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authorMattes D <github@xoft.cz>2014-11-12 21:24:26 +0100
committerMattes D <github@xoft.cz>2014-11-12 21:24:26 +0100
commit5fb2526e0739fa27d925a686669f2c3aef56e825 (patch)
treec548202392d5f2cf12ee7b23a45c9f0a9026d9c6 /src/Generating/StructGen.cpp
parentBiomalNoise3D: Added a few biomes. (diff)
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Diffstat (limited to '')
-rw-r--r--src/Generating/StructGen.cpp26
1 files changed, 8 insertions, 18 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index bdefcd8c1..1c83cf78f 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -37,10 +37,12 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
Dest = &WorkerDesc;
WorkerDesc.SetChunkCoords(BaseX, BaseZ);
+ // TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache
+
+ cChunkDesc::Shape workerShape;
m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
- m_HeightGen->GenHeightMap (BaseX, BaseZ, WorkerDesc.GetHeightMap());
- m_CompositionGen->ComposeTerrain(WorkerDesc);
- // TODO: Free the entity lists
+ m_ShapeGen->GenShape (BaseX, BaseZ, workerShape);
+ m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape);
}
else
{
@@ -390,7 +392,7 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc)
}
cBlockArea Lake;
- CreateLakeImage(ChunkX + x, ChunkZ + z, Lake);
+ CreateLakeImage(ChunkX + x, ChunkZ + z, a_ChunkDesc.GetMinHeight(), Lake);
int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
@@ -404,25 +406,13 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc)
-void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, cBlockArea & a_Lake)
+void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake)
{
a_Lake.Create(16, 8, 16);
a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
- // Find the minimum height in this chunk:
- cChunkDef::HeightMap HeightMap;
- m_HeiGen->GenHeightMap(a_ChunkX, a_ChunkZ, HeightMap);
- HEIGHTTYPE MinHeight = HeightMap[0];
- for (size_t i = 1; i < ARRAYCOUNT(HeightMap); i++)
- {
- if (HeightMap[i] < MinHeight)
- {
- MinHeight = HeightMap[i];
- }
- }
-
// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
- MinHeight = std::max(MinHeight - 6, 2);
+ int MinHeight = std::max(a_MaxLakeHeight - 6, 2);
int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;