Example #1
0
void cCaveTunnel::Randomize(cNoise & a_Noise)
{
	// Repeat 4 times:
	for (int i = 0; i < 4; i++)
	{
		// For each already present point, insert a point in between it and its predecessor, shifted randomly.
		int PrevX = m_Points.front().m_BlockX;
		int PrevY = m_Points.front().m_BlockY;
		int PrevZ = m_Points.front().m_BlockZ;
		int PrevR = m_Points.front().m_Radius;
		cCaveDefPoints Pts;
		Pts.reserve(m_Points.size() * 2 + 1);
		Pts.push_back(m_Points.front());
		for (cCaveDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr)
		{
			int Random = a_Noise.IntNoise3DInt(PrevX, PrevY, PrevZ + i) / 11;
			int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX);
			len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY);
			len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ);
			len = 3 * (int)sqrt((double)len) / 4;
			int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1));
			Random /= 4;
			int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2);
			Random /= 256;
			int y = (itr->m_BlockY + PrevY) / 2 + (Random % (len / 2 + 1) - len / 4);
			Random /= 256;
			int z = (itr->m_BlockZ + PrevZ) / 2 + (Random % (len + 1) - len / 2);
			Pts.push_back(cCaveDefPoint(x, y, z, Rad));
			Pts.push_back(*itr);
			PrevX = itr->m_BlockX;
			PrevY = itr->m_BlockY;
			PrevZ = itr->m_BlockZ;
			PrevR = itr->m_Radius;
		}
		std::swap(Pts, m_Points);
	}
}
Example #2
0
void cCaveTunnel::FinishLinear(void)
{
	// For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints
	cCaveDefPoints Pts;
	std::swap(Pts, m_Points);

	m_Points.reserve(Pts.size() * 3);
	cCaveDefPoint & PrevPoint = Pts.front();
	int PrevX = PrevPoint.m_BlockX;
	int PrevY = PrevPoint.m_BlockY;
	int PrevZ = PrevPoint.m_BlockZ;
	for (cCaveDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr)
	{
		int x1 = itr->m_BlockX;
		int y1 = itr->m_BlockY;
		int z1 = itr->m_BlockZ;
		int dx = abs(x1 - PrevX);
		int dy = abs(y1 - PrevY);
		int dz = abs(z1 - PrevZ);
		int sx = (PrevX < x1) ? 1 : -1;
		int sy = (PrevY < y1) ? 1 : -1;
		int sz = (PrevZ < z1) ? 1 : -1;
		int R = itr->m_Radius;

		if (dx >= std::max(dy, dz))  // x dominant
		{
			int yd = dy - dx / 2;
			int zd = dz - dx / 2;

			for (;;)
			{
				m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R));

				if (PrevX == x1)
				{
					break;
				}

				if (yd >= 0)  // move along y
				{
					PrevY += sy;
					yd -= dx;
				}

				if (zd >= 0)  // move along z
				{
					PrevZ += sz;
					zd -= dx;
				}

				// move along x
				PrevX  += sx;
				yd += dy;
				zd += dz;
			}
		}
		else if (dy >= std::max(dx, dz))  // y dominant
		{
			int xd = dx - dy / 2;
			int zd = dz - dy / 2;

			for (;;)
			{
				m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R));

				if (PrevY == y1)
				{
					break;
				}

				if (xd >= 0)  // move along x
				{
					PrevX += sx;
					xd -= dy;
				}

				if (zd >= 0)  // move along z
				{
					PrevZ += sz;
					zd -= dy;
				}

				// move along y
				PrevY += sy;
				xd += dx;
				zd += dz;
			}
		}
		else
		{
			// z dominant
			ASSERT(dz >= std::max(dx, dy));
			int xd = dx - dz / 2;
			int yd = dy - dz / 2;

			for (;;)
			{
				m_Points.push_back(cCaveDefPoint(PrevX, PrevY, PrevZ, R));

				if (PrevZ == z1)
				{
					break;
				}

				if (xd >= 0)  // move along x
				{
					PrevX += sx;
					xd -= dz;
				}

				if (yd >= 0)  // move along y
				{
					PrevY += sy;
					yd -= dz;
				}

				// move along z
				PrevZ += sz;
				xd += dx;
				yd += dy;
			}
		}  // if (which dimension is dominant)
	}  // for itr
}