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-rw-r--r--src/Generating/RoughRavines.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/Generating/RoughRavines.cpp b/src/Generating/RoughRavines.cpp
index a7621569d..c8e4fc9dd 100644
--- a/src/Generating/RoughRavines.cpp
+++ b/src/Generating/RoughRavines.cpp
@@ -18,7 +18,7 @@ class cRoughRavine :
public cGridStructGen::cStructure
{
typedef cGridStructGen::cStructure super;
-
+
public:
cRoughRavine(
int a_Seed, size_t a_Size,
@@ -44,15 +44,15 @@ public:
m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1);
m_DefPoints[Half].Set(static_cast<float>(a_OriginX), static_cast<float>(a_OriginZ), a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter);
m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2);
-
+
// Calculate the points in between, recursively:
SubdivideLine(0, Half);
SubdivideLine(Half, Max);
-
+
// Initialize the per-height radius modifiers:
InitPerHeightRadius(a_GridX, a_GridZ);
}
-
+
protected:
struct sRavineDefPoint
{
@@ -61,7 +61,7 @@ protected:
float m_Radius;
float m_Top;
float m_Bottom;
-
+
void Set(float a_X, float a_Z, float a_Radius, float a_Top, float a_Bottom)
{
m_X = a_X;
@@ -72,21 +72,21 @@ protected:
}
};
typedef std::vector<sRavineDefPoint> sRavineDefPoints;
-
+
int m_Seed;
-
+
cNoise m_Noise;
-
+
int m_MaxSize;
-
+
sRavineDefPoints m_DefPoints;
-
+
float m_Roughness;
-
+
/** Number to add to the radius based on the height. This creates the "ledges" in the ravine walls. */
float m_PerHeightRadius[cChunkDef::Height];
-
-
+
+
/** Recursively subdivides the line between the points of the specified index.
Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
of the new line. */
@@ -116,7 +116,7 @@ protected:
}
size_t MidIdx = (a_Idx1 + a_Idx2) / 2;
m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB);
-
+
// Recurse the two halves, if they are worth recursing:
if (MidIdx - a_Idx1 > 1)
{
@@ -127,8 +127,8 @@ protected:
SubdivideLine(MidIdx, a_Idx2);
}
}
-
-
+
+
void InitPerHeightRadius(int a_GridX, int a_GridZ)
{
int h = 0;
@@ -150,8 +150,8 @@ protected:
h += NumBlocks;
}
}
-
-
+
+
virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
{
int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
@@ -170,7 +170,7 @@ protected:
// Cannot intersect, bail out early
continue;
}
-
+
// Carve out a cylinder around the xz point, up to (m_Radius + 2) in diameter, from Bottom to Top:
// On each height level, use m_PerHeightRadius[] to modify the actual radius used
// EnlargedRadiusSq is the square of the radius enlarged by the maximum m_PerHeightRadius offset - anything outside it will never be touched.
@@ -186,14 +186,14 @@ protected:
a_ChunkDesc.SetBlockType(x, 4, z, E_BLOCK_LAPIS_ORE);
}
#endif // _DEBUG
-
+
// If the column is outside the enlarged radius, bail out completely
float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z);
if (DistSq > RadiusSq)
{
continue;
}
-
+
int Top = std::min(static_cast<int>(ceilf(itr->m_Top)), +cChunkDef::Height);
for (int y = std::max(static_cast<int>(floorf(itr->m_Bottom)), 1); y <= Top; y++)
{
@@ -284,7 +284,7 @@ cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_
float CeilingHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 60, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
float CeilingHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 70, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
float CeilingHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 80, a_GridZ, m_MinCeilingHeightCenter, m_MaxCeilingHeightCenter);
-
+
// Create a ravine:
return cStructurePtr(new cRoughRavine(
m_Seed,