Added accurate planet generation

This commit is contained in:
Anuken
2020-01-18 13:24:14 -05:00
parent f044f30829
commit 47695f1f8c
6 changed files with 59 additions and 36 deletions
+9 -22
View File
@@ -3,12 +3,11 @@ package mindustry.graphics;
import arc.graphics.*;
import arc.graphics.VertexAttributes.*;
import arc.graphics.gl.*;
import arc.math.*;
import arc.math.geom.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
import arc.util.noise.*;
import mindustry.graphics.PlanetGrid.*;
import mindustry.maps.planet.*;
public class PlanetMesh{
private float[] floats = new float[3 + 3 + 1];
@@ -16,19 +15,12 @@ public class PlanetMesh{
private Mesh mesh;
private PlanetGrid grid;
private float color;
private boolean lines;
private float radius;
private boolean lines = false;
private float radius = 1f, intensity = 0.2f;
private Simplex sim = new Simplex();
private RidgedPerlin rid = new RidgedPerlin(2, 2);
private Color[] colors = {Color.royal, Color.royal, Color.royal, Color.tan, Color.valueOf("3f9a50"), Color.valueOf("3f9a50"), Color.gray, Color.white, Color.white};
private Vec3 normal = new Vec3();
private PlanetGenerator gen = new PlanetGenerator();
public PlanetMesh(int divisions, float radius, boolean lines, Color color){
this.radius = radius;
this.lines = lines;
this.color = color.toFloatBits();
public PlanetMesh(int divisions){
this.grid = PlanetGrid.newGrid(divisions);
int vertices = grid.tiles.length * 12 * (3 + 3 + 1);
@@ -77,7 +69,7 @@ public class PlanetMesh{
}
for(Corner corner : c){
corner.v.setLength(radius + elevation(corner.bv));
corner.v.setLength(radius + elevation(corner.bv)*intensity);
}
for(Corner corner : c){
@@ -115,20 +107,15 @@ public class PlanetMesh{
}
private Vec3 normal(Vec3 v1, Vec3 v2, Vec3 v3){
return normal.set(v2).sub(v1).crs(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z).nor();
return Tmp.v32.set(v2).sub(v1).crs(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z).nor();
}
private float elevation(Vec3 v){
if(lines) return 0;
Color c = color(v);
if(c == Color.royal) return 0.19f;
return ((float)sim.octaveNoise3D(8, 0.7, 1 / 2.0, v.x, v.y, v.z)) / 3f + (rid.getValue(v.x, v.y, v.z, 1f) + 1f) / 12f;
return gen.getHeight(v);
}
private Color color(Vec3 v){
float f = ((float)sim.octaveNoise3D(6, 0.6, 1 / 2.0, v.x, v.y, v.z)) * 0.5f + 0.5f * ((rid.getValue(v.x, v.y, v.z, 1f) + 1f) / 2f);
return colors[Mathf.clamp((int)(f * colors.length), 0, colors.length - 1)];
return gen.getColor(v, elevation(v));
}
private void verts(Vec3 a, Vec3 b, Vec3 c, Vec3 normal, Color color){