Fix issue in HeightField and user Perlin noise to generate terrain
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@ -57,7 +57,7 @@ HeightFieldShape::HeightFieldShape(int nbWidthGridPoints, int nbLengthGridPoints
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mHeightFieldData = heightFieldData;
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decimal halfHeight = (mMaxHeight - mMinHeight) * decimal(0.5);
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assert(halfHeight > 0);
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assert(halfHeight >= 0);
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// Compute the local AABB of the height field
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if (mUpAxis == 0) {
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@ -198,22 +198,23 @@ inline Vector3 HeightFieldShape::getVertexAt(int x, int y) const {
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// Get the height value
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const decimal height = getHeightAt(x, y);
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// Get the difference between the center of AABB and zero level of the height field
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const decimal originToZeroHeight = (mMaxHeight - mMinHeight) * decimal(0.5);
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// Height values origin
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const decimal heightOrigin = -(mMaxHeight - mMinHeight) * decimal(0.5) - mMinHeight;
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Vector3 vertex;
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switch (mUpAxis) {
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case 0: vertex = Vector3(height - originToZeroHeight, -mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y) * mScaling;
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case 0: vertex = Vector3(heightOrigin + height, -mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y);
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break;
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case 1: vertex = Vector3(-mWidth * decimal(0.5) + x, height - originToZeroHeight, -mLength * decimal(0.5) + y) * mScaling;
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case 1: vertex = Vector3(-mWidth * decimal(0.5) + x, heightOrigin + height, -mLength * decimal(0.5) + y);
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break;
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case 2: vertex = Vector3(-mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y, height - originToZeroHeight) * mScaling;
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case 2: vertex = Vector3(-mWidth * decimal(0.5) + x, -mLength * decimal(0.5) + y, heightOrigin + height);
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break;
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default: assert(false);
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}
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assert(mAABB.contains(vertex));
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return vertex;
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return vertex * mScaling;
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}
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// Return the height of a given (x,y) point in the height field
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@ -25,6 +25,7 @@
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// Libraries
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#include "HeightField.h"
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#include "PerlinNoise.h"
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// Constructor
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HeightField::HeightField(const openglframework::Vector3 &position,
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@ -47,7 +48,7 @@ HeightField::HeightField(const openglframework::Vector3 &position,
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mHeightFieldShape = new rp3d::HeightFieldShape(HEIGHTFIELD_WIDTH, HEIGHTFIELD_LENGTH, 0, 5,
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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// Initial position and orientation of the rigid body
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@ -90,7 +91,7 @@ HeightField::HeightField(const openglframework::Vector3 &position, float mass,
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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mHeightFieldShape = new rp3d::HeightFieldShape(HEIGHTFIELD_WIDTH, HEIGHTFIELD_LENGTH, 0, 5,
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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// Initial position and orientation of the rigid body
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@ -188,12 +189,33 @@ void HeightField::render(openglframework::Shader& shader,
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// Compute the heights of the height field
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void HeightField::generateHeightField() {
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mMinHeight = 0.0;
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mMaxHeight = 5.0;
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double persistence = 6;
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double frequency = 0.13;
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double amplitude = 18;
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int octaves = 1;
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int randomseed = 779;
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PerlinNoise perlinNoise(persistence, frequency, amplitude, octaves, randomseed);
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for (int i=0; i<HEIGHTFIELD_WIDTH; i++) {
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for (int j=0; j<HEIGHTFIELD_LENGTH; j++) {
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mHeightData[i][j] = 5.0f;
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mMinHeight = 0;
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mMaxHeight = 5;
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float width = (NB_POINTS_WIDTH - 1);
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float length = (NB_POINTS_LENGTH - 1);
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for (int i=0; i<NB_POINTS_WIDTH; i++) {
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for (int j=0; j<NB_POINTS_LENGTH; j++) {
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int arrayIndex = j * NB_POINTS_WIDTH + i;
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mHeightData[arrayIndex] = (float)(perlinNoise.GetHeight(-width * 0.5 + i, -length * 0.5 + j));
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if (i==0 && j==0) {
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mMinHeight = mHeightData[arrayIndex] ;
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mMaxHeight = mHeightData[arrayIndex] ;
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}
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if (mHeightData[arrayIndex] > mMaxHeight) mMaxHeight = mHeightData[arrayIndex] ;
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if (mHeightData[arrayIndex] < mMinHeight) mMinHeight = mHeightData[arrayIndex] ;
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}
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}
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}
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@ -204,21 +226,27 @@ void HeightField::generateGraphicsMesh() {
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std::vector<uint> indices;
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int vertexId = 0;
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for (int i=0; i<HEIGHTFIELD_WIDTH; i++) {
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for (int j=0; j<HEIGHTFIELD_LENGTH; j++) {
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float horizontalScale = 1.0f;
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float height = mHeightData[i][j] - (mMaxHeight - mMinHeight) * 0.5f;
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openglframework::Vector3 vertex(-(HEIGHTFIELD_WIDTH - 1) * 0.5f + i, height, -(HEIGHTFIELD_LENGTH - 1) * 0.5 + j);
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for (int i=0; i<NB_POINTS_WIDTH; i++) {
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for (int j=0; j<NB_POINTS_LENGTH; j++) {
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float originHeight = -(mMaxHeight - mMinHeight) * 0.5f - mMinHeight;
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float height = originHeight + mHeightData[j * NB_POINTS_WIDTH + i];
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openglframework::Vector3 vertex(-(NB_POINTS_WIDTH - 1) * 0.5f + i, height, -(NB_POINTS_LENGTH - 1) * 0.5f + j);
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vertex.x *= horizontalScale;
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vertex.z *= horizontalScale;
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mVertices.push_back(vertex);
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// Triangle indices
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if ((i < HEIGHTFIELD_WIDTH - 1) && (j < HEIGHTFIELD_LENGTH - 1)) {
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if ((i < NB_POINTS_WIDTH - 1) && (j < NB_POINTS_LENGTH - 1)) {
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int v1 = vertexId;
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int v2 = vertexId + 1;
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int v3 = vertexId + HEIGHTFIELD_LENGTH;
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int v4 = vertexId + HEIGHTFIELD_LENGTH + 1;
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int v3 = vertexId + NB_POINTS_LENGTH;
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int v4 = vertexId + NB_POINTS_LENGTH + 1;
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// First triangle
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indices.push_back(v1);
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@ -326,4 +354,3 @@ void HeightField::setScaling(const openglframework::Vector3& scaling) {
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0, 0, scaling.z, 0,
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0, 0, 0, 1.0f);
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}
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@ -31,18 +31,19 @@
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#include "reactphysics3d.h"
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#include "PhysicsObject.h"
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// Class HeightField
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class HeightField : public openglframework::Mesh, public PhysicsObject {
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private :
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static const int HEIGHTFIELD_WIDTH = 10;
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static const int HEIGHTFIELD_LENGTH = 5;
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static const int NB_POINTS_WIDTH = 100;
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static const int NB_POINTS_LENGTH = 100;
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// -------------------- Attributes -------------------- //
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/// Height field data
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float mHeightData[HEIGHTFIELD_WIDTH][HEIGHTFIELD_LENGTH];
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float mHeightData[NB_POINTS_WIDTH * NB_POINTS_LENGTH];
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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@ -74,13 +75,13 @@ class HeightField : public openglframework::Mesh, public PhysicsObject {
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// -------------------- Methods -------------------- //
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// Create the Vertex Buffer Objects used to render with OpenGL.
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/// Create the Vertex Buffer Objects used to render with OpenGL.
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void createVBOAndVAO();
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// Compute the heights of the height field
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/// Compute the heights of the height field
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void generateHeightField();
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// Generate the graphics mesh to render the height field
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/// Generate the graphics mesh to render the height field
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void generateGraphicsMesh();
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public :
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111
testbed/common/PerlinNoise.cpp
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111
testbed/common/PerlinNoise.cpp
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@ -0,0 +1,111 @@
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#include "PerlinNoise.h"
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PerlinNoise::PerlinNoise()
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{
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persistence = 0;
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frequency = 0;
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amplitude = 0;
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octaves = 0;
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randomseed = 0;
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}
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PerlinNoise::PerlinNoise(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed)
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{
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persistence = _persistence;
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frequency = _frequency;
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amplitude = _amplitude;
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octaves = _octaves;
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randomseed = 2 + _randomseed * _randomseed;
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}
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void PerlinNoise::Set(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed)
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{
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persistence = _persistence;
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frequency = _frequency;
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amplitude = _amplitude;
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octaves = _octaves;
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randomseed = 2 + _randomseed * _randomseed;
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}
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double PerlinNoise::GetHeight(double x, double y) const
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{
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return amplitude * Total(x, y);
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}
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double PerlinNoise::Total(double i, double j) const
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{
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//properties of one octave (changing each loop)
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double t = 0.0f;
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double _amplitude = 1;
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double freq = frequency;
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for(int k = 0; k < octaves; k++)
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{
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t += GetValue(j * freq + randomseed, i * freq + randomseed) * _amplitude;
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_amplitude *= persistence;
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freq *= 2;
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}
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return t;
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}
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double PerlinNoise::GetValue(double x, double y) const
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{
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int Xint = (int)x;
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int Yint = (int)y;
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double Xfrac = x - Xint;
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double Yfrac = y - Yint;
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//noise values
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double n01 = Noise(Xint-1, Yint-1);
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double n02 = Noise(Xint+1, Yint-1);
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double n03 = Noise(Xint-1, Yint+1);
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double n04 = Noise(Xint+1, Yint+1);
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double n05 = Noise(Xint-1, Yint);
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double n06 = Noise(Xint+1, Yint);
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double n07 = Noise(Xint, Yint-1);
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double n08 = Noise(Xint, Yint+1);
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double n09 = Noise(Xint, Yint);
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double n12 = Noise(Xint+2, Yint-1);
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double n14 = Noise(Xint+2, Yint+1);
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double n16 = Noise(Xint+2, Yint);
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double n23 = Noise(Xint-1, Yint+2);
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double n24 = Noise(Xint+1, Yint+2);
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double n28 = Noise(Xint, Yint+2);
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double n34 = Noise(Xint+2, Yint+2);
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//find the noise values of the four corners
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double x0y0 = 0.0625*(n01+n02+n03+n04) + 0.125*(n05+n06+n07+n08) + 0.25*(n09);
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double x1y0 = 0.0625*(n07+n12+n08+n14) + 0.125*(n09+n16+n02+n04) + 0.25*(n06);
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double x0y1 = 0.0625*(n05+n06+n23+n24) + 0.125*(n03+n04+n09+n28) + 0.25*(n08);
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double x1y1 = 0.0625*(n09+n16+n28+n34) + 0.125*(n08+n14+n06+n24) + 0.25*(n04);
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//interpolate between those values according to the x and y fractions
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double v1 = Interpolate(x0y0, x1y0, Xfrac); //interpolate in x direction (y)
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double v2 = Interpolate(x0y1, x1y1, Xfrac); //interpolate in x direction (y+1)
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double fin = Interpolate(v1, v2, Yfrac); //interpolate in y direction
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return fin;
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}
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double PerlinNoise::Interpolate(double x, double y, double a) const
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{
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double negA = 1.0 - a;
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double negASqr = negA * negA;
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double fac1 = 3.0 * (negASqr) - 2.0 * (negASqr * negA);
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double aSqr = a * a;
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double fac2 = 3.0 * aSqr - 2.0 * (aSqr * a);
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return x * fac1 + y * fac2; //add the weighted factors
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}
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double PerlinNoise::Noise(int x, int y) const
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{
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int n = x + y * 57;
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n = (n << 13) ^ n;
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int t = (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff;
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return 1.0 - double(t) * 0.931322574615478515625e-9;/// 1073741824.0);
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}
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44
testbed/common/PerlinNoise.h
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44
testbed/common/PerlinNoise.h
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#ifndef PERLIN_NOISE_H
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#define PERLIN_NOISE_H
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/// Class PerlinNoise
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/// Code from http://stackoverflow.com/questions/4753055/perlin-noise-generation-for-terrain
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class PerlinNoise {
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public:
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// Constructor
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PerlinNoise();
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PerlinNoise(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed);
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// Get Height
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double GetHeight(double x, double y) const;
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// Get
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double Persistence() const { return persistence; }
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double Frequency() const { return frequency; }
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double Amplitude() const { return amplitude; }
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int Octaves() const { return octaves; }
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int RandomSeed() const { return randomseed; }
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// Set
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void Set(double _persistence, double _frequency, double _amplitude, int _octaves, int _randomseed);
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void SetPersistence(double _persistence) { persistence = _persistence; }
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void SetFrequency( double _frequency) { frequency = _frequency; }
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void SetAmplitude( double _amplitude) { amplitude = _amplitude; }
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void SetOctaves( int _octaves) { octaves = _octaves; }
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void SetRandomSeed( int _randomseed) { randomseed = _randomseed; }
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private:
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double Total(double i, double j) const;
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double GetValue(double x, double y) const;
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double Interpolate(double x, double y, double a) const;
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double Noise(int x, int y) const;
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double persistence, frequency, amplitude;
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int octaves, randomseed;
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};
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#endif
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@ -164,7 +164,7 @@ void HeightFieldScene::reset() {
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rp3d::Transform transform(rp3d::Vector3(0, 0, 0), initOrientation);
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mHeightField->resetTransform(transform);
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rp3d::Vector3 spherePos(-3.6, 15, 1.7);
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rp3d::Vector3 spherePos(0, 13, 0);
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rp3d::Transform sphereTransform(spherePos, initOrientation);
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mBox->resetTransform(sphereTransform);
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}
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