539 lines
18 KiB
C++
539 lines
18 KiB
C++
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// Trees.cpp
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// Implements helper functions used for generating trees
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#include "Globals.h"
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#include "Trees.h"
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#include "BlockID.h"
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typedef struct
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{
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int x, z;
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} sCoords;
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typedef struct
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{
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int x, z;
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NIBBLETYPE Meta;
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} sMetaCoords;
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static const sCoords Corners[] =
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{
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{-1, -1},
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{-1, 1},
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{1, -1},
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{1, 1},
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} ;
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static const sCoords BigO1[] =
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{
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{0, -1},
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{-1, 0}, {1, 0},
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{0, 1},
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} ;
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static const sCoords BigO2[] =
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{
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{-1, -2}, {0, -2}, {1, -2},
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{-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1},
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{-2, 0}, {-1, 0}, {1, 0}, {2, 0},
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{-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1},
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{-1, 2}, {0, 2}, {1, 2},
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} ;
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static const sCoords BigO3[] =
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{
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{-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3},
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{-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2},
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{-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
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{-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0},
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{-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1},
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{-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
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{-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3},
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} ;
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typedef struct
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{
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const sCoords * Coords;
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size_t Count;
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} sCoordsArr;
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static const sCoordsArr BigOs[] =
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{
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{BigO1, ARRAYCOUNT(BigO1)},
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{BigO2, ARRAYCOUNT(BigO2)},
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{BigO3, ARRAYCOUNT(BigO3)},
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} ;
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/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks
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inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
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{
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for (size_t i = 0; i < a_NumCoords; i++)
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{
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a_Blocks.push_back(sSetBlock(a_BlockX + a_Coords[i].x, a_Height, a_BlockZ + a_Coords[i].z, a_BlockType, a_Meta));
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}
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}
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inline void PushCornerBlocks(int a_BlockX, int a_Height, int a_BlockZ, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, int a_CornersDist, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
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{
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for (size_t i = 0; i < ARRAYCOUNT(Corners); i++)
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{
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int x = a_BlockX + Corners[i].x;
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int z = a_BlockZ + Corners[i].z;
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if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height, z + 64 * a_Seq) <= a_Chance)
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{
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a_Blocks.push_back(sSetBlock(x, a_Height, z, a_BlockType, a_Meta));
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}
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} // for i - Corners[]
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}
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inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_ColumnHeight, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, const sMetaCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType)
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{
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for (size_t i = 0; i < a_NumCoords; i++)
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{
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int x = a_BlockX + a_Coords[i].x;
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int z = a_BlockZ + a_Coords[i].z;
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if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + i, z + 64 * a_Seq) <= a_Chance)
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{
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for (int j = 0; j < a_ColumnHeight; j++)
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{
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a_Blocks.push_back(sSetBlock(x, a_Height - j, z, a_BlockType, a_Coords[i].Meta));
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}
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}
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} // for i - a_Coords[]
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}
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void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_Blocks)
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{
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switch (a_Biome)
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{
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case biPlains:
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case biExtremeHills:
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case biExtremeHillsEdge:
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case biForest:
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case biMushroomIsland:
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case biMushroomShore:
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case biForestHills:
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{
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// Apple or birch trees:
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if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
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{
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GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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else
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{
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GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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break;
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}
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case biTaiga:
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case biIcePlains:
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case biIceMountains:
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case biTaigaHills:
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{
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// Conifers
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GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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break;
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}
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case biSwampland:
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{
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// Swamp trees:
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GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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break;
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}
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case biJungle:
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case biJungleHills:
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{
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// Apple bushes, jungle trees
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if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
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{
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GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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else
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{
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GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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}
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}
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}
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void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000)
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{
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GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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else
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{
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GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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}
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void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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/* Small apple tree has:
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- a top plus (no log)
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- optional BigO1 + random corners (log)
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- 2 layers of BigO2 + random corners (log)
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- 1 to 3 blocks of trunk
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*/
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int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
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// Pre-alloc so that we don't realloc too often later:
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a_Blocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
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int Heights[] = {1, 2, 2, 3} ;
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int Height = 1 + Heights[Random & 3];
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Random >>= 2;
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// Trunk:
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for (int i = 0; i < Height; i++)
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{
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a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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}
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int Hei = a_BlockY + Height;
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// 2 BigO2 + corners layers:
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for (int i = 0; i < 2; i++)
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{
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PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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Hei++;
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} // for i - 2*
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// Optional BigO1 + corners layer:
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if ((Random & 1) == 0)
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{
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PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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Hei++;
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}
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// Top plus:
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PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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a_Blocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
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}
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void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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// TODO
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}
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void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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// Prealloc, so that we don't realloc too often later:
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a_Blocks.reserve(Height + 80);
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// The entire trunk, out of logs:
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for (int i = Height - 1; i >= 0; --i)
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{
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a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
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}
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int h = a_BlockY + Height;
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// Top layer - just the Plus:
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PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
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h--;
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// Second layer - log, Plus and maybe Corners:
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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// Third and fourth layers - BigO2 and maybe 2*Corners:
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for (int Row = 0; Row < 2; Row++)
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{
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_Blocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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} // for Row - 2*
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}
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void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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// Half chance for a spruce, half for a pine:
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if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000)
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{
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GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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else
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{
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GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_Blocks);
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}
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}
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void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
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{
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// Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
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// then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
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// and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
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// We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities
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// (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
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int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
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// Prealloc, so that we don't realloc too often later:
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a_Blocks.reserve(180);
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// Clear trunk blocks:
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static const int sHeights[] = {1, 2, 2, 3};
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int Height = sHeights[MyRandom & 3];
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MyRandom >>= 2;
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for (int i = 0; i < Height; i++)
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{
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a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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}
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Height += a_BlockY;
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// Optional size-1 bottom leaves layer:
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if ((MyRandom & 1) == 0)
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{
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PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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Height++;
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}
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MyRandom >>= 1;
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// 1 to 3 sections of leaves layers:
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static const int sNumSections[] = {1, 2, 2, 3};
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int NumSections = sNumSections[MyRandom & 3];
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MyRandom >>= 2;
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for (int i = 0; i < NumSections; i++)
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{
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switch (MyRandom & 3) // SectionType; (1, 2) twice as often as the other two
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{
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case 0:
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case 1:
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{
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PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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Height += 2;
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break;
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}
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case 2:
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{
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PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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Height += 2;
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break;
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}
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case 3:
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{
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PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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Height += 3;
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break;
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}
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} // switch (SectionType)
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MyRandom >>= 2;
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} // for i - Sections
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if ((MyRandom & 1) == 0)
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{
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// (0, 1, 0) top:
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
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}
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else
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{
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// (1, 0) top:
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a_Blocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
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PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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a_Blocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
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}
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}
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|
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void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
|
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{
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// Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
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// There can be one or two layers representing the cone bases (SameSizeMax)
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|
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int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8;
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int TrunkHeight = 8 + (MyRandom % 3);
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int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
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MyRandom >>= 3;
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int NumLeavesLayers = 2 + (MyRandom % 3); // Number of layers that have leaves in them
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|
if (NumLeavesLayers == 2)
|
|
{
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|
SameSizeMax = 0;
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|
}
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// Pre-allocate the vector:
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a_Blocks.reserve(TrunkHeight + NumLeavesLayers * 25);
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|
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// The entire trunk, out of logs:
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for (int i = TrunkHeight; i >= 0; --i)
|
|
{
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a_Blocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
|
|
}
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|
int h = a_BlockY + TrunkHeight + 2;
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|
|
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// Top layer - just a single leaves block:
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER));
|
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h--;
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|
|
|
// One more layer is above the trunk, push the central leaves:
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, 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);
|
|
for (int i = 0; i < NumLeavesLayers; ++i)
|
|
{
|
|
int LayerSize = std::min(i, NumLeavesLayers - i + SameSizeMax - 1);
|
|
// LOGD("LayerSize %d: %d", i, LayerSize);
|
|
if (LayerSize < 0)
|
|
{
|
|
break;
|
|
}
|
|
ASSERT(LayerSize < ARRAYCOUNT(BigOs));
|
|
PushCoordBlocks(a_BlockX, h, a_BlockZ, a_Blocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
|
|
h--;
|
|
}
|
|
}
|
|
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void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
|
|
{
|
|
// 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_Blocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
|
|
|
|
for (int i = 0; i < Height; i++)
|
|
{
|
|
a_Blocks.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_Blocks, 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_Blocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
|
|
PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 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_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
|
|
PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_Blocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
|
|
hei++;
|
|
} // for i - 2*
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_Blocks)
|
|
{
|
|
a_Blocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1));
|
|
|
|
int hei = a_BlockY;
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
|
|
PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
|
|
hei++;
|
|
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
|
|
PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_Blocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
|
|
hei++;
|
|
|
|
a_Blocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, 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_Blocks)
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
|
|
|
|
|