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authorarchshift <admin@archshift.com>2014-07-29 22:04:00 +0200
committerarchshift <admin@archshift.com>2014-07-29 22:04:00 +0200
commita9b597087b56b4526a3f6447789ba141568575a1 (patch)
treea08542d77b5668a25ca5e00492577ed6f4d61a9a /src/Generating/RoughRavines.cpp
parentSpacing fixes and a few more BLOCK_META constants. (diff)
parentSlight cleanup after portals (diff)
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Diffstat (limited to 'src/Generating/RoughRavines.cpp')
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diff --git a/src/Generating/RoughRavines.cpp b/src/Generating/RoughRavines.cpp
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+
+// RoughRavines.cpp
+
+// Implements the cRoughRavines class representing the rough ravine generator
+
+#include "Globals.h"
+
+#include "RoughRavines.h"
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cRoughRavine:
+
+class cRoughRavine :
+ public cGridStructGen::cStructure
+{
+ typedef cGridStructGen::cStructure super;
+
+public:
+ cRoughRavine(
+ int a_Seed, int a_Size,
+ float a_CenterWidth, float a_Roughness,
+ float a_FloorHeightEdge1, float a_FloorHeightEdge2, float a_FloorHeightCenter,
+ float a_CeilingHeightEdge1, float a_CeilingHeightEdge2, float a_CeilingHeightCenter,
+ int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ
+ ) :
+ super(a_GridX, a_GridZ, a_OriginX, a_OriginZ),
+ m_Seed(a_Seed + 100),
+ m_Noise(a_Seed + 100),
+ m_Roughness(a_Roughness)
+ {
+ // Create the basic structure - 2 lines meeting at the centerpoint:
+ int Max = 2 * a_Size;
+ int Half = a_Size; // m_DefPoints[Half] will be the centerpoint
+ m_DefPoints.resize(Max + 1);
+ int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
+ float Len = (float)a_Size;
+ float Angle = (float)rnd; // Angle is in radians, will be wrapped in the "sin" and "cos" operations
+ float OfsX = sin(Angle) * Len;
+ float OfsZ = cos(Angle) * Len;
+ m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1);
+ m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter);
+ m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2);
+
+ // Calculate the points in between, recursively:
+ SubdivideLine(0, Half);
+ SubdivideLine(Half, Max);
+
+ // Initialize the per-height radius modifiers:
+ InitPerHeightRadius(a_GridX, a_GridZ);
+ }
+
+protected:
+ struct sRavineDefPoint
+ {
+ float m_X;
+ float m_Z;
+ float m_Radius;
+ float m_Top;
+ float m_Bottom;
+
+ void Set(float a_X, float a_Z, float a_Radius, float a_Top, float a_Bottom)
+ {
+ m_X = a_X;
+ m_Z = a_Z;
+ m_Radius = a_Radius;
+ m_Top = a_Top;
+ m_Bottom = a_Bottom;
+ }
+ };
+ typedef std::vector<sRavineDefPoint> sRavineDefPoints;
+
+ int m_Seed;
+
+ cNoise m_Noise;
+
+ int m_MaxSize;
+
+ sRavineDefPoints m_DefPoints;
+
+ float m_Roughness;
+
+ /** Number to add to the radius based on the height. This creates the "ledges" in the ravine walls. */
+ float m_PerHeightRadius[cChunkDef::Height];
+
+
+ /** Recursively subdivides the line between the points of the specified index.
+ Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
+ of the new line. */
+ void SubdivideLine(int a_Idx1, int a_Idx2)
+ {
+ // Calculate the midpoint:
+ const sRavineDefPoint & p1 = m_DefPoints[a_Idx1];
+ const sRavineDefPoint & p2 = m_DefPoints[a_Idx2];
+ float MidX = (p1.m_X + p2.m_X) / 2;
+ float MidZ = (p1.m_Z + p2.m_Z) / 2;
+ float MidR = (p1.m_Radius + p2.m_Radius) / 2 + 0.1f;
+ float MidT = (p1.m_Top + p2.m_Top) / 2;
+ float MidB = (p1.m_Bottom + p2.m_Bottom) / 2;
+
+ // Adjust the midpoint by a small amount of perpendicular vector in a random one of its two directions:
+ float dx = p2.m_X - p1.m_X;
+ float dz = p2.m_Z - p1.m_Z;
+ if ((m_Noise.IntNoise2DInt((int)MidX, (int)MidZ) / 11) % 2 == 0)
+ {
+ MidX += dz * m_Roughness;
+ MidZ -= dx * m_Roughness;
+ }
+ else
+ {
+ MidX -= dz * m_Roughness;
+ MidZ += dx * m_Roughness;
+ }
+ int MidIdx = (a_Idx1 + a_Idx2) / 2;
+ m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB);
+
+ // Recurse the two halves, if they are worth recursing:
+ if (MidIdx - a_Idx1 > 1)
+ {
+ SubdivideLine(a_Idx1, MidIdx);
+ }
+ if (a_Idx2 - MidIdx > 1)
+ {
+ SubdivideLine(MidIdx, a_Idx2);
+ }
+ }
+
+
+ void InitPerHeightRadius(int a_GridX, int a_GridZ)
+ {
+ int h = 0;
+ while (h < cChunkDef::Height)
+ {
+ m_Noise.SetSeed(m_Seed + h);
+ int rnd = m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 13;
+ int NumBlocks = (rnd % 3) + 2;
+ rnd = rnd / 4;
+ float Val = (float)(rnd % 256) / 128 - 1; // Random float in range [-1, +1]
+ if (h + NumBlocks > cChunkDef::Height)
+ {
+ NumBlocks = cChunkDef::Height - h;
+ }
+ for (int i = 0; i < NumBlocks; i++)
+ {
+ m_PerHeightRadius[h + i] = Val;
+ }
+ h += NumBlocks;
+ }
+ }
+
+
+ virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
+ {
+ int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockStartZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ int BlockEndX = BlockStartX + cChunkDef::Width;
+ int BlockEndZ = BlockStartZ + cChunkDef::Width;
+ for (sRavineDefPoints::const_iterator itr = m_DefPoints.begin(), end = m_DefPoints.end(); itr != end; ++itr)
+ {
+ if (
+ (ceilf (itr->m_X + itr->m_Radius + 2) < BlockStartX) ||
+ (floorf(itr->m_X - itr->m_Radius - 2) > BlockEndX) ||
+ (ceilf (itr->m_Z + itr->m_Radius + 2) < BlockStartZ) ||
+ (floorf(itr->m_Z - itr->m_Radius - 2) > BlockEndZ)
+ )
+ {
+ // Cannot intersect, bail out early
+ continue;
+ }
+
+ // Carve out a cylinder around the xz point, up to (m_Radius + 2) in diameter, from Bottom to Top:
+ // On each height level, use m_PerHeightRadius[] to modify the actual radius used
+ // EnlargedRadiusSq is the square of the radius enlarged by the maximum m_PerHeightRadius offset - anything outside it will never be touched.
+ float RadiusSq = (itr->m_Radius + 2) * (itr->m_Radius + 2);
+ float DifX = BlockStartX - itr->m_X; // substitution for faster calc
+ float DifZ = BlockStartZ - itr->m_Z; // substitution for faster calc
+ for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
+ {
+ #ifdef _DEBUG
+ // DEBUG: Make the roughravine shapepoints visible on a single layer (so that we can see with Minutor what's going on)
+ if ((DifX + x == 0) && (DifZ + z == 0))
+ {
+ a_ChunkDesc.SetBlockType(x, 4, z, E_BLOCK_LAPIS_ORE);
+ }
+ #endif // _DEBUG
+
+ // If the column is outside the enlarged radius, bail out completely
+ float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z);
+ if (DistSq > RadiusSq)
+ {
+ continue;
+ }
+
+ int Top = std::min((int)ceilf(itr->m_Top), +cChunkDef::Height);
+ for (int y = std::max((int)floorf(itr->m_Bottom), 1); y <= Top; y++)
+ {
+ if ((itr->m_Radius + m_PerHeightRadius[y]) * (itr->m_Radius + m_PerHeightRadius[y]) < DistSq)
+ {
+ continue;
+ }
+ switch (a_ChunkDesc.GetBlockType(x, y, z))
+ {
+ // Only carve out these specific block types
+ case E_BLOCK_DIRT:
+ case E_BLOCK_GRASS:
+ case E_BLOCK_STONE:
+ case E_BLOCK_COBBLESTONE:
+ case E_BLOCK_GRAVEL:
+ case E_BLOCK_SAND:
+ case E_BLOCK_SANDSTONE:
+ case E_BLOCK_NETHERRACK:
+ case E_BLOCK_COAL_ORE:
+ case E_BLOCK_IRON_ORE:
+ case E_BLOCK_GOLD_ORE:
+ case E_BLOCK_DIAMOND_ORE:
+ case E_BLOCK_REDSTONE_ORE:
+ case E_BLOCK_REDSTONE_ORE_GLOWING:
+ {
+ a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR);
+ break;
+ }
+ default: break;
+ } // switch (BlockType)
+ } // for y
+ } // for x, z - a_BlockTypes
+ } // for itr - m_Points[]
+ }
+};
+
+
+
+
+
+////////////////////////////////////////////////////////////////////////////////
+// cRoughRavines:
+
+cRoughRavines::cRoughRavines(
+ int a_Seed,
+ int a_MaxSize, int a_MinSize,
+ float a_MaxCenterWidth, float a_MinCenterWidth,
+ float a_MaxRoughness, float a_MinRoughness,
+ float a_MaxFloorHeightEdge, float a_MinFloorHeightEdge,
+ float a_MaxFloorHeightCenter, float a_MinFloorHeightCenter,
+ float a_MaxCeilingHeightEdge, float a_MinCeilingHeightEdge,
+ float a_MaxCeilingHeightCenter, float a_MinCeilingHeightCenter,
+ int a_GridSize, int a_MaxOffset
+) :
+ super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 64),
+ m_Seed(a_Seed),
+ m_MaxSize(a_MaxSize),
+ m_MinSize(a_MinSize),
+ m_MaxCenterWidth(a_MaxCenterWidth),
+ m_MinCenterWidth(a_MinCenterWidth),
+ m_MaxRoughness(a_MaxRoughness),
+ m_MinRoughness(a_MinRoughness),
+ m_MaxFloorHeightEdge(a_MaxFloorHeightEdge),
+ m_MinFloorHeightEdge(a_MinFloorHeightEdge),
+ m_MaxFloorHeightCenter(a_MaxFloorHeightCenter),
+ m_MinFloorHeightCenter(a_MinFloorHeightCenter),
+ m_MaxCeilingHeightEdge(a_MaxCeilingHeightEdge),
+ m_MinCeilingHeightEdge(a_MinCeilingHeightEdge),
+ m_MaxCeilingHeightCenter(a_MaxCeilingHeightCenter),
+ m_MinCeilingHeightCenter(a_MinCeilingHeightCenter)
+{
+ if (m_MinSize > m_MaxSize)
+ {
+ std::swap(m_MinSize, m_MaxSize);
+ std::swap(a_MinSize, a_MaxSize);
+ }
+ if (m_MaxSize < 16)
+ {
+ m_MaxSize = 16;
+ LOGWARNING("RoughRavines: MaxSize too small, adjusting request from %d to %d", a_MaxSize, m_MaxSize);
+ }
+ if (m_MinSize < 16)
+ {
+ m_MinSize = 16;
+ LOGWARNING("RoughRavines: MinSize too small, adjusting request from %d to %d", a_MinSize, m_MinSize);
+ }
+ if (m_MinSize == m_MaxSize)
+ {
+ m_MaxSize = m_MinSize + 1;
+ }
+}
+
+
+
+
+
+cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
+{
+ // Pick a random value for each of the ravine's parameters:
+ int Size = m_MinSize + (m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 7) % (m_MaxSize - m_MinSize); // Random int from m_MinSize to m_MaxSize
+ float CenterWidth = m_Noise.IntNoise2DInRange(a_GridX + 10, a_GridZ, m_MinCenterWidth, m_MaxCenterWidth);
+ float Roughness = m_Noise.IntNoise2DInRange(a_GridX + 20, a_GridZ, m_MinRoughness, m_MaxRoughness);
+ float FloorHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 30, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge);
+ float FloorHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 40, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge);
+ float FloorHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 50, a_GridZ, m_MinFloorHeightCenter, m_MaxFloorHeightCenter);
+ float CeilingHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 60, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
+ float CeilingHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 70, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
+ float CeilingHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 80, a_GridZ, m_MinCeilingHeightCenter, m_MaxCeilingHeightCenter);
+
+ // Create a ravine:
+ return cStructurePtr(new cRoughRavine(
+ m_Seed,
+ Size, CenterWidth, Roughness,
+ FloorHeightEdge1, FloorHeightEdge2, FloorHeightCenter,
+ CeilingHeightEdge1, CeilingHeightEdge2, CeilingHeightCenter,
+ a_GridX, a_GridZ, a_OriginX, a_OriginZ
+ ));
+}
+
+
+
+