summaryrefslogtreecommitdiffstats
path: root/src/Generating
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/Generating/StructGen.cpp5
-rw-r--r--src/Generating/Trees.cpp552
-rw-r--r--src/Generating/Trees.h71
3 files changed, 340 insertions, 288 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index d3351c5c5..d3bd6114e 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -99,7 +99,7 @@ void cStructGenTrees::GenerateSingleTree(
sSetBlockVector TreeLogs, TreeOther;
GetTreeImageByBiome(
- a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
+ { a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z },
m_Noise, a_Seq,
a_ChunkDesc.GetBiome(x, z),
TreeLogs, TreeOther
@@ -157,9 +157,10 @@ void cStructGenTrees::ApplyTreeImage(
// Inside this chunk, integrate into a_ChunkDesc:
switch (a_ChunkDesc.GetBlockType(itr->m_RelX, itr->m_RelY, itr->m_RelZ))
{
+ case E_BLOCK_NEW_LEAVES:
case E_BLOCK_LEAVES:
{
- if (itr->m_BlockType != E_BLOCK_LOG)
+ if ((itr->m_BlockType != E_BLOCK_LOG) && (itr->m_BlockType != E_BLOCK_NEW_LOG))
{
break;
}
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp
index 824c8cecd..de6da5265 100644
--- a/src/Generating/Trees.cpp
+++ b/src/Generating/Trees.cpp
@@ -29,6 +29,38 @@ static const sCoords Corners[] =
{1, 1},
} ;
+/** Chooses a direction for a branch to go to based on the start position (a_BlockPos) and a_Seq. */
+static const Vector3d & pickBranchDirection(const cNoise a_Noise, Vector3i a_BlockPos, int a_Seq)
+{
+ static const std::array<Vector3d, 32> directions =
+ {
+ {
+ { -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 },
+ }
+ };
+
+ size_t index = static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockPos.x, a_BlockPos.y + a_Seq, a_BlockPos.z)) % directions.size();
+ return directions[index];
+}
+
// BigO = a big ring of blocks, used for generating horz slices of treetops, the number indicates the radius
static const sCoords BigO1[] =
@@ -58,7 +90,8 @@ static const sCoords BigO3[] =
/* 3 */ {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3},
} ;
-static const sCoords BigO4[] = // Part of Big Jungle tree
+
+static const sCoords BigO4[] = // Part of dark oak tree
{
/* -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},
@@ -69,6 +102,48 @@ static const sCoords BigO4[] = // Part of Big Jungle tree
/* 2 */ {-4, 2}, {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2},
/* 3 */ {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3},
/* 4 */ {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4},
+};
+
+static const sCoords BigO3Jungle[] =
+{
+ /* -3 */ {0, -3}, {1, -3},
+ /* -2 */ {-1, -2}, {0, -2}, {1, -2}, {2, -2},
+ /* -1 */ {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
+ /* 0 */ {-3, 0}, {-2, 0}, {-1, 0}, {0, 0}, {1, 0}, {2, 0}, {3, 0}, {4, 0},
+ /* 1 */ {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1}, {4, 1},
+ /* 2 */ {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
+ /* 3 */ {-1, 3}, {0, 3}, {1, 3}, {2, 3},
+ /* 4 */ {0, 4}, {1, 4},
+};
+
+static const sCoords BigO4Jungle[] =
+{
+ /* -4 */ {0, -4}, {1, -4},
+ /* -3 */ {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3},
+ /* -2 */ {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2},
+ /* -1 */ {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1},
+ /* 0 */ {-4, 0}, {-3, 0}, {-2, 0}, {-1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0},
+ /* 1 */ {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1},
+ /* 2 */ {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2},
+ /* 3 */ {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, {4, 3},
+ /* 4 */ {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, {3, 4},
+ /* 5 */ {0, 5}, {1, 5},
+};
+
+static const sCoords BigO5Jungle[] =
+{
+ /* -5 */ {0, -5}, {1, -5},
+ /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, {3, -4},
+ /* -3 */ {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, {4, -3},
+ /* -2 */ {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2}, {5, -2},
+ /* -1 */ {-4, -1}, {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, {5, -1},
+ /* 0 */ {-5, 0}, {-4, 0}, {-3, 0}, {-2, 0}, {-1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0}, {6, 0},
+ /* 1 */ {-5, 1}, {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1}, {6, 1},
+ /* 2 */ {-4, 2}, {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2}, {5, 2},
+ /* 3 */ {-4, 3}, {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, {4, 3}, {5, 3},
+ /* 4 */ {-3, 4}, {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, {3, 4}, {4, 4},
+ /* 5 */ {-2, 5}, {-1, 5}, {0, 5}, {1, 5}, {2, 5}, {3, 5},
+ /* 6 */ {0, 6}, {1, 6},
} ;
@@ -81,7 +156,7 @@ typedef struct
size_t Count;
} sCoordsArr;
-static const sCoordsArr BigOs[] =
+static const sCoordsArr BigOLayers[] =
{
{BigO1, ARRAYCOUNT(BigO1)},
{BigO2, ARRAYCOUNT(BigO2)},
@@ -89,6 +164,12 @@ static const sCoordsArr BigOs[] =
{BigO4, ARRAYCOUNT(BigO4)},
} ;
+static const sCoordsArr BigOJungleLayers[] =
+{
+ {BigO5Jungle, ARRAYCOUNT(BigO5Jungle)},
+ {BigO4Jungle, ARRAYCOUNT(BigO4Jungle)},
+ {BigO3Jungle, ARRAYCOUNT(BigO3Jungle)},
+};
@@ -143,7 +224,7 @@ inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_Colu
-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)
+void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
switch (a_Biome)
{
@@ -159,13 +240,13 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biColdBeach:
{
// Apple or birch trees:
- if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
+ if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x5fffffff)
{
- GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
- GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
return;
}
@@ -176,7 +257,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biTaigaHills:
{
// Conifers
- GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
@@ -184,7 +265,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biSwampland:
{
// Swamp trees:
- GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetSwampTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
@@ -193,14 +274,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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)
+ if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x6fffffff)
{
- GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetAppleBushImage(a_BlockPos, 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);
+ bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x60000000;
+ GetJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
}
return;
}
@@ -208,14 +289,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biBirchForest:
case biBirchForestHills:
{
- GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetBirchTreeImage(a_BlockPos, 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);
+ GetTallBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
@@ -238,7 +319,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biExtremeHillsPlusM:
{
// TODO: These need their special trees
- GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
@@ -247,14 +328,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biSavannaM:
case biSavannaPlateauM:
{
- GetAcaciaTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetAcaciaTreeImage(a_BlockPos, 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);
+ GetDarkoakTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
@@ -265,7 +346,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
case biMesaPlateauFM:
case biMesaPlateauM:
{
- GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
case biDesert:
@@ -294,15 +375,15 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
-void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000)
+ if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x60000000)
{
- GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
- GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetLargeAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
@@ -310,7 +391,7 @@ void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
-void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
/* Small apple tree has:
- a top plus (no log)
@@ -319,8 +400,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
- 1 to 3 blocks of trunk
*/
- int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
-
+ int Random = a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) >> 3;
HEIGHTTYPE Heights[] = {1, 2, 2, 3} ;
HEIGHTTYPE Height = 1 + Heights[Random & 3];
Random >>= 2;
@@ -332,75 +412,50 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
// 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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
- int Hei = a_BlockY + Height;
+ int Hei = a_BlockPos.y + Height;
// 2 BigO2 + corners layers:
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, 0x5000000 - i * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ PushCoordBlocks (a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_APPLE));
Hei++;
} // for i - 2*
// Optional BigO1 + corners layer:
if ((Random & 1) == 0)
{
- PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
+ PushCoordBlocks (a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_Seq, a_Noise, 0x6000000, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_APPLE));
Hei++;
}
// Top plus:
- PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ PushCoordBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
}
-void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetLargeAppleTreeImage(Vector3i a_BlockPos, 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 },
-
- };
+ int Height = 7 + a_Noise.IntNoise3DInt(a_BlockPos) % 4;
// 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;
+ Vector3d BranchStartDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i), a_Seq);
+ Vector3d BranchDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i * a_Seq), a_Seq) / 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);
+ int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockPos * a_Seq) % 3;
+ GetTreeBranch(E_BLOCK_LOG, E_META_LOG_APPLE, a_BlockPos.addedY(i), BranchLength, BranchStartDirection, BranchDirection, a_LogBlocks);
}
// Place leaves around each log block
@@ -423,7 +478,7 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
// 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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
}
@@ -431,21 +486,18 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
-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 GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, sSetBlockVector & a_LogBlocks)
{
- Vector3d CurrentPos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
+ Vector3d CurrentPos = Vector3d(a_BlockPos);
Vector3d Direction = a_StartDirection;
for (int i = 0; i < a_BranchLength; i++)
{
CurrentPos += Direction;
- if (CurrentPos.y >= a_TreeHeight)
- {
- return;
- }
- Direction -= a_Direction;
+ 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)));
+ a_LogBlocks.push_back(sSetBlock(CurrentPos.Floor(), a_BlockType, GetLogMetaFromDirection(a_BlockMeta, Direction)));
}
+ return CurrentPos;
}
@@ -474,9 +526,9 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
-void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
+ HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) % 3);
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(static_cast<size_t>(Height));
@@ -485,25 +537,25 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
// The entire trunk, out of logs:
for (int i = Height - 1; i >= 0; --i)
{
- a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH));
}
- int h = a_BlockY + Height;
+ int h = a_BlockPos.y + Height;
// Top layer - just the Plus:
- PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
+ PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
h--;
// Second layer - log, Plus and maybe Corners:
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
h--;
// Third and fourth layers - BigO2 and maybe 2 * Corners:
for (int Row = 0; Row < 2; Row++)
{
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
h--;
} // for Row - 2*
}
@@ -512,15 +564,15 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
-void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetAcaciaTreeImage(Vector3i a_BlockPos, 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);
+ int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockPos) / 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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
}
// Array with possible directions for a branch to go to.
@@ -532,53 +584,37 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
{ 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];
+ Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockPos) % 8];
// Calculate a height for the branch between 1 and 3
- int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1;
+ int BranchHeight = a_Noise.IntNoise3DInt(a_BlockPos) % 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));
- }
+ Vector3i BranchPos = GetTreeBranch(E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD, a_BlockPos.addedY(Height - 1), BranchHeight, Vector3i(BranchDirection), Vector3i(BranchDirection), a_LogBlocks).Floor();
// 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_NEWLEAVES_ACACIA);
- PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
+ PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
+ PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA));
// Choose if we have to add another branch
- bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false);
+ bool TwoTop = (a_Noise.IntNoise3D(a_BlockPos) < 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;
+ BranchHeight = a_Noise.IntNoise3DInt(a_BlockPos * 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));
- }
+ BranchPos = GetTreeBranch(E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD, a_BlockPos.addedY(Height - 1), BranchHeight, BranchDirection, BranchDirection, a_LogBlocks).Floor();
// 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_NEWLEAVES_ACACIA);
- PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
+ PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
+ PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA));
}
@@ -586,80 +622,80 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
-void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
// Pick a height
- int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 4;
+ int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedZ(32 * a_Seq)) / 11) % 4;
// 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_DARK_OAK_WOOD));
- a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
- a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ + 1, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
- a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(i).addedZ(1), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
}
// Prevent floating trees by placing dirt under them
for (int i = 1; i < 5; i++)
{
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
}
// Create branches
for (int i = 0; i < 3; i++)
{
- int x = (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY * i, a_BlockZ + 32 * a_Seq) % 3) - 1;
- int z = (a_Noise.IntNoise3DInt(a_BlockX - 32 * a_Seq, a_BlockY * i, a_BlockZ - 32 * a_Seq) % 3) - 1;
+ int x = (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedZ(32 * a_Seq).addedY(i * a_Seq)) % 3) - 1;
+ int z = (a_Noise.IntNoise3DInt(a_BlockPos.addedX(-32 * a_Seq).addedZ(-32 * a_Seq).addedY(i * a_Seq)) % 3) - 1;
// The branches would end up in the trunk.
- if ((x >= a_BlockX) && (x <= a_BlockX + 1) && (z >= a_BlockZ) && (z <= a_BlockZ + 1))
+ if ((x >= a_BlockPos.x) && (x <= a_BlockPos.x + 1) && (z >= a_BlockPos.z) && (z <= a_BlockPos.z + 1))
{
NOISE_DATATYPE Val1 = a_Noise.IntNoise2D(x, z);
if (Val1 < 0)
{
- x = a_BlockX + ((Val1 < -0.5) ? -1 : 3);
+ x = a_BlockPos.x + ((Val1 < -0.5) ? -1 : 3);
}
else
{
- z = a_BlockZ + ((Val1 < 0.5) ? -1 : 3);
+ z = a_BlockPos.z + ((Val1 < 0.5) ? -1 : 3);
}
}
- int y = Height - (a_Noise.IntNoise3DInt(a_BlockX + x, a_BlockY * i, a_BlockZ - z) % (Height - (Height / 4)));
+ int y = Height - (a_Noise.IntNoise3DInt(a_BlockPos.addedX(x).addedZ(z).addedY(i * a_Seq)) % (Height - (Height / 4)));
for (int Y = y; Y < Height; Y++)
{
- a_LogBlocks.push_back(sSetBlock(a_BlockX + x, a_BlockY + Y, a_BlockZ + z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(x).addedY(Y).addedZ(z), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
}
}
- int hei = a_BlockY + Height - 2;
+ int hei = a_BlockPos.y + Height - 2;
// 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_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
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_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK));
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK));
}
-void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
+ HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) % 3);
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(static_cast<size_t>(Height));
@@ -668,25 +704,25 @@ void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_
// The entire trunk, out of logs:
for (int i = Height - 1; i >= 0; --i)
{
- a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH));
}
- int h = a_BlockY + Height;
+ int h = a_BlockPos.y + Height;
// Top layer - just the Plus:
- PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
+ PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
h--;
// Second layer - log, Plus and maybe Corners:
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
h--;
// Third and fourth layers - BigO2 and maybe 2 * Corners:
for (int Row = 0; Row < 2; Row++)
{
- PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
- PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
+ PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
h--;
} // for Row - 2*
}
@@ -695,16 +731,16 @@ void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_
-void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
// Half chance for a spruce, half for a pine:
- if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000)
+ if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq).addedZ(32 * a_Seq)) < 0x40000000)
{
- GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
- GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
@@ -712,7 +748,7 @@ void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
-void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetSpruceTreeImage(Vector3i a_BlockPos, 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)
@@ -720,7 +756,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
// 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;
+ int MyRandom = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) / 8;
static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3};
HEIGHTTYPE Height = sHeights[MyRandom & 3];
@@ -733,15 +769,15 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
// 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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
- Height += a_BlockY;
+ Height += a_BlockPos.y;
// 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));
+ PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
Height++;
}
MyRandom >>= 1;
@@ -757,30 +793,30 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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));
+ PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, 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));
+ PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, 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));
+ PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ PushCoordBlocks(a_BlockPos.x, Height + 2, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 2, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
Height += 3;
break;
}
@@ -791,17 +827,17 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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));
+ a_LogBlocks.push_back (sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ PushCoordBlocks (a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 2, a_BlockPos.z, 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));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ PushCoordBlocks (a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
}
}
@@ -809,12 +845,12 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
-void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
// Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
// There can be one or two layers representing the cone bases (SameSizeMax)
- int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8;
+ int MyRandom = a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 8;
int TrunkHeight = 8 + (MyRandom % 3);
int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
MyRandom >>= 3;
@@ -831,16 +867,16 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
// The entire trunk, out of logs:
for (int i = TrunkHeight; i >= 0; --i)
{
- a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
- int h = a_BlockY + TrunkHeight + 2;
+ int h = a_BlockPos.y + TrunkHeight + 2;
// Top layer - just a single leaves block:
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
h--;
// One more layer is above the trunk, push the central leaves:
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
// Layers expanding in size, then collapsing again:
// LOGD("Generating %d layers of pine leaves, SameSizeMax = %d", NumLeavesLayers, SameSizeMax);
@@ -852,8 +888,8 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
{
break;
}
- ASSERT(static_cast<size_t>(LayerSize) < ARRAYCOUNT(BigOs));
- PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
+ ASSERT(static_cast<size_t>(LayerSize) < ARRAYCOUNT(BigOLayers));
+ PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigOLayers[LayerSize].Coords, BigOLayers[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
h--;
}
}
@@ -862,7 +898,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
-void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetSwampTreeImage(Vector3i a_BlockPos, 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[] =
@@ -873,34 +909,34 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
{-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;
+ int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 8) % 3;
a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast<size_t>(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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
- int hei = a_BlockY + Height - 2;
+ int hei = a_BlockPos.y + 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);
+ PushSomeColumns(a_BlockPos.x, hei, a_BlockPos.z, 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);
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, 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));
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
hei++;
} // for i - 2*
}
@@ -909,35 +945,35 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
-void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
a_OtherBlocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1));
- int hei = a_BlockY;
- a_LogBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ int hei = a_BlockPos.y;
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_JUNGLE));
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
hei++;
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
hei++;
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
}
-void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
+void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
{
if (!a_Large)
{
- GetSmallJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetSmallJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
- GetLargeJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
+ GetLargeJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
@@ -945,65 +981,77 @@ void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
-void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetLargeJungleTreeImage(Vector3i a_BlockPos, 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[] =
+ static const sMetaCoords VinesTrunk[] =
{
- {-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
- } ;
+ {0, -1, 1}, {1, -1, 1}, // North face
+ {0, 2, 4}, {1, 2, 4}, // South face
+ {-1, 1, 8}, {-1, 0, 8}, // West face
+ {2, 1, 2}, {2, 0, 2}, // East face
+ };
- int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
+ int Height = 20 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 11) % 12;
a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
- a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 50);
+ a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO5Jungle) + ARRAYCOUNT(BigO4Jungle) + ARRAYCOUNT(BigO3Jungle) + static_cast<size_t>(Height) * 4 + 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));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_JUNGLE));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_JUNGLE));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_JUNGLE));
+ a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_JUNGLE));
+
+ // Randomly place vines around the trunk
+ for (size_t j = 0; j < ARRAYCOUNT(VinesTrunk); j++)
+ {
+ if (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(VinesTrunk[j].x, VinesTrunk[j].z).addedY(i)) % 3 != 0)
+ {
+ continue;
+ }
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedXZ(VinesTrunk[j].x, VinesTrunk[j].z).addedY(i), E_BLOCK_VINES, VinesTrunk[j].Meta));
+ }
}
- int hei = a_BlockY + Height - 2;
+ int hei = a_BlockPos.y + Height - 2;
// Prevent floating trees by placing dirt under them
for (int i = 1; i < 5; i++)
{
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
- a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedX(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedXZ(1, 1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
}
- // 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++)
+ int numBranches = (a_Noise.IntNoise2DInt(a_BlockPos.x * a_Seq, a_BlockPos.z * a_Seq) / 11) % 3 + 1;
+ int branchStartHeight = 8 + Height % 11;
+ int branchInterval = (Height - branchStartHeight) / numBranches;
+ for (int i = branchStartHeight; i < (Height - 6); i += branchInterval)
{
- 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*
+ // Get a direction for the trunk to go to.
+ Vector3d BranchStartDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i), a_Seq);
+ Vector3d BranchDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i * a_Seq), a_Seq) / 3;
+
+ int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockPos * a_Seq) % 2;
+ Vector3i BranchEndPosition = GetTreeBranch(E_BLOCK_LOG, E_META_LOG_JUNGLE, a_BlockPos.addedY(i), BranchLength, BranchStartDirection, BranchDirection, a_LogBlocks).Floor();
+ PushCoordBlocks(BranchEndPosition.x, BranchEndPosition.y, BranchEndPosition.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ PushCoordBlocks(BranchEndPosition.x, BranchEndPosition.y + 1, BranchEndPosition.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ a_OtherBlocks.push_back(sSetBlock(BranchEndPosition.x, BranchEndPosition.y + 1, BranchEndPosition.z, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
+ }
- // 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));
+ // Place the canopy.
+ for (size_t i = 0; i < ARRAYCOUNT(BigOJungleLayers); i++)
+ {
+ PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOJungleLayers[i].Coords, BigOJungleLayers[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ }
}
-void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
+void GetSmallJungleTreeImage(Vector3i a_BlockPos, 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[] =
@@ -1015,7 +1063,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
// TODO: proper metas and height: {0, 1, 1}, {0, -1, 4}, {-1, 0, 2}, {1, 1, 8}, // Around the tunk
} ;
- int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3;
+ int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(5 * a_Seq, 5 * a_Seq)) / 5) % 3;
a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(
@@ -1028,30 +1076,30 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_JUNGLE));
}
- int hei = a_BlockY + Height - 3;
+ int hei = a_BlockPos.y + Height - 3;
// 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);
+ PushSomeColumns(a_BlockPos.x, hei, a_BlockPos.z, 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_JUNGLE);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
hei++;
} // for i - 2*
// Two layers of BigO2 leaves, possibly with corners:
for (int i = 0; i < 1; i++)
{
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
- PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
hei++;
} // for i - 2*
// Top plus, all leaves:
- PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
- a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
+ PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
+ a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
}
diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h
index ff7ae1744..3ff37d9de 100644
--- a/src/Generating/Trees.h
+++ b/src/Generating/Trees.h
@@ -49,56 +49,59 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is
-/** Generates an image of a tree at the specified coords (lowest trunk block) in the specified biome */
-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);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a tree at the specified coords (lowest trunk block) in the specified biome */
+void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random apple tree */
-void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple tree */
+void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a small (nonbranching) apple tree */
-void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small (nonbranching) apple tree */
+void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** 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);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large (branching) apple tree */
+void GetLargeAppleTreeImage(Vector3i a_BlockPos, 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);
+/** Fills a_LogBlocks with the logs of a tree branch of the provided log type.
+The length of the branch can be changed with the a_BranchLength.
+The initial direction is a_StartDirection. The direction can be manipulated with a_Direction to create a curve.
+Returns the position of the last log block placed. */
+Vector3d GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, 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);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random birch tree */
+void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random acacia tree */
-void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random acacia tree */
+void GetAcaciaTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random darkoak tree */
-void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random darkoak tree */
+void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random large birch tree */
-void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large birch tree */
+void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random conifer tree */
-void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree */
+void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random spruce (short conifer, two layers of leaves) */
-void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce (short conifer, two layers of leaves) */
+void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random pine (tall conifer, little leaves at top) */
-void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine (tall conifer, little leaves at top) */
+void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random swampland tree */
-void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random swampland tree */
+void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random apple bush (for jungles) */
-void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple bush (for jungles) */
+void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a random jungle tree */
-void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random jungle tree */
+void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large);
-/** Generates an image of a large jungle tree (2x2 trunk) */
-void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large jungle tree (2x2 trunk) */
+void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/** Generates an image of a small jungle tree (1x1 trunk) */
-void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
+/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small jungle tree (1x1 trunk) */
+void GetSmallJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);