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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /source/Generating/Trees.cpp | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'source/Generating/Trees.cpp')
-rw-r--r-- | source/Generating/Trees.cpp | 684 |
1 files changed, 0 insertions, 684 deletions
diff --git a/source/Generating/Trees.cpp b/source/Generating/Trees.cpp deleted file mode 100644 index 7ca30c60f..000000000 --- a/source/Generating/Trees.cpp +++ /dev/null @@ -1,684 +0,0 @@ - -// Trees.cpp - -// Implements helper functions used for generating trees - -#include "Globals.h" -#include "Trees.h" -#include "../BlockID.h" - - - - -// DEBUG: -int gTotalLargeJungleTrees = 0; -int gOversizeLargeJungleTrees = 0; - - - - - -typedef struct -{ - int x, z; -} sCoords; - -typedef struct -{ - int x, z; - NIBBLETYPE Meta; -} sMetaCoords; - -static const sCoords Corners[] = -{ - {-1, -1}, - {-1, 1}, - {1, -1}, - {1, 1}, -} ; - -// BigO = a big ring of blocks, used for generating horz slices of treetops, the number indicates the radius - -static const sCoords BigO1[] = -{ - {0, -1}, - {-1, 0}, {1, 0}, - {0, 1}, -} ; - -static const sCoords BigO2[] = -{ - {-1, -2}, {0, -2}, {1, -2}, - {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, - {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, - {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, - {-1, 2}, {0, 2}, {1, 2}, -} ; - -static const sCoords BigO3[] = -{ - {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, - {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, - {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, - {-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0}, - {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1}, - {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, - {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, -} ; - -static const sCoords BigO4[] = // Part of Big Jungle tree -{ - {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, - {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, - {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2}, - {-4, -1}, {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, - {-4, 0}, {-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0}, {4, 0}, - {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1}, {4, 1}, - {-4, 2}, {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2}, - {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, - {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, -} ; - - - - - -typedef struct -{ - const sCoords * Coords; - size_t Count; -} sCoordsArr; - -static const sCoordsArr BigOs[] = -{ - {BigO1, ARRAYCOUNT(BigO1)}, - {BigO2, ARRAYCOUNT(BigO2)}, - {BigO3, ARRAYCOUNT(BigO3)}, - {BigO4, ARRAYCOUNT(BigO4)}, -} ; - - - - - -/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks -inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) -{ - for (size_t i = 0; i < a_NumCoords; i++) - { - a_Blocks.push_back(sSetBlock(a_BlockX + a_Coords[i].x, a_Height, a_BlockZ + a_Coords[i].z, a_BlockType, a_Meta)); - } -} - - - - -inline void PushCornerBlocks(int a_BlockX, int a_Height, int a_BlockZ, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, int a_CornersDist, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) -{ - for (size_t i = 0; i < ARRAYCOUNT(Corners); i++) - { - int x = a_BlockX + Corners[i].x; - int z = a_BlockZ + Corners[i].z; - if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height, z + 64 * a_Seq) <= a_Chance) - { - a_Blocks.push_back(sSetBlock(x, a_Height, z, a_BlockType, a_Meta)); - } - } // for i - Corners[] -} - - - - - -inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_ColumnHeight, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, const sMetaCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType) -{ - for (size_t i = 0; i < a_NumCoords; i++) - { - int x = a_BlockX + a_Coords[i].x; - int z = a_BlockZ + a_Coords[i].z; - if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + i, z + 64 * a_Seq) <= a_Chance) - { - for (int j = 0; j < a_ColumnHeight; j++) - { - a_Blocks.push_back(sSetBlock(x, a_Height - j, z, a_BlockType, a_Coords[i].Meta)); - } - } - } // for i - a_Coords[] -} - - - - - -void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - switch (a_Biome) - { - case biPlains: - case biExtremeHills: - case biExtremeHillsEdge: - case biForest: - case biMushroomIsland: - case biMushroomShore: - case biForestHills: - { - // Apple or birch trees: - if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff) - { - GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - else - { - GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - break; - } - - case biTaiga: - case biIcePlains: - case biIceMountains: - case biTaigaHills: - { - // Conifers - GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - break; - } - - case biSwampland: - { - // Swamp trees: - GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - break; - } - - case biJungle: - case biJungleHills: - { - // Apple bushes, large jungle trees, small jungle trees - if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x6fffffff) - { - GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - else - { - GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - } - } -} - - - - - -void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000) - { - GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - else - { - GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } -} - - - - - -void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - /* Small apple tree has: - - a top plus (no log) - - optional BigO1 + random corners (log) - - 2 layers of BigO2 + random corners (log) - - 1 to 3 blocks of trunk - */ - - int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3; - - int Heights[] = {1, 2, 2, 3} ; - int Height = 1 + Heights[Random & 3]; - Random >>= 2; - - // Pre-alloc so that we don't realloc too often later: - a_LogBlocks.reserve(Height + 5); - a_OtherBlocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5); - - // Trunk: - for (int i = 0; i < Height; i++) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); - } - int Hei = a_BlockY + Height; - - // 2 BigO2 + corners layers: - for (int i = 0; i < 2; i++) - { - PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); - Hei++; - } // for i - 2* - - // Optional BigO1 + corners layer: - if ((Random & 1) == 0) - { - PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); - Hei++; - } - - // Top plus: - PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); -} - - - - - -void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // TODO -} - - - - - -void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3); - - // Prealloc, so that we don't realloc too often later: - a_LogBlocks.reserve(Height); - a_OtherBlocks.reserve(80); - - // The entire trunk, out of logs: - for (int i = Height - 1; i >= 0; --i) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH)); - } - int h = a_BlockY + Height; - - // Top layer - just the Plus: - PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer - h--; - - // Second layer - log, Plus and maybe Corners: - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - h--; - - // Third and fourth layers - BigO2 and maybe 2*Corners: - for (int Row = 0; Row < 2; Row++) - { - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - h--; - } // for Row - 2* -} - - - - - -void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // Half chance for a spruce, half for a pine: - if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000) - { - GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - else - { - GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } -} - - - - - -void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0), - // then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3) - // and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks - - // We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities - // (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8 - int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8; - - static const int sHeights[] = {1, 2, 2, 3}; - int Height = sHeights[MyRandom & 3]; - MyRandom >>= 2; - - // Prealloc, so that we don't realloc too often later: - a_LogBlocks.reserve(Height); - a_OtherBlocks.reserve(180); - - // Clear trunk blocks: - for (int i = 0; i < Height; i++) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - } - Height += a_BlockY; - - // Optional size-1 bottom leaves layer: - if ((MyRandom & 1) == 0) - { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - Height++; - } - MyRandom >>= 1; - - // 1 to 3 sections of leaves layers: - static const int sNumSections[] = {1, 2, 2, 3}; - int NumSections = sNumSections[MyRandom & 3]; - MyRandom >>= 2; - for (int i = 0; i < NumSections; i++) - { - switch (MyRandom & 3) // SectionType; (1, 2) twice as often as the other two - { - case 0: - case 1: - { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - Height += 2; - break; - } - case 2: - { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - Height += 2; - break; - } - case 3: - { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - Height += 3; - break; - } - } // switch (SectionType) - MyRandom >>= 2; - } // for i - Sections - - if ((MyRandom & 1) == 0) - { - // (0, 1, 0) top: - a_LogBlocks.push_back (sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - } - else - { - // (1, 0) top: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - } -} - - - - - -void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases. - // There can be one or two layers representing the cone bases (SameSizeMax) - - int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8; - int TrunkHeight = 8 + (MyRandom % 3); - int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0; - MyRandom >>= 3; - int NumLeavesLayers = 2 + (MyRandom % 3); // Number of layers that have leaves in them - if (NumLeavesLayers == 2) - { - SameSizeMax = 0; - } - - // Pre-allocate the vector: - a_LogBlocks.reserve(TrunkHeight); - a_OtherBlocks.reserve(NumLeavesLayers * 25); - - // The entire trunk, out of logs: - for (int i = TrunkHeight; i >= 0; --i) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - } - int h = a_BlockY + TrunkHeight + 2; - - // Top layer - just a single leaves block: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - h--; - - // One more layer is above the trunk, push the central leaves: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - - // Layers expanding in size, then collapsing again: - // LOGD("Generating %d layers of pine leaves, SameSizeMax = %d", NumLeavesLayers, SameSizeMax); - for (int i = 0; i < NumLeavesLayers; ++i) - { - int LayerSize = std::min(i, NumLeavesLayers - i + SameSizeMax - 1); - // LOGD("LayerSize %d: %d", i, LayerSize); - if (LayerSize < 0) - { - break; - } - ASSERT(LayerSize < ARRAYCOUNT(BigOs)); - PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - h--; - } -} - - - - - -void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // Vines are around the BigO3, but not in the corners; need proper meta for direction - static const sMetaCoords Vines[] = - { - {-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face - {-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face - {4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face - {-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, {-4, 2, 8}, // West face - } ; - - int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3; - - a_LogBlocks.reserve(Height); - a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20); - - for (int i = 0; i < Height; i++) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); - } - int hei = a_BlockY + Height - 2; - - // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); - - // The lower two leaves layers are BigO3 with log in the middle and possibly corners: - for (int i = 0; i < 2; i++) - { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - hei++; - } // for i - 2* - - // The upper two leaves layers are BigO2 with leaves in the middle and possibly corners: - for (int i = 0; i < 2; i++) - { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); - hei++; - } // for i - 2* -} - - - - - -void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - a_OtherBlocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1)); - - int hei = a_BlockY; - a_LogBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - hei++; - - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - hei++; - - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); -} - - - - - -void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000) - { - GetSmallJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } - else - { - GetLargeJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); - } -} - - - - - -void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // TODO: Generate proper jungle trees with branches - - // Vines are around the BigO4, but not in the corners; need proper meta for direction - static const sMetaCoords Vines[] = - { - {-2, -5, 1}, {-1, -5, 1}, {0, -5, 1}, {1, -5, 1}, {2, -5, 1}, // North face - {-2, 5, 4}, {-1, 5, 4}, {0, 5, 4}, {1, 5, 4}, {2, 5, 4}, // South face - {5, -2, 2}, {5, -1, 2}, {5, 0, 2}, {5, 1, 2}, {5, 2, 2}, // East face - {-5, -2, 8}, {-5, -1, 8}, {-5, 0, 8}, {-5, 1, 8}, {-5, 2, 8}, // West face - // TODO: vines around the trunk, proper metas and height - } ; - - int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24; - - a_LogBlocks.reserve(Height * 4); - a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 50); - - for (int i = 0; i < Height; i++) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - } - int hei = a_BlockY + Height - 2; - - // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); - - // The lower two leaves layers are BigO4 with log in the middle and possibly corners: - for (int i = 0; i < 2; i++) - { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - hei++; - } // for i - 2* - - // The top leaves layer is a BigO3 with leaves in the middle and possibly corners: - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); -} - - - - - -void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) -{ - // Vines are around the BigO3, but not in the corners; need proper meta for direction - static const sMetaCoords Vines[] = - { - {-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face - {-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face - {4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face - {-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, // West face - // TODO: proper metas and height: {0, 1, 1}, {0, -1, 4}, {-1, 0, 2}, {1, 1, 8}, // Around the tunk - } ; - - int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3; - - a_LogBlocks.reserve(Height); - a_OtherBlocks.reserve( - 2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x - 2 * ARRAYCOUNT(BigO2) + // O2 layer, 2x - ARRAYCOUNT(BigO1) + 1 + // Plus on the top - Height * ARRAYCOUNT(Vines) + // Vines - 50 // some safety - ); - - for (int i = 0; i < Height; i++) - { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - } - int hei = a_BlockY + Height - 3; - - // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); - - // The lower two leaves layers are BigO3 with log in the middle and possibly corners: - for (int i = 0; i < 2; i++) - { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - hei++; - } // for i - 2* - - // Two layers of BigO2 leaves, possibly with corners: - for (int i = 0; i < 1; i++) - { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - hei++; - } // for i - 2* - - // Top plus, all leaves: - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); -} - - - - |