diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/StructGen.cpp | 5 | ||||
-rw-r--r-- | src/Generating/Trees.cpp | 552 | ||||
-rw-r--r-- | src/Generating/Trees.h | 71 |
3 files changed, 340 insertions, 288 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp index d3351c5c5..d3bd6114e 100644 --- a/src/Generating/StructGen.cpp +++ b/src/Generating/StructGen.cpp @@ -99,7 +99,7 @@ void cStructGenTrees::GenerateSingleTree( sSetBlockVector TreeLogs, TreeOther; GetTreeImageByBiome( - a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z, + { a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z }, m_Noise, a_Seq, a_ChunkDesc.GetBiome(x, z), TreeLogs, TreeOther @@ -157,9 +157,10 @@ void cStructGenTrees::ApplyTreeImage( // Inside this chunk, integrate into a_ChunkDesc: switch (a_ChunkDesc.GetBlockType(itr->m_RelX, itr->m_RelY, itr->m_RelZ)) { + case E_BLOCK_NEW_LEAVES: case E_BLOCK_LEAVES: { - if (itr->m_BlockType != E_BLOCK_LOG) + if ((itr->m_BlockType != E_BLOCK_LOG) && (itr->m_BlockType != E_BLOCK_NEW_LOG)) { break; } diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp index 824c8cecd..de6da5265 100644 --- a/src/Generating/Trees.cpp +++ b/src/Generating/Trees.cpp @@ -29,6 +29,38 @@ static const sCoords Corners[] = {1, 1}, } ; +/** Chooses a direction for a branch to go to based on the start position (a_BlockPos) and a_Seq. */ +static const Vector3d & pickBranchDirection(const cNoise a_Noise, Vector3i a_BlockPos, int a_Seq) +{ + static const std::array<Vector3d, 32> directions = + { + { + { -1, 0, 0 }, { 0, 0, -1 }, + { -1, 0, 1 }, { -1, 0, -1 }, + { 1, 0, 1 }, { 1, 0, -1 }, + { 1, 0, 0 }, { 0, 0, 1 }, + + { -0.5, 0, 0 }, { 0, 0, -0.5 }, + { -0.5, 0, 0.5 }, { -0.5, 0, -0.5 }, + { 0.5, 0, 0.5 }, { 0.5, 0, -0.5 }, + { 0.5, 0, 0 }, { 0, 0, 0.5 }, + + { -1, 0.5, 0 }, { 0, 0.5, -1 }, + { -1, 0.5, 1 }, { -1, 0.5, -1 }, + { 1, 0.5, 1 }, { 1, 0.5, -1 }, + { 1, 0.5, 0 }, { 0, 0.5, 1 }, + + { -0.5, 0.5, 0 }, { 0, 0.5, -0.5 }, + { -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, + { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 }, + { 0.5, 0.5, 0 }, { 0, 0.5, 0.5 }, + } + }; + + size_t index = static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockPos.x, a_BlockPos.y + a_Seq, a_BlockPos.z)) % directions.size(); + return directions[index]; +} + // BigO = a big ring of blocks, used for generating horz slices of treetops, the number indicates the radius static const sCoords BigO1[] = @@ -58,7 +90,8 @@ static const sCoords BigO3[] = /* 3 */ {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, } ; -static const sCoords BigO4[] = // Part of Big Jungle tree + +static const sCoords BigO4[] = // Part of dark oak tree { /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, /* -3 */ {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, @@ -69,6 +102,48 @@ static const sCoords BigO4[] = // Part of Big Jungle tree /* 2 */ {-4, 2}, {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2}, /* 3 */ {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, /* 4 */ {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, +}; + +static const sCoords BigO3Jungle[] = +{ + /* -3 */ {0, -3}, {1, -3}, + /* -2 */ {-1, -2}, {0, -2}, {1, -2}, {2, -2}, + /* -1 */ {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, + /* 0 */ {-3, 0}, {-2, 0}, {-1, 0}, {0, 0}, {1, 0}, {2, 0}, {3, 0}, {4, 0}, + /* 1 */ {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1}, {4, 1}, + /* 2 */ {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, + /* 3 */ {-1, 3}, {0, 3}, {1, 3}, {2, 3}, + /* 4 */ {0, 4}, {1, 4}, +}; + +static const sCoords BigO4Jungle[] = +{ + /* -4 */ {0, -4}, {1, -4}, + /* -3 */ {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, + /* -2 */ {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2}, + /* -1 */ {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, + /* 0 */ {-4, 0}, {-3, 0}, {-2, 0}, {-1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0}, + /* 1 */ {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1}, + /* 2 */ {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2}, + /* 3 */ {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, {4, 3}, + /* 4 */ {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, {3, 4}, + /* 5 */ {0, 5}, {1, 5}, +}; + +static const sCoords BigO5Jungle[] = +{ + /* -5 */ {0, -5}, {1, -5}, + /* -4 */ {-2, -4}, {-1, -4}, {0, -4}, {1, -4}, {2, -4}, {3, -4}, + /* -3 */ {-3, -3}, {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3}, {3, -3}, {4, -3}, + /* -2 */ {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2}, {5, -2}, + /* -1 */ {-4, -1}, {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, {5, -1}, + /* 0 */ {-5, 0}, {-4, 0}, {-3, 0}, {-2, 0}, {-1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0}, {6, 0}, + /* 1 */ {-5, 1}, {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1}, {6, 1}, + /* 2 */ {-4, 2}, {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2}, {4, 2}, {5, 2}, + /* 3 */ {-4, 3}, {-3, 3}, {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3}, {3, 3}, {4, 3}, {5, 3}, + /* 4 */ {-3, 4}, {-2, 4}, {-1, 4}, {0, 4}, {1, 4}, {2, 4}, {3, 4}, {4, 4}, + /* 5 */ {-2, 5}, {-1, 5}, {0, 5}, {1, 5}, {2, 5}, {3, 5}, + /* 6 */ {0, 6}, {1, 6}, } ; @@ -81,7 +156,7 @@ typedef struct size_t Count; } sCoordsArr; -static const sCoordsArr BigOs[] = +static const sCoordsArr BigOLayers[] = { {BigO1, ARRAYCOUNT(BigO1)}, {BigO2, ARRAYCOUNT(BigO2)}, @@ -89,6 +164,12 @@ static const sCoordsArr BigOs[] = {BigO4, ARRAYCOUNT(BigO4)}, } ; +static const sCoordsArr BigOJungleLayers[] = +{ + {BigO5Jungle, ARRAYCOUNT(BigO5Jungle)}, + {BigO4Jungle, ARRAYCOUNT(BigO4Jungle)}, + {BigO3Jungle, ARRAYCOUNT(BigO3Jungle)}, +}; @@ -143,7 +224,7 @@ inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_Colu -void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { switch (a_Biome) { @@ -159,13 +240,13 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biColdBeach: { // Apple or birch trees: - if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff) + if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x5fffffff) { - GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } else { - GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } return; } @@ -176,7 +257,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biTaigaHills: { // Conifers - GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } @@ -184,7 +265,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biSwampland: { // Swamp trees: - GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetSwampTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } @@ -193,14 +274,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biJungleEdge: { // Apple bushes, large jungle trees, small jungle trees - if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x6fffffff) + if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x6fffffff) { - GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetAppleBushImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } else { - bool IsLarge = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000; - GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge); + bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x60000000; + GetJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge); } return; } @@ -208,14 +289,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biBirchForest: case biBirchForestHills: { - GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biBirchForestM: case biBirchForestHillsM: { - GetTallBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetTallBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } @@ -238,7 +319,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biExtremeHillsPlusM: { // TODO: These need their special trees - GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } @@ -247,14 +328,14 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biSavannaM: case biSavannaPlateauM: { - GetAcaciaTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetAcaciaTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } case biRoofedForest: case biRoofedForestM: { - GetDarkoakTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetDarkoakTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } @@ -265,7 +346,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No case biMesaPlateauFM: case biMesaPlateauM: { - GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } case biDesert: @@ -294,15 +375,15 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No -void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000) + if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x60000000) { - GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } else { - GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetLargeAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } } @@ -310,7 +391,7 @@ void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois -void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { /* Small apple tree has: - a top plus (no log) @@ -319,8 +400,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a - 1 to 3 blocks of trunk */ - int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3; - + int Random = a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) >> 3; HEIGHTTYPE Heights[] = {1, 2, 2, 3} ; HEIGHTTYPE Height = 1 + Heights[Random & 3]; Random >>= 2; @@ -332,75 +412,50 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a // Trunk: for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE)); } - int Hei = a_BlockY + Height; + int Hei = a_BlockPos.y + Height; // 2 BigO2 + corners layers: for (int i = 0; i < 2; i++) { - PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); + PushCoordBlocks (a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + PushCornerBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_Seq, a_Noise, 0x5000000 - i * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_APPLE)); Hei++; } // for i - 2* // Optional BigO1 + corners layer: if ((Random & 1) == 0) { - PushCoordBlocks (a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, Hei, a_BlockZ, a_Seq, a_Noise, 0x6000000, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); + PushCoordBlocks (a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + PushCornerBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_Seq, a_Noise, 0x6000000, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_APPLE)); Hei++; } // Top plus: - PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); + PushCoordBlocks(a_BlockPos.x, Hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); } -void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetLargeAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - int Height = 7 + a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 4; - - // Array with possible directions for a branch to go to. - const Vector3d AvailableDirections[] = - { - { -1, 0, 0 }, { 0, 0, -1 }, - { -1, 0, 1 }, { -1, 0, -1 }, - { 1, 0, 1 }, { 1, 0, -1 }, - { 1, 0, 0 }, { 0, 0, 1 }, - - { -0.5, 0, 0 }, { 0, 0, -0.5 }, - { -0.5, 0, 0.5 }, { -0.5, 0, -0.5 }, - { 0.5, 0, 0.5 }, { 0.5, 0, -0.5 }, - { 0.5, 0, 0 }, { 0, 0, 0.5 }, - - { -1, 0.5, 0 }, { 0, 0.5, -1 }, - { -1, 0.5, 1 }, { -1, 0.5, -1 }, - { 1, 0.5, 1 }, { 1, 0.5, -1 }, - { 1, 0.5, 0 }, { 0, 0.5, 1 }, - - { -0.5, 0.5, 0 }, { 0, 0.5, -0.5 }, - { -0.5, 0.5, 0.5 }, { -0.5, 0.5, -0.5 }, - { 0.5, 0.5, 0.5 }, { 0.5, 0.5, -0.5 }, - { 0.5, 0.5, 0 }, { 0, 0.5, 0.5 }, - - }; + int Height = 7 + a_Noise.IntNoise3DInt(a_BlockPos) % 4; // Create branches for (int i = 4; i < Height; i++) { // Get a direction for the trunk to go to. - Vector3d BranchStartDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)]; - Vector3d BranchDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)] / 3; + Vector3d BranchStartDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i), a_Seq); + Vector3d BranchDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i * a_Seq), a_Seq) / 3; - int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3; - GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks); + int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockPos * a_Seq) % 3; + GetTreeBranch(E_BLOCK_LOG, E_META_LOG_APPLE, a_BlockPos.addedY(i), BranchLength, BranchStartDirection, BranchDirection, a_LogBlocks); } // Place leaves around each log block @@ -423,7 +478,7 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a // Trunk: for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE)); } } @@ -431,21 +486,18 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a -void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks) +Vector3d GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, sSetBlockVector & a_LogBlocks) { - Vector3d CurrentPos = Vector3d(a_BlockX, a_BlockY, a_BlockZ); + Vector3d CurrentPos = Vector3d(a_BlockPos); Vector3d Direction = a_StartDirection; for (int i = 0; i < a_BranchLength; i++) { CurrentPos += Direction; - if (CurrentPos.y >= a_TreeHeight) - { - return; - } - Direction -= a_Direction; + Direction += a_Direction; Direction.Clamp(-1.0, 1.0); - a_LogBlocks.push_back(sSetBlock(FloorC(CurrentPos.x), FloorC(CurrentPos.y), FloorC(CurrentPos.z), E_BLOCK_LOG, GetLogMetaFromDirection(E_META_LOG_APPLE, Direction))); + a_LogBlocks.push_back(sSetBlock(CurrentPos.Floor(), a_BlockType, GetLogMetaFromDirection(a_BlockMeta, Direction))); } + return CurrentPos; } @@ -474,9 +526,9 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction) -void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3); + HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) % 3); // Prealloc, so that we don't realloc too often later: a_LogBlocks.reserve(static_cast<size_t>(Height)); @@ -485,25 +537,25 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois // The entire trunk, out of logs: for (int i = Height - 1; i >= 0; --i) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH)); } - int h = a_BlockY + Height; + int h = a_BlockPos.y + Height; // Top layer - just the Plus: - PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer + PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer h--; // Second layer - log, Plus and maybe Corners: - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); h--; // Third and fourth layers - BigO2 and maybe 2 * Corners: for (int Row = 0; Row < 2; Row++) { - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); h--; } // for Row - 2* } @@ -512,15 +564,15 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois -void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetAcaciaTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Calculate a base height - int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3); + int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockPos) / 11 % 3); // Create the trunk for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } // Array with possible directions for a branch to go to. @@ -532,53 +584,37 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi { 1, 1, 0 }, { 0, 1, 1 }, }; - // Set the starting point of the branch - Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); - // Get a direction for the trunk to go to. - Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 8]; + Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockPos) % 8]; // Calculate a height for the branch between 1 and 3 - int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1; + int BranchHeight = a_Noise.IntNoise3DInt(a_BlockPos) % 3 + 1; - // Place the logs of the branch. - for (int i = 0; i < BranchHeight; i++) - { - BranchPos = BranchPos + BranchDirection; - a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); - } + Vector3i BranchPos = GetTreeBranch(E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD, a_BlockPos.addedY(Height - 1), BranchHeight, Vector3i(BranchDirection), Vector3i(BranchDirection), a_LogBlocks).Floor(); // Add the leaves to the top of the branch - PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); - PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); + PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); + PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA)); // Choose if we have to add another branch - bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false); + bool TwoTop = (a_Noise.IntNoise3D(a_BlockPos) < 0 ? true : false); if (!TwoTop) { return; } - // Reset the starting point of the branch - BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); - // Invert the direction of the previous branch. BranchDirection = Vector3d(-BranchDirection.x, 1, -BranchDirection.z); // Calculate a new height for the second branch - BranchHeight = a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq * 10, a_BlockZ * a_Seq) % 3 + 1; + BranchHeight = a_Noise.IntNoise3DInt(a_BlockPos * a_Seq) % 3 + 1; - // Place the logs in the same way as the first branch - for (int i = 0; i < BranchHeight; i++) - { - BranchPos = BranchPos + BranchDirection; - a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); - } + BranchPos = GetTreeBranch(E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD, a_BlockPos.addedY(Height - 1), BranchHeight, BranchDirection, BranchDirection, a_LogBlocks).Floor(); // And add the leaves ontop of the second branch - PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); - PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); + PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); + PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_ACACIA)); } @@ -586,80 +622,80 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi -void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Pick a height - int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 4; + int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedZ(32 * a_Seq)) / 11) % 4; // Create the trunk for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ + 1, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(i), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(i).addedZ(1), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); } // Prevent floating trees by placing dirt under them for (int i = 1; i < 5; i++) { - a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedX(1).addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); } // Create branches for (int i = 0; i < 3; i++) { - int x = (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY * i, a_BlockZ + 32 * a_Seq) % 3) - 1; - int z = (a_Noise.IntNoise3DInt(a_BlockX - 32 * a_Seq, a_BlockY * i, a_BlockZ - 32 * a_Seq) % 3) - 1; + int x = (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedZ(32 * a_Seq).addedY(i * a_Seq)) % 3) - 1; + int z = (a_Noise.IntNoise3DInt(a_BlockPos.addedX(-32 * a_Seq).addedZ(-32 * a_Seq).addedY(i * a_Seq)) % 3) - 1; // The branches would end up in the trunk. - if ((x >= a_BlockX) && (x <= a_BlockX + 1) && (z >= a_BlockZ) && (z <= a_BlockZ + 1)) + if ((x >= a_BlockPos.x) && (x <= a_BlockPos.x + 1) && (z >= a_BlockPos.z) && (z <= a_BlockPos.z + 1)) { NOISE_DATATYPE Val1 = a_Noise.IntNoise2D(x, z); if (Val1 < 0) { - x = a_BlockX + ((Val1 < -0.5) ? -1 : 3); + x = a_BlockPos.x + ((Val1 < -0.5) ? -1 : 3); } else { - z = a_BlockZ + ((Val1 < 0.5) ? -1 : 3); + z = a_BlockPos.z + ((Val1 < 0.5) ? -1 : 3); } } - int y = Height - (a_Noise.IntNoise3DInt(a_BlockX + x, a_BlockY * i, a_BlockZ - z) % (Height - (Height / 4))); + int y = Height - (a_Noise.IntNoise3DInt(a_BlockPos.addedX(x).addedZ(z).addedY(i * a_Seq)) % (Height - (Height / 4))); for (int Y = y; Y < Height; Y++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX + x, a_BlockY + Y, a_BlockZ + z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedX(x).addedY(Y).addedZ(z), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD)); } } - int hei = a_BlockY + Height - 2; + int hei = a_BlockPos.y + Height - 2; // The lower two leaves layers are BigO4 with log in the middle and possibly corners: for (int i = 0; i < 2; i++) { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); hei++; } // for i < 2 // The top leaves layer is a BigO3 with leaves in the middle and possibly corners: - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK)); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_NEW_LEAVES, E_META_NEWLEAVES_DARK_OAK)); } -void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3); + HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq)) % 3); // Prealloc, so that we don't realloc too often later: a_LogBlocks.reserve(static_cast<size_t>(Height)); @@ -668,25 +704,25 @@ void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_ // The entire trunk, out of logs: for (int i = Height - 1; i >= 0; --i) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH)); } - int h = a_BlockY + Height; + int h = a_BlockPos.y + Height; // Top layer - just the Plus: - PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer + PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer h--; // Second layer - log, Plus and maybe Corners: - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); h--; // Third and fourth layers - BigO2 and maybe 2 * Corners: for (int Row = 0; Row < 2; Row++) { - PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); - PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCoordBlocks (a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); + PushCornerBlocks(a_BlockPos.x, h, a_BlockPos.z, a_Seq, a_Noise, 0x3fffffff + Row * 0x10000000, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH); h--; } // for Row - 2* } @@ -695,16 +731,16 @@ void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_ -void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Half chance for a spruce, half for a pine: - if (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) < 0x40000000) + if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq).addedZ(32 * a_Seq)) < 0x40000000) { - GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } else { - GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } } @@ -712,7 +748,7 @@ void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No -void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0), // then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3) @@ -720,7 +756,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi // We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities // (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8 - int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8; + int MyRandom = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) / 8; static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3}; HEIGHTTYPE Height = sHeights[MyRandom & 3]; @@ -733,15 +769,15 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi // Clear trunk blocks: for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER)); } - Height += a_BlockY; + Height += a_BlockPos.y; // Optional size-1 bottom leaves layer: if ((MyRandom & 1) == 0) { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); Height++; } MyRandom >>= 1; @@ -757,30 +793,30 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi case 0: case 1: { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); Height += 2; break; } case 2: { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); Height += 2; break; } case 3: { - PushCoordBlocks(a_BlockX, Height, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - PushCoordBlocks(a_BlockX, Height + 2, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + PushCoordBlocks(a_BlockPos.x, Height, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + PushCoordBlocks(a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + PushCoordBlocks(a_BlockPos.x, Height + 2, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 2, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); Height += 3; break; } @@ -791,17 +827,17 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi if ((MyRandom & 1) == 0) { // (0, 1, 0) top: - a_LogBlocks.push_back (sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); - PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 2, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + a_LogBlocks.push_back (sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_CONIFER)); + PushCoordBlocks (a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 2, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); } else { // (1, 0) top: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); - PushCoordBlocks (a_BlockX, Height + 1, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, Height + 1, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + PushCoordBlocks (a_BlockPos.x, Height + 1, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, Height + 1, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); } } @@ -809,12 +845,12 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi -void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases. // There can be one or two layers representing the cone bases (SameSizeMax) - int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8; + int MyRandom = a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 8; int TrunkHeight = 8 + (MyRandom % 3); int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0; MyRandom >>= 3; @@ -831,16 +867,16 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise // The entire trunk, out of logs: for (int i = TrunkHeight; i >= 0; --i) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER)); } - int h = a_BlockY + TrunkHeight + 2; + int h = a_BlockPos.y + TrunkHeight + 2; // Top layer - just a single leaves block: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); h--; // One more layer is above the trunk, push the central leaves: - a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, h, a_BlockPos.z, 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); @@ -852,8 +888,8 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise { break; } - ASSERT(static_cast<size_t>(LayerSize) < ARRAYCOUNT(BigOs)); - PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); + ASSERT(static_cast<size_t>(LayerSize) < ARRAYCOUNT(BigOLayers)); + PushCoordBlocks(a_BlockPos.x, h, a_BlockPos.z, a_OtherBlocks, BigOLayers[LayerSize].Coords, BigOLayers[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); h--; } } @@ -862,7 +898,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise -void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Vines are around the BigO3, but not in the corners; need proper meta for direction static const sMetaCoords Vines[] = @@ -873,34 +909,34 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois {-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; + int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 8) % 3; a_LogBlocks.reserve(static_cast<size_t>(Height)); a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 20); for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE)); } - int hei = a_BlockY + Height - 2; + int hei = a_BlockPos.y + Height - 2; // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); + PushSomeColumns(a_BlockPos.x, hei, a_BlockPos.z, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, 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_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 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_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); hei++; } // for i - 2* } @@ -909,35 +945,35 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois -void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { a_OtherBlocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1)); - int hei = a_BlockY; - a_LogBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + int hei = a_BlockPos.y; + a_LogBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LOG, E_META_LOG_JUNGLE)); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); hei++; - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE); hei++; - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, 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_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large) +void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large) { if (!a_Large) { - GetSmallJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetSmallJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } else { - GetLargeJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); + GetLargeJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); } } @@ -945,65 +981,77 @@ void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi -void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { - // TODO: Generate proper jungle trees with branches - - // Vines are around the BigO4, but not in the corners; need proper meta for direction - static const sMetaCoords Vines[] = + static const sMetaCoords VinesTrunk[] = { - {-2, -5, 1}, {-1, -5, 1}, {0, -5, 1}, {1, -5, 1}, {2, -5, 1}, // North face - {-2, 5, 4}, {-1, 5, 4}, {0, 5, 4}, {1, 5, 4}, {2, 5, 4}, // South face - {5, -2, 2}, {5, -1, 2}, {5, 0, 2}, {5, 1, 2}, {5, 2, 2}, // East face - {-5, -2, 8}, {-5, -1, 8}, {-5, 0, 8}, {-5, 1, 8}, {-5, 2, 8}, // West face - // TODO: vines around the trunk, proper metas and height - } ; + {0, -1, 1}, {1, -1, 1}, // North face + {0, 2, 4}, {1, 2, 4}, // South face + {-1, 1, 8}, {-1, 0, 8}, // West face + {2, 1, 2}, {2, 0, 2}, // East face + }; - int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24; + int Height = 20 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 11) % 12; a_LogBlocks.reserve(static_cast<size_t>(Height) * 4); - a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 50); + a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO5Jungle) + ARRAYCOUNT(BigO4Jungle) + ARRAYCOUNT(BigO3Jungle) + static_cast<size_t>(Height) * 4 + 50); for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE)); - a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_JUNGLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_JUNGLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_JUNGLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_JUNGLE)); + + // Randomly place vines around the trunk + for (size_t j = 0; j < ARRAYCOUNT(VinesTrunk); j++) + { + if (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(VinesTrunk[j].x, VinesTrunk[j].z).addedY(i)) % 3 != 0) + { + continue; + } + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedXZ(VinesTrunk[j].x, VinesTrunk[j].z).addedY(i), E_BLOCK_VINES, VinesTrunk[j].Meta)); + } } - int hei = a_BlockY + Height - 2; + int hei = a_BlockPos.y + Height - 2; // Prevent floating trees by placing dirt under them for (int i = 1; i < 5; i++) { - a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); - a_OtherBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY - i, a_BlockZ + 1, E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedX(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedXZ(1, 1), E_BLOCK_DIRT, E_META_DIRT_NORMAL)); } - // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); - - // The lower two leaves layers are BigO4 with log in the middle and possibly corners: - for (int i = 0; i < 2; i++) + int numBranches = (a_Noise.IntNoise2DInt(a_BlockPos.x * a_Seq, a_BlockPos.z * a_Seq) / 11) % 3 + 1; + int branchStartHeight = 8 + Height % 11; + int branchInterval = (Height - branchStartHeight) / numBranches; + for (int i = branchStartHeight; i < (Height - 6); i += branchInterval) { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO4, ARRAYCOUNT(BigO4), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - hei++; - } // for i - 2* + // Get a direction for the trunk to go to. + Vector3d BranchStartDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i), a_Seq); + Vector3d BranchDirection = pickBranchDirection(a_Noise, a_BlockPos.addedY(i * a_Seq), a_Seq) / 3; + + int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockPos * a_Seq) % 2; + Vector3i BranchEndPosition = GetTreeBranch(E_BLOCK_LOG, E_META_LOG_JUNGLE, a_BlockPos.addedY(i), BranchLength, BranchStartDirection, BranchDirection, a_LogBlocks).Floor(); + PushCoordBlocks(BranchEndPosition.x, BranchEndPosition.y, BranchEndPosition.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + PushCoordBlocks(BranchEndPosition.x, BranchEndPosition.y + 1, BranchEndPosition.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + a_OtherBlocks.push_back(sSetBlock(BranchEndPosition.x, BranchEndPosition.y + 1, BranchEndPosition.z, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); + } - // The top leaves layer is a BigO3 with leaves in the middle and possibly corners: - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); + // Place the canopy. + for (size_t i = 0; i < ARRAYCOUNT(BigOJungleLayers); i++) + { + PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOJungleLayers[i].Coords, BigOJungleLayers[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + } } -void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) +void GetSmallJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { // Vines are around the BigO3, but not in the corners; need proper meta for direction static const sMetaCoords Vines[] = @@ -1015,7 +1063,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & // TODO: proper metas and height: {0, 1, 1}, {0, -1, 4}, {-1, 0, 2}, {1, 1, 8}, // Around the tunk } ; - int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3; + int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(5 * a_Seq, 5 * a_Seq)) / 5) % 3; a_LogBlocks.reserve(static_cast<size_t>(Height)); a_OtherBlocks.reserve( @@ -1028,30 +1076,30 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & for (int i = 0; i < Height; i++) { - a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE)); + a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_JUNGLE)); } - int hei = a_BlockY + Height - 3; + int hei = a_BlockPos.y + Height - 3; // Put vines around the lowermost leaves layer: - PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES); + PushSomeColumns(a_BlockPos.x, hei, a_BlockPos.z, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, 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_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO3, ARRAYCOUNT(BigO3), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); hei++; } // for i - 2* // Two layers of BigO2 leaves, possibly with corners: for (int i = 0; i < 1; i++) { - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + PushCornerBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); hei++; } // for i - 2* // Top plus, all leaves: - PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); - a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); + PushCoordBlocks(a_BlockPos.x, hei, a_BlockPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE); + a_OtherBlocks.push_back(sSetBlock(a_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE)); } diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h index ff7ae1744..3ff37d9de 100644 --- a/src/Generating/Trees.h +++ b/src/Generating/Trees.h @@ -49,56 +49,59 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is -/** Generates an image of a tree at the specified coords (lowest trunk block) in the specified biome */ -void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a tree at the specified coords (lowest trunk block) in the specified biome */ +void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random apple tree */ -void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple tree */ +void GetAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a small (nonbranching) apple tree */ -void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small (nonbranching) apple tree */ +void GetSmallAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a large (branching) apple tree */ -void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large (branching) apple tree */ +void GetLargeAppleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates a branch for a large apple tree */ -void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks); +/** Fills a_LogBlocks with the logs of a tree branch of the provided log type. +The length of the branch can be changed with the a_BranchLength. +The initial direction is a_StartDirection. The direction can be manipulated with a_Direction to create a curve. +Returns the position of the last log block placed. */ +Vector3d GetTreeBranch(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_BlockPos, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, sSetBlockVector & a_LogBlocks); /** Returns the meta for a log from the given direction */ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction); -/** Generates an image of a random birch tree */ -void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random birch tree */ +void GetBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random acacia tree */ -void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random acacia tree */ +void GetAcaciaTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random darkoak tree */ -void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random darkoak tree */ +void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random large birch tree */ -void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large birch tree */ +void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random conifer tree */ -void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree */ +void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random spruce (short conifer, two layers of leaves) */ -void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce (short conifer, two layers of leaves) */ +void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random pine (tall conifer, little leaves at top) */ -void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine (tall conifer, little leaves at top) */ +void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random swampland tree */ -void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random swampland tree */ +void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random apple bush (for jungles) */ -void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random apple bush (for jungles) */ +void GetAppleBushImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a random jungle tree */ -void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random jungle tree */ +void GetJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large); -/** Generates an image of a large jungle tree (2x2 trunk) */ -void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a large jungle tree (2x2 trunk) */ +void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); -/** Generates an image of a small jungle tree (1x1 trunk) */ -void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); +/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a small jungle tree (1x1 trunk) */ +void GetSmallJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks); |