package rtg.world.gen.terrain;
import rtg.api.world.RTGWorld;
/**
* @author Zeno410
*/
public class BlendedHillEffect extends HeightEffect {
// similar to HillockEffect except that the transition is smooth
// and it can pass through a subordinate effect after multiply by the BlendedHill noise
// not going to bother to set up a creator shell to make sure everything is set
// set defaults to absurd values to crash if they're not set
// a trio of parameters frequently used together
public float height = Integer.MAX_VALUE;
;
public float wavelength = 0;
public float hillBottomSimplexValue = Integer.MAX_VALUE;// normal range is -1 to 1;
//usually numbers above 0 are often preferred to avoid dead basins
public int octave;
public HeightEffect subordinate;
@Override
public final float added(RTGWorld rtgWorld, float x, float y) {
float noise = rtgWorld.simplex.octave(octave).noise2(x / wavelength, y / wavelength);
noise = TerrainBase.blendedHillHeight(noise, hillBottomSimplexValue);
if (subordinate == null) {
return noise * height;
}
return noise * (height + subordinate.added(rtgWorld, x, y));
}
}