Example #1
0
func GenerateMap(width, depth int, gridSize int) *Map {

	m := new(Map)

	m.width = width
	m.depth = depth
	m.gridSize = gridSize
	m.minHeight = 1000000
	m.maxHeight = 0

	diag := math.Hypot(float64(m.width/2), float64(m.depth/2))
	for z := 0; z < depth; z++ {
		for x := 0; x < width; x++ {

			fx := float64(x) + float64(z%2)*0.5
			fz := float64(z)

			d := math.Hypot(float64(m.width/2)-fx, float64(m.depth/2)-fz)
			d = 1.0 - d/diag
			h := noise.OctaveNoise2d(fx, fz, 4, 0.25, 1.0/28)
			h = (h + 1.0) * 0.5
			h = math.Sqrt(h) * 1024 * (math.Pow(d, 2))
			h = math.Max(h, 120)
			m.heightMap = append(m.heightMap, float32(h))
			m.minHeight = math.Min(m.minHeight, h)
			m.maxHeight = math.Max(m.maxHeight, h)
		}
	}

	return m
}
Example #2
0
func GenerateMap(width, height int, gridSize int) *Map {

	m := new(Map)

	m.width = width
	m.height = height
	m.gridSize = gridSize
	m.grid = make([]int, width*height)

	diag := math.Hypot(float64(m.width/2), float64(m.height/2))
	for y := 0; y < height; y++ {
		for x := 0; x < width; x++ {

			fx := float64(x)
			fy := float64(y)
			// calculate inverse distance from center
			d := 1.0 - math.Hypot(float64(m.width/2)-fx, float64(m.height/2)-fy)/diag
			d = d
			v := noise.OctaveNoise2d(fx, fy, 4, 0.5, 1.0/64)
			v = (v + 1.0) / 2
			v = v * 256
			m.grid[y*width+x] = int(v)
			m.gridLines = append(m.gridLines, float32(x*m.gridSize), 0, float32(x*m.gridSize), float32((m.height-1)*m.gridSize))
		}
		m.gridLines = append(m.gridLines, 0, float32(y*m.gridSize), float32((m.width-1)*m.gridSize), float32(y*m.gridSize))
	}

	m.RebuildVertices()
	return m
}
Example #3
0
func (m *Map) getColorForVertex(v Vertex) [3]float32 {

	n := (float64(v.y) - m.minHeight) / (m.maxHeight - m.minHeight) * float64(len(colorMap)-1)
	i0 := int(math.Floor(n))
	i1 := int(math.Ceil(n))
	f := n - math.Floor(n)

	if f < 0.01 {
		i1 = i0
	}

	c0 := colorMap[i0]
	c1 := colorMap[i1]

	color := [3]float32{}
	for i := 0; i < 3; i++ {
		color[i] = c0[i] + (c1[i]-c0[i])*float32(f)
		if n > 2 {
			color[i] += float32(noise.OctaveNoise2d(float64(v.x), float64(v.z), 1, 0.25, 1/32.0)) * 0.04
		}

	}
	return color
}