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terrain.py
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terrain.py
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"""
Terrain generating algorithm
"""
# Imports, sorted alphabetically.
# Python packages
from math import sqrt
# Third-party packages
# Nothing for now
# Modules from this project
from blocks import *
from utils import FastRandom, fast_floor, fast_abs
# Improved Perlin Noise based on Improved Noise reference implementation by Ken Perlin
class PerlinNoise(object):
def __init__(self, seed):
rand = FastRandom(seed)
self.perm = [ None ] * 512
noise_tbl = [ None ] * 256
self.PERSISTENCE = 2.1379201
self.H = 0.836281
self.OCTAVES = 9
self.weights = [ None ] * self.OCTAVES
self.regen_weight = True
for i in range(0, 256):
noise_tbl[i] = i
for i in range(0, 256):
j = rand.randint() % 256
j = fast_abs(j)
noise_tbl[i], noise_tbl[j] = noise_tbl[j], noise_tbl[i]
for i in range(0, 256):
self.perm[i] = self.perm[i + 256] = noise_tbl[i]
def fade(self, t) :
return t * t * t * (t * (t * 6 - 15) + 10)
# linear interpolate
def lerp(self, t, a, b):
return a + t * (b - a)
def grad(self, hash, x, y, z):
h = hash & 15
u = x if h < 8 else y
if h < 4:
v = y
elif h == 12 or h ==14:
v = x
else:
v = z
return (u if (h & 1) == 0 else - u) + (v if (h & 2) == 0 else -v)
def noise(self, x, y, z):
X = int(fast_floor(x) & 255)
Y = int(fast_floor(y) & 255)
Z = int(fast_floor(z) & 255)
x -= fast_floor(x)
y -= fast_floor(y)
z -= fast_floor(z)
u = self.fade(x)
v = self.fade(y)
w = self.fade(z)
A = self.perm[X] + Y
AA = self.perm[A] + Z
AB = self.perm[(A + 1)] + Z
B = self.perm[(X + 1)] + Y
BA = self.perm[B] + Z
BB = self.perm[(B + 1)] + Z
return self.lerp(w, self.lerp(v, self.lerp(u, self.grad(self.perm[AA], x, y, z),
self.grad(self.perm[BA], x - 1, y, z)),
self.lerp(u, self.grad(self.perm[AB], x, y - 1, z),
self.grad(self.perm[BB], x - 1, y - 1, z))),
self.lerp(v, self.lerp(u, self.grad(self.perm[(AA + 1)], x, y, z - 1),
self.grad(self.perm[(BA + 1)], x - 1, y, z - 1)),
self.lerp(u, self.grad(self.perm[(AB + 1)], x, y - 1, z - 1),
self.grad(self.perm[(BB + 1)], x - 1, y - 1, z - 1))))
def fBm(self, x, y, z):
total = 0.0
if self.regen_weight:
self.weights = [ None ] * self.OCTAVES
for n in range(0, self.OCTAVES):
self.weights[n] = self.PERSISTENCE ** (-self.H * n)
regen_weight = False
for n in range(0, self.OCTAVES):
total += self.noise(x, y, z) * self.weights[n]
x *= self.PERSISTENCE
y *= self.PERSISTENCE
z *= self.PERSISTENCE
return total
@property
def octave(self):
return self.OCTAVES
@octave.setter
def octave(self, value):
self.OCTAVES = value
self.regen_weight = True
CHUNK_X_SIZE = 80
CHUNK_Z_SIZE = 80
CHUNK_Y_SIZE = 256
# create a array with size x_size*y_size*z_size
def init_3d_list(x_size, y_size, z_size):
# initialize block list
xblks = {}
for x in xrange(x_size):
yblks = {}
for y in xrange(y_size):
zblks = {}
for z in xrange(z_size):
zblks[z] = None
yblks[y] = zblks
xblks[x] = yblks
return xblks
class Chunk(object):
def __init__(self, position, x_size=CHUNK_X_SIZE, y_size=CHUNK_Y_SIZE, z_size=CHUNK_Z_SIZE):
self.x_pos, self.y_pos, self.z_pos = position
self.x_size = x_size
self.y_size = y_size
self.z_size = z_size
self.blocks = init_3d_list(x_size, y_size, z_size)
def get_block(self, x, y, z):
return self.blocks[x][y][z]
def set_block(self, x, y, z, block):
self.blocks[x][y][z] = block
def world_block_xpos(self, x):
return self.x_pos + x
def world_block_ypos(self, y):
return self.y_pos + y
def world_block_zpos(self, z):
return self.z_pos + z
SAMPLE_RATE_HOR = 4
SAMPLE_RATE_VER = 4
class TerrainGenerator(object):
def __init__(self, seed):
self.base_gen = PerlinNoise(seed)
self.base_gen.octave = 8
self.ocean_gen = PerlinNoise(seed + 11)
self.ocean_gen.octave = 8
self.river_gen = PerlinNoise(seed + 31)
self.river_gen.octave = 8
self.mount_gen = PerlinNoise(seed + 41)
self.hill_gen = PerlinNoise(seed + 71)
self.cave_gen = PerlinNoise(seed + 141)
def set_seed(self, seed):
self.base_gen = PerlinNoise(seed)
self.base_gen.octave = 8
self.ocean_gen = PerlinNoise(seed + 11)
self.ocean_gen.octave = 8
self.river_gen = PerlinNoise(seed + 31)
self.river_gen.octave = 8
self.mount_gen = PerlinNoise(seed + 41)
self.hill_gen = PerlinNoise(seed + 71)
self.cave_gen = PerlinNoise(seed + 141)
def generate_chunk(self, chunk_x, chunk_y, chunk_z):
c = Chunk(position=(chunk_x, chunk_y, chunk_z))
# density map
d_map = init_3d_list(c.x_size + 1, c.y_size + 1, c.z_size + 1)
for x in range(0, c.x_size + SAMPLE_RATE_HOR, SAMPLE_RATE_HOR):
for z in range(0, c.z_size + SAMPLE_RATE_HOR, SAMPLE_RATE_HOR):
for y in range(0, c.y_size + SAMPLE_RATE_VER, SAMPLE_RATE_VER):
d_map[x][y][z] = self.density(c.world_block_xpos(x), y, c.world_block_zpos(z))
#print d_map[x][y][z]
# interpolate the missing values
self.tri_lerp_d_map(d_map)
for x in range(0, c.x_size):
for z in range(0, c.z_size):
for y in range(0, c.y_size):
pass
#print d_map[x][y][z]
for x in range(0, CHUNK_X_SIZE):
for z in range(0, CHUNK_Z_SIZE):
first_block = -1
for y in range(CHUNK_Y_SIZE - 1, 0, -1):
if y == 0:
c.set_block(x, y, z, bed_block)
break
#if 0 < y <= 32:
# c.set_block(x, y, z, water_block);
den = d_map[x][y][z]
if 0 <= den < 32:
if first_block == -1:
first_block = y
if self.cave_density(c.world_block_xpos(x), y, c.world_block_zpos(z)) > -0.7:
c = self.gen_outer_layer(x, y, z, first_block, c)
else:
c.set_block(x, y, z, air_block)
continue
elif den >= 32:
if first_block == -1:
first_block = y
if self.cave_density(c.world_block_xpos(x), y, c.world_block_zpos(z)) > -0.6:
c = self.gen_inner_layer(x, y, z, c)
else:
c.set_block(x, y, z, air_block)
continue
first_block = -1
return c
def gen_inner_layer(self, x, y, z, c):
# Mineral generation should be here also
c.set_block(x, y, z, stone_block)
return c
def gen_outer_layer(self, x, y, z, first_block, c):
depth = int(first_block - y)
if depth == 0 and 32 < y < 128:
c.set_block(x, y, z, grass_block)
elif depth > 32:
c.set_block(x, y, z, stone_block)
else:
c.set_block(x, y, z, dirt_block)
return c
def lerp(self, x, x1, x2, v00, v01):
return (float(x2 - x) / float(x2 - x1)) * v00 + (float(x - x1) / float(x2 - x1)) * v01
def tri_lerp(self,x, y, z, v000, v001, v010, v011, v100, v101, v110, v111, x1, x2, y1, y2, z1, z2):
x00 = self.lerp(x, x1, x2, v000, v100)
x10 = self.lerp(x, x1, x2, v010, v110)
x01 = self.lerp(x, x1, x2, v001, v101)
x11 = self.lerp(x, x1, x2, v011, v111)
u = self.lerp(y, y1, y2, x00, x01)
v = self.lerp(y, y1, y2, x10, x11)
return self.lerp(z, z1, z2, u, v)
def tri_lerp_d_map(self, d_map):
for x in range(0, CHUNK_X_SIZE):
for y in range(0, CHUNK_Y_SIZE):
for z in range(0, CHUNK_Z_SIZE):
if not (x % SAMPLE_RATE_HOR == 0 and y % SAMPLE_RATE_VER == 0 and z % SAMPLE_RATE_HOR == 0):
offsetX = int((x / SAMPLE_RATE_HOR) * SAMPLE_RATE_HOR)
offsetY = int((y / SAMPLE_RATE_VER) * SAMPLE_RATE_VER)
offsetZ = int((z / SAMPLE_RATE_HOR) * SAMPLE_RATE_HOR)
d_map[x][y][z] = self.tri_lerp(x, y, z, d_map[offsetX][offsetY][offsetZ], d_map[offsetX][SAMPLE_RATE_VER + offsetY][offsetZ], d_map[offsetX][offsetY][offsetZ + SAMPLE_RATE_HOR],
d_map[offsetX][offsetY + SAMPLE_RATE_VER][offsetZ + SAMPLE_RATE_HOR], d_map[SAMPLE_RATE_HOR + offsetX][offsetY][offsetZ], d_map[SAMPLE_RATE_HOR + offsetX][offsetY + SAMPLE_RATE_VER][offsetZ],
d_map[SAMPLE_RATE_HOR + offsetX][offsetY][offsetZ + SAMPLE_RATE_HOR], d_map[SAMPLE_RATE_HOR + offsetX][offsetY + SAMPLE_RATE_VER][offsetZ + SAMPLE_RATE_HOR], offsetX, SAMPLE_RATE_HOR + offsetX, offsetY,
SAMPLE_RATE_VER + offsetY, offsetZ, offsetZ + SAMPLE_RATE_HOR)
def _clamp(self, a):
if a > 1:
return 1
elif a < 0:
return 0
else:
return a
def density(self, x, y, z):
height = self.base_terrain(x, z)
ocean = self.ocean_terrain(x, z)
river = self.rive_terrain(x, z)
mountains = self.mount_density(x, y, z)
hills = self.hill_density(x, y, z)
flatten = self._clamp(((CHUNK_Y_SIZE - 16) - y) / int(CHUNK_Y_SIZE * 0.10))
return -y + (((32.0 + height * 32.0) * self._clamp(river + 0.25) * self._clamp(ocean + 0.25)) + mountains * 1024.0 + hills * 128.0) * flatten
def base_terrain(self, x, z):
return self._clamp((self.base_gen.fBm(0.004 * x, 0, 0.004 * z) + 1.0) / 2.0)
def ocean_terrain(self, x, z):
return self._clamp(self.ocean_gen.fBm(0.0009 * x, 0, 0.0009 * z) * 8.0)
def rive_terrain(self, x, z):
return self._clamp((sqrt(fast_abs(self.river_gen.fBm(0.0008 * x, 0, 0.0008 * z))) - 0.1) * 7.0)
def mount_density(self, x, y, z):
ret = self.mount_gen.fBm(x * 0.002, y * 0.001, z * 0.002)
return ret if ret > 0 else 0
def hill_density(self, x, y, z):
ret = self.hill_gen.fBm(x * 0.008, y * 0.006, z * 0.008) - 0.1
return ret if ret > 0 else 0
def cave_density(self, x, y, z):
return self.cave_gen.fBm(x * 0.02, y * 0.02, z * 0.02)