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#include "map/Map.h"
Map::Map(uint32_t dimensions) : array_map(sf::Vector3i(dimensions, dimensions, dimensions)) {
if ((int)pow(2, (int)log2(dimensions)) != dimensions)
Logger::log("Map dimensions not an even exponent of 2", Logger::LogLevel::ERROR, __LINE__, __FILE__);
sf::Vector3i dim3(dimensions, dimensions, dimensions);
Logger::log("Generating Octree", Logger::LogLevel::INFO);
octree.Generate(array_map.getDataPtr(), dim3);
Logger::log("Validating Octree", Logger::LogLevel::INFO);
if (!octree.Validate(array_map.getDataPtr(), dim3)) {
Logger::log("Octree validation failed", Logger::LogLevel::ERROR, __LINE__, __FILE__);
}
}
void Map::setVoxel(sf::Vector3i pos, int val) {
array_map.getDataPtr()[pos.x + array_map.getDimensions().x * (pos.y + array_map.getDimensions().z * pos.z)] = val;
}
char Map::getVoxel(sf::Vector3i pos){
return array_map.getDataPtr()[pos.x + array_map.getDimensions().x * (pos.y + array_map.getDimensions().z * pos.z)];
return octree.GetVoxel(pos).found;
}
sf::Vector3f Map::LongRayIntersection(sf::Vector3f origin, sf::Vector3f magnitude) {
sf::Vector3i voxel(origin);
std::vector<std::tuple<sf::Vector3i, char>> travel_path;
sf::Vector3f ray_dir(1, 0, 0);
sf::Vector3i map_dim = array_map.getDimensions();
// Pitch
ray_dir = sf::Vector3f(
ray_dir.z * sin(magnitude.x) + ray_dir.x * cos(magnitude.x),
ray_dir.y,
ray_dir.z * cos(magnitude.x) - ray_dir.x * sin(magnitude.x)
);
// Yaw
ray_dir = sf::Vector3f(
ray_dir.x * cos(magnitude.y) - ray_dir.y * sin(magnitude.y),
ray_dir.x * sin(magnitude.y) + ray_dir.y * cos(magnitude.y),
ray_dir.z
);
// correct for the base ray pointing to (1, 0, 0) as (0, 0). Should equal (1.57, 0)
ray_dir = sf::Vector3f(
static_cast<float>(ray_dir.z * sin(-1.57) + ray_dir.x * cos(-1.57)),
static_cast<float>(ray_dir.y),
static_cast<float>(ray_dir.z * cos(-1.57) - ray_dir.x * sin(-1.57))
);
// Setup the voxel step based on what direction the ray is pointing
sf::Vector3i voxel_step(1, 1, 1);
voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
sf::Vector3f delta_t(
fabs(1.0f / ray_dir.x),
fabs(1.0f / ray_dir.y),
fabs(1.0f / ray_dir.z)
);
// offset is how far we are into a voxel, enables sub voxel movement
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ.
sf::Vector3f intersection_t(
delta_t.x * (origin.x - floor(origin.x)) * voxel_step.x,
delta_t.y * (origin.y - floor(origin.y)) * voxel_step.y,
delta_t.z * (origin.z - floor(origin.z)) * voxel_step.z
);
// for negative values, wrap around the delta_t
intersection_t.x -= delta_t.x * (std::min(intersection_t.x, 0.0f));
intersection_t.y -= delta_t.y * (std::min(intersection_t.y, 0.0f));
intersection_t.z -= delta_t.z * (std::min(intersection_t.z, 0.0f));
int dist = 0;
sf::Vector3i face_mask(0, 0, 0);
int voxel_data = 0;
// Andrew Woo's raycasting algo
do {
face_mask.x = intersection_t.x <= std::min(intersection_t.y, intersection_t.z);
face_mask.y = intersection_t.y <= std::min(intersection_t.z, intersection_t.x);
face_mask.z = intersection_t.z <= std::min(intersection_t.x, intersection_t.y);
intersection_t.x += delta_t.x * fabs(face_mask.x);
intersection_t.y += delta_t.y * fabs(face_mask.y);
intersection_t.z += delta_t.z * fabs(face_mask.z);
voxel.x += voxel_step.x * face_mask.x;
voxel.y += voxel_step.y * face_mask.y;
voxel.z += voxel_step.z * face_mask.z;
if (voxel.x >= map_dim.x || voxel.y >= map_dim.y || voxel.z >= map_dim.z) {
return intersection_t;
}
if (voxel.x < 0 || voxel.y < 0 || voxel.z < 0) {
return intersection_t;
}
// If we hit a voxel
voxel_data = array_map.getDataPtr()[voxel.x + map_dim.x * (voxel.y + map_dim.z * (voxel.z))];
if (voxel_data != 0)
return intersection_t;
} while (++dist < 700.0f);
return intersection_t;
}
std::vector<sf::Vector3i> Map::BoxIntersection(sf::Vector3f origin, sf::Vector3f magnitude) {
return std::vector<sf::Vector3i>();
}
sf::Vector3f Map::ShortRayIntersection(sf::Vector3f origin, sf::Vector3f magnitude) {
return sf::Vector3f(0,0,0);
}
void Map::ApplyHeightmap(sf::Image bitmap) {
}
sf::Image Map::GenerateHeightBitmap(sf::Vector3i dimensions) {
std::mt19937 gen;
std::uniform_real_distribution<double> dis(-1.0, 1.0);
auto f_rand = std::bind(dis, std::ref(gen));
double* height_map = new double[dimensions.x * dimensions.y];
for (int i = 0; i < dimensions.x * dimensions.y; i++) {
height_map[i] = 0;
}
//size of grid to generate, note this must be a
//value 2^n+1
int DATA_SIZE = dimensions.x + 1;
//an initial seed value for the corners of the data
//srand(f_rand());
double SEED = rand() % 10 + 55;
//seed the data
SetSample(0, 0, SEED, height_map);
SetSample(0, dimensions.y, SEED, height_map);
SetSample(dimensions.x, 0, SEED, height_map);
SetSample(dimensions.x, dimensions.y, SEED, height_map);
double h = 20.0;//the range (-h -> +h) for the average offset
//for the new value in range of h
//side length is distance of a single square side
//or distance of diagonal in diamond
for (int sideLength = DATA_SIZE - 1;
//side length must be >= 2 so we always have
//a new value (if its 1 we overwrite existing values
//on the last iteration)
sideLength >= 2;
//each iteration we are looking at smaller squares
//diamonds, and we decrease the variation of the offset
sideLength /= 2, h /= 2.0) {
//half the length of the side of a square
//or distance from diamond center to one corner
//(just to make calcs below a little clearer)
int halfSide = sideLength / 2;
//generate the new square values
for (int x = 0; x < DATA_SIZE - 1; x += sideLength) {
for (int y = 0; y < DATA_SIZE - 1; y += sideLength) {
//x, y is upper left corner of square
//calculate average of existing corners
double avg = Sample(x, y, height_map) + //top left
Sample(x + sideLength, y, height_map) +//top right
Sample(x, y + sideLength, height_map) + //lower left
Sample(x + sideLength, y + sideLength, height_map);//lower right
avg /= 4.0;
//center is average plus random offset
SetSample(x + halfSide, y + halfSide,
//We calculate random value in range of 2h
//and then subtract h so the end value is
//in the range (-h, +h)
avg + (f_rand() * 2 * h) - h, height_map);
}
}
//generate the diamond values
//since the diamonds are staggered we only move x
//by half side
//NOTE: if the data shouldn't wrap then x < DATA_SIZE
//to generate the far edge values
for (int x = 0; x < DATA_SIZE - 1; x += halfSide) {
//and y is x offset by half a side, but moved by
//the full side length
//NOTE: if the data shouldn't wrap then y < DATA_SIZE
//to generate the far edge values
for (int y = (x + halfSide) % sideLength; y < DATA_SIZE - 1; y += sideLength) {
//x, y is center of diamond
//note we must use mod and add DATA_SIZE for subtraction
//so that we can wrap around the array to find the corners
double avg =
Sample((x - halfSide + DATA_SIZE) % DATA_SIZE, y, height_map) + //left of center
Sample((x + halfSide) % DATA_SIZE, y, height_map) + //right of center
Sample(x, (y + halfSide) % DATA_SIZE, height_map) + //below center
Sample(x, (y - halfSide + DATA_SIZE) % DATA_SIZE, height_map); //above center
avg /= 4.0;
//new value = average plus random offset
//We calculate random value in range of 2h
//and then subtract h so the end value is
//in the range (-h, +h)
avg = avg + (f_rand() * 2 * h) - h;
//update value for center of diamond
SetSample(x, y, avg, height_map);
//wrap values on the edges, remove
//this and adjust loop condition above
//for non-wrapping values.
if (x == 0) SetSample(DATA_SIZE - 1, y, avg, height_map);
if (y == 0) SetSample(x, DATA_SIZE - 1, avg, height_map);
}
}
}
sf::Uint8* pixels = new sf::Uint8[dimensions.x * dimensions.z * 4];
for (int x = 0; x < dimensions.x; x++) {
for (int z = 0; z < dimensions.z; z++) {
sf::Uint8 height = static_cast<sf::Uint8>(std::min(std::max(height_map[x + z * dimensions.x], 0.0), (double)dimensions.z));
pixels[x + z * dimensions.x * 4 + 0] = height;
pixels[x + z * dimensions.x * 4 + 1] = height;
pixels[x + z * dimensions.x * 4 + 2] = height;
pixels[x + z * dimensions.x * 4 + 3] = sf::Uint8(255);
}
}
sf::Image bitmap_img;
bitmap_img.create(dimensions.x, dimensions.z, pixels);
return bitmap_img;
}
double Map::Sample(int x, int y, double *height_map) {
return height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x];
}
void Map::SetSample(int x, int y, double value, double *height_map) {
height_map[(x & (dimensions.x - 1)) + (y & (dimensions.y - 1)) * dimensions.x] = value;
}
void Map::SampleSquare(int x, int y, int size, double value, double *height_map) {
int hs = size / 2;
double a = Sample(x - hs, y - hs, height_map);
double b = Sample(x + hs, y - hs, height_map);
double c = Sample(x - hs, y + hs, height_map);
double d = Sample(x + hs, y + hs, height_map);
SetSample(x, y, ((a + b + c + d) / 4.0) + value, height_map);
}
void Map::SampleDiamond(int x, int y, int size, double value, double *height_map) {
int hs = size / 2;
double a = Sample(x - hs, y, height_map);
double b = Sample(x + hs, y, height_map);
double c = Sample(x, y - hs, height_map);
double d = Sample(x, y + hs, height_map);
SetSample(x, y, ((a + b + c + d) / 4.0) + value, height_map);
}