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-rw-r--r--src/Generating/Caves.cpp104
1 files changed, 51 insertions, 53 deletions
diff --git a/src/Generating/Caves.cpp b/src/Generating/Caves.cpp
index 4221ea187..df45bb4c2 100644
--- a/src/Generating/Caves.cpp
+++ b/src/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
)
{
@@ -462,7 +461,7 @@ void cCaveTunnel::ProcessChunk(
int BaseZ = a_ChunkZ * cChunkDef::Width;
if (
(BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) ||
- (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX)
+ (BaseZ > m_MaxBlockZ) || (BaseZ + cChunkDef::Width < m_MinBlockZ)
)
{
// Tunnel does not intersect the chunk at all, bail out
@@ -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 )
{
@@ -940,18 +939,17 @@ 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)
{
const float yy = (float)y / 10;
- const float WaveNoise = 1;
float n1 = m_Noise1.CubicNoise3D(xx, yy, zz);
float n2 = m_Noise2.CubicNoise3D(xx, yy, zz);
float n3 = m_Noise1.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4;