return elevation;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the terrain smoothed
|
||||
* @return The terrain smoothed
|
||||
*/
|
||||
protected int[][] getTerrainSmoothed(){
|
||||
return smoothedElevation;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Allocates all arrays generated based on the dimension provided
|
||||
*/
|
||||
private void allocateData(){
|
||||
asthenosphereHeat = new int[DIMENSION][DIMENSION];
|
||||
elevation = new int[DIMENSION][DIMENSION];
|
||||
smoothedElevation = new int[DIMENSION][DIMENSION];
|
||||
newElevation = new int[DIMENSION][DIMENSION];
|
||||
currents = new Vector[DIMENSION][DIMENSION];
|
||||
currentElev = new int[DIMENSION][DIMENSION];
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
currents[x][y] = new Vector();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* If the asthenosphere is sufficiently hot, increases elevation of position
|
||||
*/
|
||||
private void heatToElevation(){
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
if(asthenosphereHeat[x][y] > 25){
|
||||
if(electrosphere.server.terrain.generation.Utilities.random_Integer(1, 10, rand) == 10){
|
||||
elevation[x][y] = elevation[x][y] + 1;
|
||||
if(elevation[x][y] > 100){
|
||||
elevation[x][y] = 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructs convection cells in the force vector field
|
||||
*/
|
||||
private void constructConvectionCells(){
|
||||
//controls whether the cell rotates clockwise or couterclockwise
|
||||
boolean isCellType1 = false;
|
||||
//one fourth of the width of the data set
|
||||
int fourth = DIMENSION / 4;
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
//the current position RELATIVE to the center point of the current convection cell center
|
||||
int normalizedX = x;
|
||||
int normalizedY = y;
|
||||
|
||||
//determine relative position and whether convection cell type one or two
|
||||
if(y < fourth || (y < fourth * 3 && y > (fourth * 2) - 1)){
|
||||
isCellType1 = true;
|
||||
if(normalizedY > fourth){
|
||||
normalizedY = normalizedY - fourth * 2;
|
||||
}
|
||||
} else {
|
||||
isCellType1 = false;
|
||||
if(normalizedY > fourth * 2 + 1){
|
||||
normalizedY = normalizedY - fourth * 3;
|
||||
} else {
|
||||
normalizedY = normalizedY - fourth;
|
||||
}
|
||||
}
|
||||
while(normalizedX > fourth){
|
||||
normalizedX = normalizedX - fourth;
|
||||
}
|
||||
if(normalizedX < 0){
|
||||
normalizedX = 0;
|
||||
}
|
||||
if(normalizedY < 0){
|
||||
normalizedY = 0;
|
||||
}
|
||||
|
||||
//one eighth of the width of the data set
|
||||
int eigth = fourth / 2;
|
||||
//Moves the relative position to be in its correct eighth
|
||||
normalizedY = normalizedY - eigth;
|
||||
normalizedX = normalizedX - eigth;
|
||||
|
||||
//calculates the distance from convection cell center to the relative position
|
||||
float magnitude = (float)Math.sqrt(Math.pow(normalizedY, 2) + Math.pow(normalizedX, 2));
|
||||
|
||||
//If the distance is small enough we stretch it along the X axis ... ?
|
||||
if(magnitude < fourth / 10){
|
||||
normalizedX = normalizedX + fourth / 10;
|
||||
magnitude = (float)Math.sqrt(Math.pow(normalizedY, 2) + Math.pow(normalizedX, 2));
|
||||
}
|
||||
|
||||
//calculates the angle of the point relative to convection cell center
|
||||
double offsetAngle = Math.atan2(normalizedY / magnitude, normalizedX / magnitude);
|
||||
if(offsetAngle < 0){
|
||||
offsetAngle = offsetAngle + Math.PI * 2;
|
||||
}
|
||||
|
||||
//rotate based on cell type
|
||||
if(isCellType1){
|
||||
offsetAngle = offsetAngle + Math.PI / 2;
|
||||
} else {
|
||||
offsetAngle = offsetAngle - Math.PI / 2;
|
||||
}
|
||||
//normalize
|
||||
while(offsetAngle > Math.PI * 2){
|
||||
offsetAngle = offsetAngle - Math.PI * 2;
|
||||
}
|
||||
while(offsetAngle < 0){
|
||||
offsetAngle = offsetAngle + Math.PI * 2;
|
||||
}
|
||||
//Lastly, actually set the force vector
|
||||
currents[x][y].x = (int)(99 * Math.cos(offsetAngle));
|
||||
currents[x][y].y = (int)(99 * Math.sin(offsetAngle));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the terrain around based on the vector field
|
||||
*/
|
||||
private void applyVectorsToElevation(){
|
||||
//allocate new elevation array
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
newElevation[x][y] = 0;
|
||||
currentElev[x][y] = elevation[x][y];
|
||||
}
|
||||
}
|
||||
//transfer terrain
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
boolean transfer = false;
|
||||
if (Utilities.random_Integer(1, 50, rand) == 1) {
|
||||
transfer = true;
|
||||
}
|
||||
int transfer_goal;
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
transfer_goal = Utilities.random_Integer(20, 60, rand);
|
||||
} else {
|
||||
transfer_goal = Utilities.random_Integer(0, 60, rand);
|
||||
}
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
if (currents[x][y].x >= 0) {
|
||||
if (transfer) {
|
||||
if (x + 1 < DIMENSION) {
|
||||
while(newElevation[x + 1][y] + currentElev[x + 1][y] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x + 1][y]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (x - 1 >= 0) {
|
||||
while(newElevation[x - 1][y] + currentElev[x - 1][y] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x - 1][y]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currents[x][y].y >= 0) {
|
||||
if (transfer) {
|
||||
if (y + 1 < DIMENSION) { // V REPLACE THIS WITH GOAL
|
||||
while(newElevation[x][y + 1] + currentElev[x][y + 1] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x][y + 1]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (y - 1 >= 0) {
|
||||
while(newElevation[x][y - 1] + currentElev[x][y - 1] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x][y - 1]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//move data from temporary array to main array
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
newElevation[x][y] = newElevation[x][y] + currentElev[x][y];
|
||||
while(newElevation[x][y] > 99){
|
||||
newElevation[x][y] = 99;
|
||||
}
|
||||
elevation[x][y] = newElevation[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a smooth kernel to the terrain data
|
||||
*/
|
||||
private void calculateSmoothedElevations(){
|
||||
int[][] buffer = new int[DIMENSION][DIMENSION];
|
||||
for(int x = 1; x < DIMENSION - 2; x++){
|
||||
for(int y = 1; y < DIMENSION - 2; y++){
|
||||
buffer[x][y] = elevation[x][y] * 4 * elevation[x+1][y] * 2 + elevation[x-1][y] * 2 + elevation[x][y+1] * 2 +
|
||||
elevation[x][y-1] * 2 + elevation[x+1][y+1] + elevation[x+1][y-1] + elevation[x-1][y+1] + elevation[x-1][y-1];
|
||||
buffer[x][y] = (int)(buffer[x][y] / 16.0);
|
||||
while(buffer[x][y] > 100){
|
||||
buffer[x][y] = buffer[x][y]/2;
|
||||
}
|
||||
smoothedElevation[x][y] = buffer[x][y];
|
||||
}
|
||||
}
|
||||
for(int x = 1; x < DIMENSION - 2; x++){
|
||||
for(int y = 1; y < DIMENSION - 2; y++){
|
||||
buffer[x][y] = smoothedElevation[x][y] * 4 * smoothedElevation[x+1][y] * 2 + smoothedElevation[x-1][y] * 2 + smoothedElevation[x][y+1] * 2 +
|
||||
smoothedElevation[x][y-1] * 2 + smoothedElevation[x+1][y+1] + smoothedElevation[x+1][y-1] + smoothedElevation[x-1][y+1] + smoothedElevation[x-1][y-1];
|
||||
buffer[x][y] = (int)(buffer[x][y] / 16.0);
|
||||
while(buffer[x][y] > 100){
|
||||
buffer[x][y] = buffer[x][y]/2;
|
||||
}
|
||||
smoothedElevation[x][y] = buffer[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* simulates the hotspot logic
|
||||
*/
|
||||
private void simulateHotspots(){
|
||||
if(spots.size() >= 1){
|
||||
List<Hotspot> to_Remove = new ArrayList<Hotspot>();
|
||||
Iterator<Hotspot> spot_Iterator = spots.iterator();
|
||||
while(spot_Iterator.hasNext()){
|
||||
Hotspot current_Spot = spot_Iterator.next();
|
||||
if(current_Spot.life_current >= current_Spot.life_max){
|
||||
to_Remove.add(current_Spot);
|
||||
}
|
||||
}
|
||||
spot_Iterator = to_Remove.iterator();
|
||||
while(spot_Iterator.hasNext()){
|
||||
Hotspot current_Spot = spot_Iterator.next();
|
||||
spots.remove(current_Spot);
|
||||
}
|
||||
}
|
||||
if(spots.size() < 5){
|
||||
spots.add(new Hotspot(
|
||||
Utilities.random_Integer(0, DIMENSION - 1, rand),
|
||||
Utilities.random_Integer(0, DIMENSION - 1, rand),
|
||||
Utilities.random_Integer(6000, 10000, rand),
|
||||
Utilities.random_Integer(3, 5, rand),
|
||||
this));
|
||||
}
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
asthenosphereHeat[x][y] = 0;
|
||||
}
|
||||
}
|
||||
if(spots.size() >= 1){
|
||||
Iterator<Hotspot> spot_Iterator = spots.iterator();
|
||||
while(spot_Iterator.hasNext()){
|
||||
Hotspot current_Spot = spot_Iterator.next();
|
||||
current_Spot.simulate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Fills in the gaps not covered by the main chunks
|
||||
*/
|
||||
private void applyVectorToElevationGaps(){
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
if(x % 16 == 0 || x % 16 == 1 || y % 16 == 0 || y % 16 == 1){
|
||||
boolean transfer = false;
|
||||
if (Utilities.random_Integer(1, 50, rand) == 1) {
|
||||
transfer = true;
|
||||
}
|
||||
int transfer_goal;
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
transfer_goal = Utilities.random_Integer(20, 60, rand);
|
||||
} else {
|
||||
transfer_goal = Utilities.random_Integer(0, 60, rand);
|
||||
}
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
if (currents[x][y].x >= 0) {
|
||||
if (transfer) {
|
||||
if (x + 1 < DIMENSION) {
|
||||
while(newElevation[x + 1][y] + currentElev[x + 1][y] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x + 1][y]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (x - 1 >= 0) {
|
||||
while(newElevation[x - 1][y] + currentElev[x - 1][y] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x - 1][y]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (currents[x][y].y >= 0) {
|
||||
if (transfer) {
|
||||
if (y + 1 < DIMENSION) { // V REPLACE THIS WITH GOAL
|
||||
while(newElevation[x][y + 1] + currentElev[x][y + 1] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x][y + 1]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (y - 1 >= 0) {
|
||||
while(newElevation[x][y - 1] + currentElev[x][y - 1] < 99 && currentElev[x][y] > transfer_goal){
|
||||
newElevation[x][y - 1]++;
|
||||
currentElev[x][y]--;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//latch for synchronizing parallel force vector computation
|
||||
CountDownLatch latch;
|
||||
/**
|
||||
* Moves the terrain around based on the vector field, parallelized
|
||||
*/
|
||||
private void applyVectorsToElevationParallel(){
|
||||
//allocate new elevation array
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
newElevation[x][y] = 0;
|
||||
currentElev[x][y] = elevation[x][y];
|
||||
}
|
||||
}
|
||||
latch = new CountDownLatch(DIMENSION / PARALLEL_CHUNK_SIZE * DIMENSION / PARALLEL_CHUNK_SIZE);
|
||||
//transfer terrain in main chunks
|
||||
for(int x = 0; x < DIMENSION / PARALLEL_CHUNK_SIZE; x++){
|
||||
for(int y = 0; y < DIMENSION / PARALLEL_CHUNK_SIZE; y++){
|
||||
threadPool.execute(new TerrainMovementWorker(
|
||||
DIMENSION,
|
||||
x,
|
||||
y,
|
||||
new Random(rand.nextLong()),
|
||||
currents,
|
||||
newElevation,
|
||||
currentElev,
|
||||
latch
|
||||
));
|
||||
}
|
||||
}
|
||||
//await main chunks
|
||||
try {
|
||||
latch.await();
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
//fill in gaps
|
||||
applyVectorToElevationGaps();
|
||||
//move data from temporary array to main array
|
||||
for(int x = 0; x < DIMENSION; x++){
|
||||
for(int y = 0; y < DIMENSION; y++){
|
||||
newElevation[x][y] = newElevation[x][y] + currentElev[x][y];
|
||||
while(newElevation[x][y] > 99){
|
||||
newElevation[x][y] = 99;
|
||||
}
|
||||
elevation[x][y] = newElevation[x][y];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* A worker thread for simulating terrain moving due to force vector field
|
||||
*/
|
||||
static class TerrainMovementWorker implements Runnable {
|
||||
|
||||
//size of data map
|
||||
int continentPhaseDimension;
|
||||
//The offsets into the data array
|
||||
int offsetX;
|
||||
int offsetY;
|
||||
//random
|
||||
Random rand;
|
||||
//force vector field
|
||||
Vector[][] currents;
|
||||
//new elevation map to fill in
|
||||
int[][] newElevation;
|
||||
//reference elevation map to pull from
|
||||
int[][] referenceElevation;
|
||||
//latch to resynchronize threads
|
||||
CountDownLatch latch;
|
||||
|
||||
protected TerrainMovementWorker(
|
||||
int continentPhaseDimension,
|
||||
int offsetX,
|
||||
int offsetY,
|
||||
Random rand,
|
||||
Vector[][] currents,
|
||||
int[][] newElevation,
|
||||
int[][] referenceElevation,
|
||||
CountDownLatch latch
|
||||
){
|
||||
this.continentPhaseDimension = continentPhaseDimension;
|
||||
this.offsetX = offsetX;
|
||||
this.offsetY = offsetY;
|
||||
this.rand = rand;
|
||||
this.currents = currents;
|
||||
this.newElevation = newElevation;
|
||||
this.referenceElevation = referenceElevation;
|
||||
this.latch = latch;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Runs the terrain movement simulation for this worker
|
||||
*/
|
||||
@Override
|
||||
public void run() {
|
||||
for(int x = 0; x < PARALLEL_CHUNK_SIZE; x++){
|
||||
for(int y = 0; y < PARALLEL_CHUNK_SIZE; y++){
|
||||
if(x % PARALLEL_CHUNK_SIZE != 0 && x % PARALLEL_CHUNK_SIZE != 1 && y % PARALLEL_CHUNK_SIZE != 0 && y % PARALLEL_CHUNK_SIZE != 1){
|
||||
//current absolute position in data arrays
|
||||
int currentX = x + offsetX * PARALLEL_CHUNK_SIZE;
|
||||
int currentY = y + offsetY * PARALLEL_CHUNK_SIZE;
|
||||
|
||||
//roll whether should transfer terrain or not
|
||||
boolean transfer = false;
|
||||
if (Utilities.random_Integer(1, 50, rand) == 1) {
|
||||
transfer = true;
|
||||
}
|
||||
//sets the goal of how much elevation to transfer to neighbors
|
||||
int transferGoal;
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
transferGoal = Utilities.random_Integer(20, 60, rand);
|
||||
} else {
|
||||
transferGoal = Utilities.random_Integer(0, 60, rand);
|
||||
}
|
||||
//roll whether to transfer horizontally or vertically
|
||||
if(Utilities.random_Integer(1, 2, rand)==1){
|
||||
//transfers horizontally
|
||||
if (currents[currentX][currentY].x >= 0) {
|
||||
if (transfer) {
|
||||
if (currentX + 1 < continentPhaseDimension) {
|
||||
while(
|
||||
newElevation[currentX + 1][currentY] + referenceElevation[currentX + 1][currentY] < 99 &&
|
||||
referenceElevation[currentX][currentY] > transferGoal){
|
||||
newElevation[currentX + 1][currentY]++;
|
||||
referenceElevation[currentX][currentY]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (currentX - 1 >= 0) {
|
||||
while(
|
||||
newElevation[currentX - 1][currentY] + referenceElevation[currentX - 1][currentY] < 99 &&
|
||||
referenceElevation[currentX][currentY] > transferGoal){
|
||||
newElevation[currentX - 1][currentY]++;
|
||||
referenceElevation[currentX][currentY]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//transfer vertically
|
||||
if (currents[currentX][currentY].y >= 0) {
|
||||
if (transfer) {
|
||||
if (currentY + 1 < continentPhaseDimension) { // V REPLACE THIS WITH GOAL
|
||||
while(
|
||||
newElevation[currentX][currentY + 1] + referenceElevation[currentX][currentY + 1] < 99 &&
|
||||
referenceElevation[currentX][currentY] > transferGoal){
|
||||
newElevation[currentX][currentY + 1]++;
|
||||
referenceElevation[currentX][currentY]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (transfer) {
|
||||
if (currentY - 1 >= 0) {
|
||||
while(
|
||||
newElevation[currentX][currentY - 1] + referenceElevation[currentX][currentY - 1] < 99 &&
|
||||
referenceElevation[currentX][currentY] > transferGoal){
|
||||
newElevation[currentX][currentY - 1]++;
|
||||
referenceElevation[currentX][currentY]--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
latch.countDown();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -6,4 +6,11 @@ package electrosphere.server.terrain.generation;
|
||||
class Vector {
|
||||
public int x;
|
||||
public int y;
|
||||
protected Vector(){
|
||||
|
||||
}
|
||||
protected Vector(int x, int y){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2,7 +2,7 @@ package electrosphere.server.terrain.manager;
|
||||
|
||||
import com.google.gson.Gson;
|
||||
import electrosphere.game.terrain.processing.TerrainInterpolator;
|
||||
import electrosphere.server.terrain.generation.TerrainGen;
|
||||
import electrosphere.server.terrain.generation.TerrainGenerator;
|
||||
import electrosphere.server.terrain.models.ModificationList;
|
||||
import electrosphere.server.terrain.models.TerrainModel;
|
||||
import electrosphere.server.terrain.models.TerrainModification;
|
||||
@ -85,7 +85,7 @@ public class ServerTerrainManager {
|
||||
}
|
||||
|
||||
public void generate(){
|
||||
TerrainGen terrainGen = new TerrainGen();
|
||||
TerrainGenerator terrainGen = new TerrainGenerator();
|
||||
terrainGen.setInterpolationRatio(worldSizeDiscrete/200);
|
||||
terrainGen.setVerticalInterpolationRatio(verticalInterpolationRatio);
|
||||
terrainGen.setDynamicInterpolationRatio(dynamicInterpolationRatio);
|
||||
@ -343,12 +343,9 @@ public class ServerTerrainManager {
|
||||
return heightmapCache.get(key);
|
||||
} else {
|
||||
float[][] macroValues = model.getRad5MacroValuesAtPosition(worldX, worldZ);
|
||||
long[][] randomizer = model.getRad5RandomizerValuesAtPosition(worldX, worldZ);
|
||||
float[][] heightmap = TerrainInterpolator.getBicubicInterpolatedChunk(
|
||||
macroValues,
|
||||
randomizer,
|
||||
model.getDynamicInterpolationRatio(),
|
||||
model.getRandomDampener()
|
||||
model.getDynamicInterpolationRatio()
|
||||
);
|
||||
heightmapCache.put(key,heightmap);
|
||||
return heightmap;
|
||||
@ -375,8 +372,4 @@ public class ServerTerrainManager {
|
||||
}
|
||||
}
|
||||
|
||||
public long getRandomizerAtPoint(int worldX, int worldY){
|
||||
return model.getRad5RandomizerValuesAtPosition(worldX, worldY)[2][2];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -13,7 +13,6 @@ public class TerrainModel {
|
||||
|
||||
int discreteArrayDimension;
|
||||
float[][] elevation;
|
||||
long[][] chunkRandomizer;
|
||||
|
||||
float realMountainThreshold;
|
||||
float realOceanThreshold;
|
||||
@ -28,7 +27,6 @@ public class TerrainModel {
|
||||
public TerrainModel(
|
||||
int dimension,
|
||||
float[][] elevation,
|
||||
long[][] chunkRandomizer,
|
||||
float realOceanThreshold,
|
||||
float realMountainThreshold,
|
||||
int dynamicInterpolationRatio
|
||||
@ -37,7 +35,6 @@ public class TerrainModel {
|
||||
this.dynamicInterpolationRatio = dynamicInterpolationRatio;
|
||||
this.discreteArrayDimension = dimension;
|
||||
this.elevation = elevation;
|
||||
this.chunkRandomizer = chunkRandomizer;
|
||||
this.realMountainThreshold = realMountainThreshold;
|
||||
this.realOceanThreshold = realOceanThreshold;
|
||||
this.modifications = new HashMap<String,ModificationList>();
|
||||
@ -66,7 +63,6 @@ public class TerrainModel {
|
||||
*/
|
||||
public float[][] getElevationForChunk(int x, int y){
|
||||
|
||||
Random rand = new Random(chunkRandomizer[x][y]);
|
||||
//this is what we intend to return from the function
|
||||
float[][] rVal = new float[dynamicInterpolationRatio][dynamicInterpolationRatio];
|
||||
|
||||
@ -308,53 +304,6 @@ public class TerrainModel {
|
||||
|
||||
*/
|
||||
|
||||
public long[][] getRandomizerValuesAtPosition(int x, int y){
|
||||
long[][] rVal = new long[3][3];
|
||||
rVal[1][1] = chunkRandomizer[x][y];
|
||||
if(x - 1 >= 0){
|
||||
rVal[0][1] = chunkRandomizer[x-1][y];
|
||||
if(y - 1 >= 0){
|
||||
rVal[0][0] = chunkRandomizer[x-1][y-1];
|
||||
}
|
||||
if(y + 1 < discreteArrayDimension){
|
||||
rVal[0][2] = chunkRandomizer[x-1][y+1];
|
||||
}
|
||||
}
|
||||
if(x + 1 < discreteArrayDimension){
|
||||
rVal[2][1] = chunkRandomizer[x+1][y];
|
||||
if(y - 1 >= 0){
|
||||
rVal[2][0] = chunkRandomizer[x+1][y-1];
|
||||
}
|
||||
if(y + 1 < discreteArrayDimension){
|
||||
rVal[2][2] = chunkRandomizer[x+1][y+1];
|
||||
}
|
||||
}
|
||||
if(y - 1 >= 0){
|
||||
rVal[1][0] = chunkRandomizer[x][y-1];
|
||||
}
|
||||
if(y + 1 < discreteArrayDimension){
|
||||
rVal[1][2] = chunkRandomizer[x][y+1];
|
||||
}
|
||||
return rVal;
|
||||
}
|
||||
|
||||
|
||||
public long[][] getRad5RandomizerValuesAtPosition(int x, int y){
|
||||
|
||||
long[][] rVal = new long[5][5];
|
||||
for(int i = -2; i < 3; i++){
|
||||
for(int j = -2; j < 3; j++){
|
||||
if(x + i >= 0 && x + i < discreteArrayDimension && y + j >= 0 && y + j < discreteArrayDimension){
|
||||
rVal[i+2][j+2] = chunkRandomizer[x+i][y+j];
|
||||
} else {
|
||||
rVal[i+2][j+2] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return rVal;
|
||||
}
|
||||
|
||||
|
||||
public float getRandomDampener(){
|
||||
return interpolationRandomDampener;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user