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author | STRWarrior <niels.breuker@hotmail.nl> | 2014-11-13 10:44:36 +0100 |
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committer | STRWarrior <niels.breuker@hotmail.nl> | 2014-11-13 10:44:36 +0100 |
commit | 5584144be2f0747d35f0828413d5441af4a277ee (patch) | |
tree | 4285cf2153074a1a46b74ce9032dd038b9948332 /src | |
parent | BiomalNoise3D: Added a few biomes. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Generating/Trees.cpp | 106 | ||||
-rw-r--r-- | src/Generating/Trees.h | 6 | ||||
-rw-r--r-- | src/Vector3.h | 15 |
3 files changed, 125 insertions, 2 deletions
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp index 7fd6d6f07..3c695ad20 100644 --- a/src/Generating/Trees.cpp +++ b/src/Generating/Trees.cpp @@ -61,7 +61,7 @@ static const sCoords BigO3[] = static const sCoords BigO4[] = // Part of Big Jungle tree { - /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, + /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, /* -3 */ {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, /* -2 */ {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2}, /* -1 */ {-4, -1}, {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, @@ -361,7 +361,109 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - // TODO + 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[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)]; + Vector3d BranchDirection = AvailableDirections[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 + for (auto itr : a_LogBlocks) + { + // Get the log's X and Z coordinates + int X = itr.ChunkX * 16 + itr.x; + int Z = itr.ChunkZ * 16 + itr.z; + + a_OtherBlocks.push_back(sSetBlock(X, itr.y - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); + PushCoordBlocks(X, itr.y - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + for (int y = -1; y <= 1; y++) + { + PushCoordBlocks (X, itr.y + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + } + PushCoordBlocks(X, itr.y + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_OtherBlocks.push_back(sSetBlock(X, itr.y + 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 GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks) +{ + Vector3d CurrentPos = Vector3d(a_BlockX, a_BlockY, a_BlockZ); + Vector3d Direction = a_StartDirection; + for (int i = 0; i < a_BranchLength; i++) + { + CurrentPos += Direction; + if (CurrentPos.y >= a_TreeHeight) + { + return; + } + Direction -= a_Direction; + Direction.clamp(-1.0, 1.0); + a_LogBlocks.push_back(sSetBlock(FloorC(CurrentPos.x), FloorC(CurrentPos.y), FloorC(CurrentPos.z), E_BLOCK_LOG, GetLogMetaFromDirection(E_META_LOG_APPLE, Direction))); + } +} + + + + + +NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction) +{ + a_Direction.abs(); + + if ((a_Direction.y > a_Direction.x) && (a_Direction.y > a_Direction.z)) + { + return a_BlockMeta; + } + else if (a_Direction.x > a_Direction.z) + { + return a_BlockMeta + 4; + } + else + { + return a_BlockMeta + 8; + } } diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h index c9eb7de80..b6b61fe7b 100644 --- a/src/Generating/Trees.h +++ b/src/Generating/Trees.h @@ -62,6 +62,12 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a /// Generates an image of a large (branching) apple tree void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/// Generates a branch for a large apple tree +void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks); + +/// Returns the meta for a log from the given direction +NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction); + /// Generates an image of a random birch tree void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); diff --git a/src/Vector3.h b/src/Vector3.h index 1854e42e3..1e4a1f5d9 100644 --- a/src/Vector3.h +++ b/src/Vector3.h @@ -93,6 +93,21 @@ public: return x * a_Rhs.x + y * a_Rhs.y + z * a_Rhs.z; } + inline void abs() + { + x = (x < 0) ? -x : x; + y = (y < 0) ? -y : y; + z = (z < 0) ? -z : z; + } + + // We can't use a capital letter, because we wouldn't be able to call the normal Clamp function. + inline void clamp(T a_Min, T a_Max) + { + x = Clamp(x, a_Min, a_Max); + y = Clamp(y, a_Min, a_Max); + z = Clamp(z, a_Min, a_Max); + } + inline Vector3<T> Cross(const Vector3<T> & a_Rhs) const { return Vector3<T>( |