revert portions to a previously demonstrated to work state...

This commit is contained in:
AzaezelX 2025-02-17 19:55:23 -06:00
parent 329ffab86c
commit 315f05ea47
3 changed files with 15 additions and 54 deletions

View file

@ -752,49 +752,22 @@ void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, boo
// If this is the ending
// mouse down event, then
// update the noise values.
U32 shift = getBinLog2(mNoiseSize);
TerrainBlock* tblock = mTerrainEditor->getActiveTerrain();
if (!tblock)
return;
mSelectionOrigin = Point2I(S32_MAX, S32_MAX);
F32 height = 0;
F32 maxHeight = 0;
U32 i = 0;
for (i=0; i < sel->size(); i++)
if (type == Begin)
{
mSelectionOrigin.x = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.x), F32(mSelectionOrigin.x)));
mSelectionOrigin.y = S32(mMin(F32((*sel)[i].mGridPoint.gridPos.y), F32(mSelectionOrigin.y)));
height = fixedToFloat(tblock->getHeight((*sel)[i].mGridPoint.gridPos));
if (height > maxHeight)
maxHeight = height;
mNoise.setSeed(Sim::getCurrentTime());
mNoise.fBm(&mNoiseData, mNoiseSize, 12, 1.0f, 5.0f);
Vector<F32> scratch = mNoiseData;
mNoise.rigidMultiFractal(&mNoiseData, &scratch, mNoiseSize, 12, 1.0f, 5.0f);
//erodeThermal(Vector<F32> *src, Vector<F32> *dst, F32 slope, F32 materialLoss, U32 iterations, U32 size, U32 squareSize, F32 maxHeight );
mNoise.erodeThermal(&mNoiseData, &mNoiseData, 30.0f, 5.0f, 5, mNoiseSize, 1, 2000.0f);
mNoise.getMinMax(&mNoiseData, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize);
mScale = 1.5f / (mMinMaxNoise.x - mMinMaxNoise.y);
}
for (i = 0; i < mTerrainHeights.size(); i++)
{
mTerrainHeights[i] = 0;
}
for (i = 0; i < sel->size(); i++)
{
mTerrainHeights[((*sel)[i].mGridPoint.gridPos.x - mSelectionOrigin.x) + (((*sel)[i].mGridPoint.gridPos.y - mSelectionOrigin.y) << shift)] = (*sel)[i].mHeight;
}
mNoise.setSeed(Sim::getCurrentTime());
//mNoise.fBm(&mNoiseData, mNoiseSize, 12, 1.0f, 5.0f);
//generate noise based on terrain hieghts
mNoise.rigidMultiFractal( &mNoiseData, &mTerrainHeights, mNoiseSize, 12, 1.0f, 5.0f );
//erode the noise
mNoise.erodeThermal(&mNoiseData, &mTerrainHeights, 45.0f, 0.5f, 12, mNoiseSize, 1, maxHeight);
mNoise.getMinMax(&mTerrainHeights, &mMinMaxNoise.x, &mMinMaxNoise.y, mNoiseSize);
mScale = (mMinMaxNoise.x - mMinMaxNoise.y) / maxHeight;
if (selChanged)
{
F32 heightDiff = 0;
for (i = 0; i < sel->size(); i++)
for (U32 i = 0; i < sel->size(); i++)
{
if (!isValid((*sel)[i]))
continue;
@ -803,27 +776,21 @@ void ThermalErosionAction::process(Selection * sel, const Gui3DMouseEvent &, boo
const Point2I& gridPos = (*sel)[i].mGridPoint.gridPos;
// Need to get the height difference
// between the current height and the
// erosion height to properly apply the
// softness and pressure settings of the brush
// for this selection.
heightDiff = ((*sel)[i].mHeight - mTerrainHeights[(gridPos.x - mSelectionOrigin.x) + ((gridPos.y-mSelectionOrigin.y) << shift)]) * mScale;
const F32 noiseVal = mNoiseData[(gridPos.x % mNoiseSize) +
((gridPos.y % mNoiseSize) * mNoiseSize)];
(*sel)[i].mHeight += heightDiff * (*sel)[i].mWeight * mTerrainEditor->getBrushPressure();
(*sel)[i].mHeight -= (noiseVal - mMinMaxNoise.y * mScale) * (*sel)[i].mWeight * mTerrainEditor->mNoiseFactor;
if ((*sel)[i].mHeight > mTerrainEditor->mTileMaxHeight)
(*sel)[i].mHeight = mTerrainEditor->mTileMaxHeight;
if ((*sel)[i].mHeight < mTerrainEditor->mTileMinHeight)
(*sel)[i].mHeight = mTerrainEditor->mTileMinHeight;
mTerrainEditor->setGridInfo((*sel)[i]);
}
mTerrainEditor->scheduleGridUpdate();
}
}
void HydraulicErosionAction::process(Selection* sel, const Gui3DMouseEvent&, bool selChanged, Type type)