#include "config.h"\r
#include "guiMainMenu.h"\r
#include "mineral.h"\r
+#include "noise.h"\r
\r
IrrlichtWrapper *g_irrlicht;\r
\r
/*\r
Run unit tests\r
*/\r
+\r
if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
|| cmd_args.getFlag("enable-unittests") == true)\r
{\r
run_tests();\r
}\r
\r
+ /*for(s16 y=-100; y<100; y++)\r
+ for(s16 x=-100; x<100; x++)\r
+ {\r
+ std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
+ }\r
+ return 0;*/\r
+ \r
/*\r
Some parameters\r
*/\r
double base_rock_level_2d(u64 seed, v2s16 p)
{
// The base ground level
- double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
+ double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
(seed>>32)+654879876, 6, 0.6);
+
/*// A bit hillier one
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
base = base2;*/
#if 1
// Higher ground level
- double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin(
+ double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed+85039, 6, 0.69);
//higher = 30; // For debugging
/*double a = 0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
seed-359, 6, 0.7));*/
- double a = 0.5 + b * (a_off + noise2d_perlin(
+ double a = (double)0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
seed-359, 5, 0.60));
// Limit
#include <math.h>
#include "noise.h"
+#include <iostream>
#define NOISE_MAGIC_X 1619
#define NOISE_MAGIC_Y 31337
{
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
- double xl = x-x0;
- double yl = y-y0;
+ double xl = x - (double)x0;
+ double yl = y - (double)y0;
int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
+ /* In this format, these fail to work on MSVC8 if n00 < 4
double s = dotProduct(cos_lookup[n00], cos_lookup[(n00-4)%16], xl, yl);
double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10-4)%16], 1.-xl, yl);
double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01-4)%16], xl, 1.-yl);
- double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);
+ double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);*/
+ double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
+ double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
+ double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
+ double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
+ /*std::cout<<"x="<<x<<" y="<<y<<" x0="<<x0<<" y0="<<y0<<" xl="<<xl<<" yl="<<yl<<" n00="<<n00<<" n10="<<n01<<" s="<<s<<std::endl;
+ std::cout<<"cos_lookup[n00]="<<(cos_lookup[n00])<<" cos_lookup[(n00-4)%16]="<<(cos_lookup[(n00-4)%16])<<std::endl;*/
return biLinearInterpolation(s,u,v,w,xl,yl);
}