int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ) { // Instead of a flat distribution noise function, we need to shape it, so that most caves are smallish and only a few select are large int rnd = a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ) / 11; /* // Not good enough: // The algorithm of choice: emulate gauss-distribution noise by adding 3 flat noises, then fold it in half using absolute value. // To save on processing, use one random value and extract 3 bytes to be separately added as the gaussian noise int sum = (rnd & 0xff) + ((rnd >> 8) & 0xff) + ((rnd >> 16) & 0xff); // sum is now a gaussian-distribution noise within [0 .. 767], with center at 384. // We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center int res = 3 + abs((sum / 24) - 16); */ // Algorithm of choice: random value in the range of zero to random value - heavily towards zero int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1); return res; }
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 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* }
virtual int GetPieceWeight( const cPlacedPiece & a_PlacedPiece, const cPiece::cConnector & a_ExistingConnector, const cPiece & a_NewPiece ) override { // Check against the density: if (a_ExistingConnector.m_Type == 1) { const Vector3i & Coords = a_PlacedPiece.GetRotatedConnector(a_ExistingConnector).m_Pos; int rnd = (m_Noise.IntNoise3DInt(Coords.x, Coords.y, Coords.z) / 7) % 100; if (rnd > m_Density) { return 0; } } // Density check passed, relay to m_Prefabs: return m_Prefabs.GetPieceWeight(a_PlacedPiece, a_ExistingConnector, a_NewPiece); }
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. cCaveDefPoint & Point = m_Points.front(); int PrevX = Point.m_BlockX; int PrevY = Point.m_BlockY; int PrevZ = Point.m_BlockZ; int PrevR = Point.m_Radius; cCaveDefPoints Pts; Pts.reserve(m_Points.size() * 2 + 1); Pts.push_back(Point); 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 * static_cast<int>(sqrt(static_cast<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); } }
void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) { // Modify the size slightly to have different-sized ravines (1 / 2 to 1 / 1 of a_Size): a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024; // The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2; int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2; int CenterX = a_BlockX + OffsetX; int CenterZ = a_BlockZ + OffsetZ; // Get the base angle in which the ravine "axis" goes: float Angle = static_cast<float>((static_cast<float>((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI); float xc = sinf(Angle); float zc = cosf(Angle); // Calculate the definition points and radii: int MaxRadius = static_cast<int>(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); int Mid = (Top + Bottom) / 2; int DefinitionPointX = CenterX - static_cast<int>(xc * a_Size / 2); int DefinitionPointZ = CenterZ - static_cast<int>(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) { int LineX = CenterX + static_cast<int>(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); int LineZ = CenterZ + static_cast<int>(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); // Amplitude is the amount of blocks that this point is away from the ravine "axis" int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size; Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4] int PointX = LineX + static_cast<int>(zc * Amplitude); int PointZ = LineZ - static_cast<int>(xc * Amplitude); int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4; int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); } // for i - m_Points[] DefinitionPointX = CenterX + static_cast<int>(xc * a_Size / 2); DefinitionPointZ = CenterZ + static_cast<int>(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, Mid, Mid)); }
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 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: case biDeepOcean: case biStoneBeach: case biColdBeach: { // 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: case biJungleEdge: { // 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); } break; } case biBirchForest: case biBirchForestHills: { GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); break; } case biRoofedForest: case biColdTaiga: case biColdTaigaHills: case biMegaTaiga: case biMegaTaigaHills: case biExtremeHillsPlus: case biSavanna: case biSavannaPlateau: case biMesa: case biMesaPlateauF: case biMesaPlateau: case biSunflowerPlains: case biDesertM: case biExtremeHillsM: case biFlowerForest: case biTaigaM: case biSwamplandM: case biIcePlainsSpikes: case biJungleM: case biJungleEdgeM: case biBirchForestM: case biBirchForestHillsM: case biRoofedForestM: case biColdTaigaM: case biMegaSpruceTaiga: case biMegaSpruceTaigaHills: case biExtremeHillsPlusM: case biSavannaM: case biSavannaPlateauM: case biMesaBryce: case biMesaPlateauFM: case biMesaPlateauM: { // TODO: These need their special trees GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); break; } } }
void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Calculate a base height int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3); // Create the trunk for (int i = 0; i < Height; i++) { a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } // Array with possible directions for a branch to go to. const Vector3i AvailableDirections[] = { { -1, 1, 0 }, { 0, 1, -1 }, { -1, 1, 1 }, { -1, 1, -1 }, { 1, 1, 1 }, { 1, 1, -1 }, { 1, 1, 0 }, { 0, 1, 1 }, }; // Set the starting point of the branch Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); // Get a direction for the trunk to go to. Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 8]; // Calculate a height for the branch between 1 and 3 int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1; // Place the logs of the branch. for (int i = 0; i < BranchHeight; i++) { BranchPos = BranchPos + BranchDirection; a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } // Add the leaves to the top of the branch PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD)); // Choose if we have to add another branch bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false); if (!TwoTop) { return; } // Reset the starting point of the branch BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); // Invert the direction of the previous branch. BranchDirection = Vector3d(-BranchDirection.x, 1, -BranchDirection.z); // Calculate a new height for the second branch BranchHeight = a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq * 10, a_BlockZ * a_Seq) % 3 + 1; // Place the logs in the same way as the first branch for (int i = 0; i < BranchHeight; i++) { BranchPos = BranchPos + BranchDirection; a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } // And add the leaves ontop of the second branch PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD)); }
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { int Height = 7 + a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 4; // Array with possible directions for a branch to go to. const Vector3d AvailableDirections[] = { { -1, 0, 0 }, { 0, 0, -1 }, { -1, 0, 1 }, { -1, 0, -1 }, { 1, 0, 1 }, { 1, 0, -1 }, { 1, 0, 0 }, { 0, 0, 1 }, { -0.5, 0, 0 }, { 0, 0, -0.5 }, { -0.5, 0, 0.5 }, { -0.5, 0, -0.5 }, { 0.5, 0, 0.5 }, { 0.5, 0, -0.5 }, { 0.5, 0, 0 }, { 0, 0, 0.5 }, { -1, 0.5, 0 }, { 0, 0.5, -1 }, { -1, 0.5, 1 }, { -1, 0.5, -1 }, { 1, 0.5, 1 }, { 1, 0.5, -1 }, { 1, 0.5, 0 }, { 0, 0.5, 1 }, { -0.5, 0.5, 0 }, { 0, 0.5, -0.5 }, { -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 }, { 0.5, 0.5, 0 }, { 0, 0.5, 0.5 }, }; // Create branches for (int i = 4; i < Height; i++) { // Get a direction for the trunk to go to. Vector3d BranchStartDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)]; Vector3d BranchDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)] / 3; int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3; GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks); } // Place leaves around each log block for (auto itr : a_LogBlocks) { // Get the log's X and Z coordinates int X = itr.GetX(); int Z = itr.GetZ(); a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); PushCoordBlocks(X, itr.m_RelY - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); for (int y = -1; y <= 1; y++) { PushCoordBlocks (X, itr.m_RelY + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); } PushCoordBlocks(X, itr.m_RelY + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY + 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); } // 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)); } }
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: case biDeepOcean: case biStoneBeach: case biColdBeach: { // 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); } return; } case biTaiga: case biIcePlains: case biIceMountains: case biTaigaHills: { // Conifers GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biSwamplandM: case biSwampland: { // Swamp trees: GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biJungle: case biJungleHills: case biJungleEdge: { // 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 { bool IsLarge = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000; GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge); } return; } case biBirchForest: case biBirchForestHills: { GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biBirchForestM: case biBirchForestHillsM: { GetTallBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biColdTaiga: case biColdTaigaHills: case biMegaTaiga: case biMegaTaigaHills: case biExtremeHillsPlus: case biSunflowerPlains: case biDesertM: case biExtremeHillsM: case biFlowerForest: case biTaigaM: case biIcePlainsSpikes: case biJungleM: case biJungleEdgeM: case biColdTaigaM: case biMegaSpruceTaiga: case biMegaSpruceTaigaHills: case biExtremeHillsPlusM: { // TODO: These need their special trees GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biSavanna: case biSavannaPlateau: case biSavannaM: case biSavannaPlateauM: { GetAcaciaTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biRoofedForest: case biRoofedForestM: { GetDarkoakTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biMesa: case biMesaPlateauF: case biMesaPlateau: case biMesaBryce: case biMesaPlateauFM: case biMesaPlateauM: { GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } case biDesert: case biDesertHills: case biRiver: case biBeach: case biHell: case biSky: case biOcean: case biFrozenOcean: case biFrozenRiver: case biVariant: case biNumBiomes: case biNumVariantBiomes: case biInvalidBiome: { // These biomes have no trees, or are non-biome members of the enum. return; } } ASSERT(!"Invalid biome type!"); }