From b521456a01fbb89a48677109b0473968f82f2dbc Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 27 Jul 2012 16:47:55 +0000 Subject: Initial WormNestCaves commit. Won't generate caves, only the schematic for caves' centers. git-svn-id: http://mc-server.googlecode.com/svn/trunk@696 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Caves.cpp | 654 +++++++++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 607 insertions(+), 47 deletions(-) (limited to 'source/Caves.cpp') diff --git a/source/Caves.cpp b/source/Caves.cpp index 1f7453389..7415dfbf1 100644 --- a/source/Caves.cpp +++ b/source/Caves.cpp @@ -3,9 +3,31 @@ // Implements the various cave structure generators: // - cStructGenWormNestCaves +// - cStructGenDualRidgeCaves // - cStructGenMarbleCaves // - cStructGenNetherCaves +/* +WormNestCave generator: +Caves are generated in "nests" - groups of tunnels generated from a single point. +For each chunk, all the nests that could intersect it are generated. +For each nest, first the schematic structure is generated (tunnel from ... to ..., branch, tunnel2 from ... to ...) +Then each tunnel is randomized by inserting points in between its ends. +Finally each tunnel is smoothed and Bresenham-3D-ed so that it is a collection of spheres with their centers next to each other. +When the tunnels are ready, they are simply carved into the chunk, one by one. +To optimize, each tunnel keeps track of its bounding box, so that it can be skipped for chunks that don't intersect it. + +MarbleCaves generator: +For each voxel a 3D noise function is evaluated, if the value crosses a boundary, the voxel is dug out, otherwise it is kept. +Problem with this is the amount of CPU work needed for each chunk. +Also the overall shape of the generated holes is unsatisfactory - there are whole "sheets" of holes in the ground. + +DualRidgeCaves generator: +Instead of evaluating a single noise function, two different noise functions are multiplied. This produces +regular tunnels instead of sheets. However due to the sheer amount of CPU work needed, the nosie functions need to be +reduced in complexity in order for this generator to be useful, so the caves' shapes are "bubbly" at best. +*/ + #include "Globals.h" #include "Caves.h" @@ -13,14 +35,23 @@ +/// How many nests in each direction are generated for a given chunk. Must be an even number +#define NEIGHBORHOOD_SIZE 8 + + + + + struct cDefPoint { int m_BlockX; + int m_BlockY; int m_BlockZ; int m_Radius; - cDefPoint(int a_BlockX, int a_BlockZ, int a_Radius) : + cDefPoint(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Radius) : m_BlockX(a_BlockX), + m_BlockY(a_BlockY), m_BlockZ(a_BlockZ), m_Radius(a_Radius) { @@ -33,29 +64,37 @@ typedef std::vector cDefPoints; -/// A single non-branching tunnel +/// A single non-branching tunnel of a WormNestCave class cCaveTunnel { - cDefPoints m_Points; + // The bounding box, including the radii around defpoints: + 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 GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); + void Randomize(cNoise & a_Noise); - /// Refines (adds and smooths) defpoints from a_Src into a_Dst - void RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst); + /// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short) + bool RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst); - /// Does one round of smoothing, two passes of RefineDefPoints() + /// 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); -public: - // Coords for which the ravine was generated (not necessarily the center) - int m_BlockX; - int m_BlockZ; + /// Calculates the bounding box of the points present + void CalcBoundingBox(void); - cCaveTunnel(int a_BlockStartX, int a_BlockStartZ, int a_Size, cNoise & a_Noise); +public: + cDefPoints m_Points; + + cCaveTunnel( + int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, + int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, + cNoise & a_Noise + ); /// Carves the tunnel into the chunk specified void ProcessChunk( @@ -63,6 +102,10 @@ public: cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ); + + #ifdef _DEBUG + AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; + #endif // _DEBUG } ; typedef std::vector cCaveTunnels; @@ -75,7 +118,11 @@ typedef std::vector cCaveTunnels; class cStructGenWormNestCaves::cCaveSystem { public: - cCaveSystem(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise); + // 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 @@ -85,12 +132,21 @@ public: cChunkDef::HeightMap & a_HeightMap ); + #ifdef _DEBUG + AString ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const; + #endif // _DEBUG + protected: - int m_BlockX; - int m_BlockZ; + 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, + cNoise & a_Noise, int a_Segments + ); } ; @@ -100,27 +156,389 @@ protected: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cCaveTunnel: +cCaveTunnel::cCaveTunnel( + int a_BlockStartX, int a_BlockStartY, int a_BlockStartZ, + int a_BlockEndX, int a_BlockEndY, int a_BlockEndZ, + cNoise & a_Noise +) +{ + m_Points.push_back(cDefPoint(a_BlockStartX, a_BlockStartY, a_BlockStartZ, 5)); + m_Points.push_back(cDefPoint(a_BlockEndX, a_BlockEndY, a_BlockEndZ, 5)); + + 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(); +} + + + + + +void cCaveTunnel::Randomize(cNoise & a_Noise) +{ + // Repeat 4 times: + for (int i = 0; i < 4; i++) + { + // For each already present point, insert a point in between it and its predecessor, shifted randomly. + int PrevX = m_Points.front().m_BlockX; + int PrevY = m_Points.front().m_BlockY; + int PrevZ = m_Points.front().m_BlockZ; + cDefPoints Pts; + Pts.reserve(m_Points.size() * 2); + Pts.push_back(m_Points.front()); + for (cDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) + { + int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX); + len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY); + len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ); + len = 3 * (int)sqrt((double)len) / 4; + int x = (itr->m_BlockX + PrevX) / 2 + ((a_Noise.IntNoise3DInt(PrevX, PrevY, PrevZ + i) / 17) % (len + 1) - len / 2); + int y = (itr->m_BlockY + PrevY) / 2 + ((a_Noise.IntNoise3DInt(PrevY, PrevZ, PrevX + i) / 17) % (len / 2 + 1) - len / 4); + int z = (itr->m_BlockZ + PrevZ) / 2 + ((a_Noise.IntNoise3DInt(PrevZ, PrevX, PrevY + i) / 17) % (len + 1) - len / 2); + Pts.push_back(cDefPoint(x, y, z, 5)); + Pts.push_back(*itr); + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + } + std::swap(Pts, m_Points); + } +} + + + + + +bool cCaveTunnel::RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst) +{ + // Smoothing: for each line segment, add points on its 1/4 lengths + bool res = false; + int Num = a_Src.size() - 2; // this many intermediary points + a_Dst.clear(); + a_Dst.reserve(Num * 2 + 2); + cDefPoints::const_iterator itr = a_Src.begin() + 1; + a_Dst.push_back(a_Src.front()); + int PrevX = a_Src.front().m_BlockX; + int PrevY = a_Src.front().m_BlockY; + int PrevZ = a_Src.front().m_BlockZ; + int PrevR = a_Src.front().m_Radius; + for (int i = 0; i <= Num; ++i, ++itr) + { + int dx = itr->m_BlockX - PrevX; + int dy = itr->m_BlockY - PrevY; + int dz = itr->m_BlockZ - PrevZ; + if (abs(dx) + abs(dz) + abs(dy) < 6) + { + // Too short a segment to smooth-subdivide into quarters + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + continue; + } + int dr = itr->m_Radius - PrevR; + int Rad1 = std::max(PrevR + 1 * dr / 4, 1); + int Rad2 = std::max(PrevR + 3 * dr / 4, 1); + a_Dst.push_back(cDefPoint(PrevX + 1 * dx / 4, PrevY + 1 * dy / 4, PrevZ + 1 * dz / 4, Rad1)); + a_Dst.push_back(cDefPoint(PrevX + 3 * dx / 4, PrevY + 3 * dy / 4, PrevZ + 3 * dz / 4, Rad2)); + PrevX = itr->m_BlockX; + PrevY = itr->m_BlockY; + PrevZ = itr->m_BlockZ; + PrevR = itr->m_Radius; + res = true; + } + a_Dst.push_back(a_Src.back()); + return res && (a_Src.size() < a_Dst.size()); +} + + + + + +void cCaveTunnel::Smooth(void) +{ + cDefPoints Pts; + while (true) + { + if (!RefineDefPoints(m_Points, Pts)) + { + std::swap(Pts, m_Points); + return; + } + if (!RefineDefPoints(Pts, m_Points)) + { + return; + } + } +} + + + + + +void cCaveTunnel::FinishLinear(void) +{ + // For each segment, use Bresenham's 3D line algorithm to draw a "line" of defpoints + cDefPoints Pts; + std::swap(Pts, m_Points); + + m_Points.reserve(Pts.size() * 3); + int PrevX = Pts.front().m_BlockX; + int PrevY = Pts.front().m_BlockY; + int PrevZ = Pts.front().m_BlockZ; + for (cDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) + { + int x1 = itr->m_BlockX; + int y1 = itr->m_BlockY; + int z1 = itr->m_BlockZ; + int dx = abs(x1 - PrevX); + int dy = abs(y1 - PrevY); + int dz = abs(z1 - PrevZ); + 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 + { + int yd = dy - dx / 2; + int zd = dz - dx / 2; + + while (true) + { + m_Points.push_back(cDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevX == x1) + { + break; + } + + if (yd >= 0) // move along y + { + PrevY += sy; + yd -= dx; + } + + if (zd >= 0) // move along z + { + PrevZ += sz; + zd -= dx; + } + + // move along x + PrevX += sx; + yd += dy; + zd += dz; + } + } + else if (dy >= std::max(dx, dz)) // y dominant + { + int xd = dx - dy / 2; + int zd = dz - dy / 2; + + while (true) + { + m_Points.push_back(cDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevY == y1) + { + break; + } + + if (xd >= 0) // move along x + { + PrevX += sx; + xd -= dy; + } + + if (zd >= 0) // move along z + { + PrevZ += sz; + zd -= dy; + } + + // move along y + PrevY += sy; + xd += dx; + zd += dz; + } + } + else + { + // z dominant + ASSERT(dz >= std::max(dx, dy)); + int xd = dx - dz / 2; + int yd = dy - dz / 2; + + while (true) + { + m_Points.push_back(cDefPoint(PrevX, PrevY, PrevZ, R)); + + if (PrevZ == z1) + { + break; + } + + if (xd >= 0) // move along x + { + PrevX += sx; + xd -= dz; + } + + if (yd >= 0) // move along y + { + PrevY += sy; + yd -= dz; + } + + // move along z + PrevZ += sz; + xd += dx; + yd += dy; + } + } // if (which dimension is dominant) + } // for itr +} + + + + + +void cCaveTunnel::CalcBoundingBox(void) +{ + m_MinBlockX = m_MaxBlockX = m_Points.front().m_BlockX; + m_MinBlockY = m_MaxBlockY = m_Points.front().m_BlockY; + m_MinBlockZ = m_MaxBlockZ = m_Points.front().m_BlockZ; + for (cDefPoints::const_iterator itr = m_Points.begin() + 1, end = m_Points.end(); itr != end; ++itr) + { + m_MinBlockX = std::min(m_MinBlockX, itr->m_BlockX - itr->m_Radius); + m_MaxBlockX = std::max(m_MaxBlockX, itr->m_BlockX + itr->m_Radius); + m_MinBlockY = std::min(m_MinBlockY, itr->m_BlockY - itr->m_Radius); + m_MaxBlockY = std::max(m_MaxBlockY, itr->m_BlockY + itr->m_Radius); + m_MinBlockZ = std::min(m_MinBlockZ, itr->m_BlockZ - itr->m_Radius); + m_MaxBlockZ = std::max(m_MaxBlockZ, itr->m_BlockZ + itr->m_Radius); + } // for itr - m_Points[] +} + + + + + void cCaveTunnel::ProcessChunk( int a_ChunkX, int a_ChunkZ, cChunkDef::BlockTypes & a_BlockTypes, cChunkDef::HeightMap & a_HeightMap ) { - // TODO + int BaseX = a_ChunkX * cChunkDef::Width; + int BaseZ = a_ChunkZ * cChunkDef::Width; + if ( + (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) || + (BaseX > m_MaxBlockX) || (BaseX + cChunkDef::Width < m_MinBlockX) + ) + { + // Tunnel does not intersect the chunk at all, bail out + return; + } + + int BlockStartX = a_ChunkX * cChunkDef::Width; + int BlockStartZ = a_ChunkZ * cChunkDef::Width; + int BlockEndX = BlockStartX + cChunkDef::Width; + int BlockEndZ = BlockStartZ + cChunkDef::Width; + for (cDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr) + { + if ( + (itr->m_BlockX + itr->m_Radius < BlockStartX) || + (itr->m_BlockX - itr->m_Radius > BlockEndX) || + (itr->m_BlockZ + itr->m_Radius < BlockStartZ) || + (itr->m_BlockZ - itr->m_Radius > BlockEndZ) + ) + { + // Cannot intersect, bail out early + continue; + } + + // Carve out a sphere around the xyz point, m_Radius in diameter: + int DifX = itr->m_BlockX - BlockStartX; // substitution for faster calc + int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc + for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) + { + // TODO + } // for x, z + + #ifdef _DEBUG + // For debugging purposes, outline the shape of the cave: + if ( + (DifX >= 0) && (DifX < cChunkDef::Width) && + (itr->m_BlockY > 0) && (itr->m_BlockY < cChunkDef::Height) && + (DifZ >= 0) && (DifZ < cChunkDef::Width) + ) + { + cChunkDef::SetBlock(a_BlockTypes, DifX, itr->m_BlockY, DifZ, E_BLOCK_GLOWSTONE); + } + #endif // _DEBUG + } // for itr - m_Points[] } +#ifdef _DEBUG +AString cCaveTunnel::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const +{ + AString SVG; + SVG.reserve(m_Points.size() * 20 + 200); + AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); + Prefix = 'L'; + } + SVG.append("\"/>\n"); + return SVG; +} +#endif // _DEBUG + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cStructGenWormNestCaves::cCaveSystem: -cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) : +cStructGenWormNestCaves::cCaveSystem::cCaveSystem(int a_BlockX, int a_BlockZ, int a_MaxOffset, int a_Size, cNoise & a_Noise) : m_BlockX(a_BlockX), - m_BlockZ(a_BlockZ) + m_BlockZ(a_BlockZ), + m_Size(a_Size) { - // TODO: Generate a cave system + int Num = 1 + a_Noise.IntNoise2DInt(a_BlockX, a_BlockZ) % 3; + for (int i = 0; i < Num; i++) + { + 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! + // That's why we add a +1 to X in the third line + GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 3); + GenerateTunnelsFromPoint(OriginX, OriginY, OriginZ, a_Noise, 2); + GenerateTunnelsFromPoint(OriginX + 1, OriginY, OriginZ, a_Noise, 3); + } } @@ -137,25 +555,99 @@ cStructGenWormNestCaves::cCaveSystem::~cCaveSystem() -void cStructGenWormNestCaves::cCaveSystem::Clear(void) +void cStructGenWormNestCaves::cCaveSystem::ProcessChunk( + int a_ChunkX, int a_ChunkZ, + cChunkDef::BlockTypes & a_BlockTypes, + cChunkDef::HeightMap & a_HeightMap +) { - // TODO + for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) + { + (*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap); + } // for itr - m_Tunnels[] } -void cStructGenWormNestCaves::cCaveSystem::ProcessChunk( - int a_ChunkX, int a_ChunkZ, - cChunkDef::BlockTypes & a_BlockTypes, - cChunkDef::HeightMap & a_HeightMap -) +#ifdef _DEBUG +AString cStructGenWormNestCaves::cCaveSystem::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const { + AString SVG; + SVG.reserve(512 * 1024); for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) { - (*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap); + SVG.append((*itr)->ExportAsSVG(a_Color, a_OffsetX, a_OffsetZ)); } // for itr - m_Tunnels[] + + // Base point highlight: + AppendPrintf(SVG, "\n", + a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ + ); + AppendPrintf(SVG, "\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, "\n", + 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) + { + AppendPrintf(SVG, "\n", + a_OffsetX, a_OffsetX + ); + } + if (a_OffsetZ > 0) + { + AppendPrintf(SVG, "\n", + a_OffsetZ, a_OffsetZ + ); + } + + return SVG; +} +#endif // _DEBUG + + + + + +void cStructGenWormNestCaves::cCaveSystem::Clear(void) +{ + for (cCaveTunnels::const_iterator itr = m_Tunnels.begin(), end = m_Tunnels.end(); itr != end; ++itr) + { + delete *itr; + } + m_Tunnels.clear(); +} + + + + + +void cStructGenWormNestCaves::cCaveSystem::GenerateTunnelsFromPoint( + int a_OriginX, int a_OriginY, int a_OriginZ, + cNoise & a_Noise, int a_NumSegments +) +{ + int DoubleSize = m_Size * 2; + for (int i = a_NumSegments - 1; i >= 0; --i) + { + int EndX = a_OriginX + (((a_Noise.IntNoise3DInt(a_OriginX, a_OriginY, a_OriginZ + 11 * a_NumSegments) / 7) % DoubleSize) - m_Size) / 2; + int EndY = a_OriginY + (((a_Noise.IntNoise3DInt(a_OriginY, 13 * a_NumSegments, a_OriginZ + a_OriginX) / 7) % DoubleSize) - m_Size) / 4; + int EndZ = a_OriginZ + (((a_Noise.IntNoise3DInt(a_OriginZ + 17 * a_NumSegments, a_OriginX, a_OriginY) / 7) % DoubleSize) - m_Size) / 2; + m_Tunnels.push_back(new cCaveTunnel(a_OriginX, a_OriginY, a_OriginZ, EndX, EndY, EndZ, a_Noise)); + GenerateTunnelsFromPoint(EndX, EndY, EndZ, a_Noise, i); + a_OriginX = EndX; + a_OriginY = EndY; + a_OriginZ = EndZ; + } // for i - a_NumSegments } @@ -176,7 +668,7 @@ cStructGenWormNestCaves::~cStructGenWormNestCaves() void cStructGenWormNestCaves::ClearCache(void) { - for (cCaves::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) + for (cCaveSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr) { delete *itr; } // for itr - m_Cache[] @@ -196,9 +688,9 @@ void cStructGenWormNestCaves::GenStructures( cBlockEntityList & a_BlockEntities // Block entities may be added or deleted ) { - cCaves Caves; + cCaveSystems Caves; GetCavesForChunk(a_ChunkX, a_ChunkZ, Caves); - for (cCaves::const_iterator itr = Caves.begin(); itr != Caves.end(); ++itr) + for (cCaveSystems::const_iterator itr = Caves.begin(); itr != Caves.end(); ++itr) { (*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap); } // for itr - Caves[] @@ -208,16 +700,10 @@ void cStructGenWormNestCaves::GenStructures( -void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenWormNestCaves::cCaves & a_Caves) +void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenWormNestCaves::cCaveSystems & a_Caves) { - // TODO: Implement proper caching - // - don't destroy caves that are reusable - // - don't create caves that are already in the cache - - ClearCache(); - - int BaseX = a_ChunkX * cChunkDef::Width / m_Size; - int BaseZ = a_ChunkZ * cChunkDef::Width / m_Size; + int BaseX = a_ChunkX * cChunkDef::Width / m_Grid; + int BaseZ = a_ChunkZ * cChunkDef::Width / m_Grid; if (BaseX < 0) { --BaseX; @@ -226,18 +712,92 @@ void cStructGenWormNestCaves::GetCavesForChunk(int a_ChunkX, int a_ChunkZ, cStru { --BaseZ; } - BaseX -= 4; - BaseZ -= 4; - for (int x = 0; x < 8; x++) + BaseX -= NEIGHBORHOOD_SIZE / 2; + BaseZ -= NEIGHBORHOOD_SIZE / 2; + + // Walk the cache, move each cave system that we want into a_Caves: + int StartX = BaseX * m_Grid; + int EndX = (BaseX + NEIGHBORHOOD_SIZE + 1) * m_Grid; + int StartZ = BaseZ * m_Grid; + int EndZ = (BaseZ + NEIGHBORHOOD_SIZE + 1) * m_Grid; + for (cCaveSystems::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end;) { - int RealX = (BaseX + x) * m_Size; - for (int z = 0; z < 8; z++) + if ( + ((*itr)->m_BlockX >= StartX) && ((*itr)->m_BlockX < EndX) && + ((*itr)->m_BlockZ >= StartZ) && ((*itr)->m_BlockZ < EndZ) + ) + { + // want + a_Caves.push_back(*itr); + itr = m_Cache.erase(itr); + } + else { - int RealZ = (BaseZ + z) * m_Size; - m_Cache.push_back(new cCaveSystem(RealX, RealZ, m_Size, m_Noise)); + // don't want + ++itr; + } + } // for itr - m_Cache[] + + for (int x = 0; x < NEIGHBORHOOD_SIZE; x++) + { + int RealX = (BaseX + x) * m_Grid; + for (int z = 0; z < NEIGHBORHOOD_SIZE; z++) + { + int RealZ = (BaseZ + z) * m_Grid; + bool Found = false; + for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) + { + if (((*itr)->m_BlockX == RealX) && ((*itr)->m_BlockZ == RealZ)) + { + Found = true; + break; + } + } + if (!Found) + { + a_Caves.push_back(new cCaveSystem(RealX, RealZ, m_MaxOffset, m_Size, m_Noise)); + } } } - a_Caves = m_Cache; + + // 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) + { + cCaveSystems::const_iterator itr = m_Cache.begin(); + std::advance(itr, 100); + for (cCaveSystems::const_iterator end = m_Cache.end(); itr != end; ++itr) + { + delete *itr; + } + itr = m_Cache.begin(); + 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 + AString SVG; + SVG.append("\n\n"); + SVG.reserve(2 * 1024 * 1024); + for (cCaveSystems::const_iterator itr = a_Caves.begin(), end = a_Caves.end(); itr != end; ++itr) + { + int Color = 0x10 * abs((*itr)->m_BlockX / m_Grid); + Color |= 0x1000 * abs((*itr)->m_BlockZ / m_Grid); + SVG.append((*itr)->ExportAsSVG(Color, 512, 512)); + } + SVG.append("\n"); + + AString fnam; + Printf(fnam, "wnc\\%03d_%03d.svg", a_ChunkX, a_ChunkZ); + cFile File(fnam, cFile::fmWrite); + File.Write(SVG.c_str(), SVG.size()); + #endif // _DEBUG + //*/ } -- cgit v1.2.3