/////////////////////////////////////////////////////// Get the terrain moisture at the given coordinates. ///////////////////////////////////////////////////////
| 105 | /// |
| 106 | //////////////////////////////////////////////////////////// |
| 107 | float getMoisture(sf::Vector2u position) |
| 108 | { |
| 109 | const sf::Vector2f normalized = sf::Vector2f(position).componentWiseDiv(sf::Vector2f(resolution)) - |
| 110 | sf::Vector2f(0.5f, 0.5f); |
| 111 | const sf::Vector2f transformed = normalized * 4.f + sf::Vector2f(0.5f, 0.5f); |
| 112 | |
| 113 | const float moisture = stb_perlin_noise3(transformed.x, transformed.y, 0, 0, 0, 0); |
| 114 | |
| 115 | return (moisture + 1.f) / 2.f; |
| 116 | } |
| 117 | |
| 118 | |
| 119 | //////////////////////////////////////////////////////////// |
no test coverage detected