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)); }