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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-16 19:50:33 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-16 19:50:33 +0100 |
commit | 9ac95fc24ac48919a85318c5c2015f5cfa023a36 (patch) | |
tree | d73a286c1c54acd553eca1a70a9e4d21d50c37e1 /source/Generating | |
parent | Got rid of another unused variable. (diff) | |
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Diffstat (limited to 'source/Generating')
-rw-r--r-- | source/Generating/Caves.cpp | 101 |
1 files changed, 50 insertions, 51 deletions
diff --git a/source/Generating/Caves.cpp b/source/Generating/Caves.cpp index 4221ea187..5aebc111b 100644 --- a/source/Generating/Caves.cpp +++ b/source/Generating/Caves.cpp @@ -55,7 +55,7 @@ struct cCaveDefPoint int m_BlockY; int m_BlockZ; int m_Radius; - + cCaveDefPoint(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Radius) : m_BlockX(a_BlockX), m_BlockY(a_BlockY), @@ -78,22 +78,22 @@ class cCaveTunnel int m_MinBlockX, m_MaxBlockX; int m_MinBlockY, m_MaxBlockY; int m_MinBlockZ, m_MaxBlockZ; - + /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise void Randomize(cNoise & a_Noise); - + /// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short) bool RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst); - + /// Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true void Smooth(void); - + /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block void FinishLinear(void); - + /// Calculates the bounding box of the points present void CalcBoundingBox(void); - + public: cCaveDefPoints m_Points; @@ -102,14 +102,14 @@ public: int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, int a_EndRadius, cNoise & a_Noise ); - + /// Carves the tunnel into the chunk specified void ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ); - + #ifdef _DEBUG AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; #endif // _DEBUG @@ -128,17 +128,17 @@ public: // The generating block position; is read directly in cStructGenWormNestCaves::GetCavesForChunk() int m_BlockX; int m_BlockZ; - + cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise); ~cCaveSystem(); - + /// Carves the cave system into the chunk specified void ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ); - + #ifdef _DEBUG AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; #endif // _DEBUG @@ -146,15 +146,15 @@ public: protected: int m_Size; cCaveTunnels m_Tunnels; - + void Clear(void); /// Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments] void GenerateTunnelsFromPoint( - int a_OriginX, int a_OriginY, int a_OriginZ, + int a_OriginX, int a_OriginY, int a_OriginZ, cNoise & a_Noise, int a_Segments ); - + /// Returns a radius based on the location provided. int GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ); } ; @@ -174,19 +174,19 @@ cCaveTunnel::cCaveTunnel( { m_Points.push_back(cCaveDefPoint(a_BlockStartX, a_BlockStartY, a_BlockStartZ, a_StartRadius)); m_Points.push_back(cCaveDefPoint(a_BlockEndX, a_BlockEndY, a_BlockEndZ, a_EndRadius)); - + if ((a_BlockStartY <= 0) && (a_BlockEndY <= 0)) { // Don't bother detailing this cave, it's under the world anyway return; } - + Randomize(a_Noise); Smooth(); - + // We know that the linear finishing won't affect the bounding box, so let's calculate it now, as we have less data: CalcBoundingBox(); - + FinishLinear(); } @@ -308,7 +308,7 @@ void cCaveTunnel::FinishLinear(void) // For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints cCaveDefPoints Pts; std::swap(Pts, m_Points); - + m_Points.reserve(Pts.size() * 3); int PrevX = Pts.front().m_BlockX; int PrevY = Pts.front().m_BlockY; @@ -324,7 +324,6 @@ void cCaveTunnel::FinishLinear(void) int sx = (PrevX < x1) ? 1 : -1; int sy = (PrevY < y1) ? 1 : -1; int sz = (PrevZ < z1) ? 1 : -1; - int err = dx - dz; int R = itr->m_Radius; if (dx >= std::max(dy, dz)) // x dominant @@ -418,7 +417,7 @@ void cCaveTunnel::FinishLinear(void) PrevY += sy; yd -= dz; } - + // move along z PrevZ += sz; xd += dx; @@ -453,8 +452,8 @@ void cCaveTunnel::CalcBoundingBox(void) void cCaveTunnel::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ) { @@ -485,7 +484,7 @@ void cCaveTunnel::ProcessChunk( // Cannot intersect, bail out early continue; } - + // Carve out a sphere around the xyz point, m_Radius in diameter; skip 3/7 off the top and bottom: int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc int DifY = itr->m_BlockY; @@ -493,7 +492,7 @@ void cCaveTunnel::ProcessChunk( int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1); int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height)); int SqRad = itr->m_Radius * itr->m_Radius; - for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) + for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) { for (int y = Bottom; y <= Top; y++) { @@ -527,9 +526,9 @@ void cCaveTunnel::ProcessChunk( } // for y } // for x, z } // for itr - m_Points[] - + /* - #ifdef _DEBUG + #ifdef _DEBUG // For debugging purposes, outline the shape of the cave using glowstone, *after* carving the entire cave: for (cCaveDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) { @@ -587,7 +586,7 @@ cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, in int OriginX = a_BlockX + (a_Noise.IntNoise3DInt(13 * a_BlockX, 17 * a_BlockZ, 11 * i) / 19) % a_MaxOffset; int OriginZ = a_BlockZ + (a_Noise.IntNoise3DInt(17 * a_BlockX, 13 * a_BlockZ, 11 * i) / 23) % a_MaxOffset; int OriginY = 20 + (a_Noise.IntNoise3DInt(19 * a_BlockX, 13 * a_BlockZ, 11 * i) / 17) % 20; - + // Generate three branches from the origin point: // The tunnels generated depend on X, Y, Z and Branches, // for the same set of numbers it generates the same offsets! @@ -613,8 +612,8 @@ cStructGenWormNestCaves::cCaveSystem::~cCaveSystem() void cStructGenWormNestCaves::cCaveSystem::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ) { @@ -645,14 +644,14 @@ AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_Off AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n", a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5 ); - + // A gray line from the base point to the first point of the ravine, for identification: AppendPrintf(SVG, "<path style=\"fill:none;stroke:#cfcfcf;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n", - a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, - a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX, + a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, + a_OffsetX + m_Tunnels.front()->m_Points.front().m_BlockX, a_OffsetZ + m_Tunnels.front()->m_Points.front().m_BlockZ ); - + // Offset guides: if (a_OffsetX > 0) { @@ -666,7 +665,7 @@ AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_Off a_OffsetZ, a_OffsetZ ); } - + return SVG; } #endif // _DEBUG @@ -689,7 +688,7 @@ void cStructGenWormNestCaves::cCaveSystem::Clear(void) void cStructGenWormNestCaves::cCaveSystem::GenerateTunnelsFromPoint( - int a_OriginX, int a_OriginY, int a_OriginZ, + int a_OriginX, int a_OriginY, int a_OriginZ, cNoise & a_Noise, int a_NumSegments ) { @@ -727,7 +726,7 @@ int cStructGenWormNestCaves::cCaveSystem::GetRadius(cNoise & a_Noise, int a_Orig // We want mapping 384 -> 3, 0 -> 19, 768 -> 19, so divide by 24 to get [0 .. 31] with center at 16, then use abs() to fold around the center int res = 3 + abs((sum / 24) - 16); */ - + // Algorithm of choice: random value in the range of zero to random value - heavily towards zero int res = MIN_RADIUS + (rnd >> 8) % ((rnd % (MAX_RADIUS - MIN_RADIUS)) + 1); return res; @@ -815,7 +814,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru ++itr; } } // for itr - m_Cache[] - + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) { int RealX = (BaseX + x) * m_Grid; @@ -837,11 +836,11 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru } } } - + // Copy a_Caves into m_Cache to the beginning: cCaveSystems CavesCopy(a_Caves); m_Cache.splice(m_Cache.begin(), CavesCopy, CavesCopy.begin(), CavesCopy.end()); - + // Trim the cache if it's too long: if (m_Cache.size() > 100) { @@ -855,7 +854,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru std::advance(itr, 100); m_Cache.erase(itr, m_Cache.end()); } - + /* // Uncomment this block for debugging the caves' shapes in 2D using an SVG export #ifdef _DEBUG @@ -869,7 +868,7 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru SVG.append((*itr)->ExportAsSVG(Color, 512, 512)); } SVG.append("</svg>\n"); - + AString fnam; Printf(fnam, "wnc\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); cFile File(fnam, cFile::fmWrite); @@ -905,13 +904,13 @@ static float GetMarbleNoise( float x, float y, float z, cNoise & a_Noise ) void cStructGenMarbleCaves::GenStructures(cChunkDesc & a_ChunkDesc) { cNoise Noise(m_Seed); - for (int z = 0; z < cChunkDef::Width; z++) + for (int z = 0; z < cChunkDef::Width; z++) { const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z); for (int x = 0; x < cChunkDef::Width; x++) { const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x); - + int Top = a_ChunkDesc.GetHeight(x, z); for (int y = 1; y < Top; ++y ) { @@ -940,13 +939,13 @@ void cStructGenMarbleCaves::GenStructures(cChunkDesc & a_ChunkDesc) void cStructGenDualRidgeCaves::GenStructures(cChunkDesc & a_ChunkDesc) { - for (int z = 0; z < cChunkDef::Width; z++) + for (int z = 0; z < cChunkDef::Width; z++) { const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10; for (int x = 0; x < cChunkDef::Width; x++) { const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10; - + int Top = a_ChunkDesc.GetHeight(x, z); for (int y = 1; y <= Top; ++y) { |