// Ravines.cpp // Implements the cStructGenRavines class representing the ravine structure generator #include "Globals.h" #include "Ravines.h" static const int NUM_RAVINE_POINTS = 4; struct cRavDefPoint { int m_BlockX; int m_BlockZ; int m_Radius; int m_Top; int m_Bottom; cRavDefPoint(int a_BlockX, int a_BlockZ, int a_Radius, int a_Top, int a_Bottom) : m_BlockX(a_BlockX), m_BlockZ(a_BlockZ), m_Radius(a_Radius), m_Top (a_Top), m_Bottom(a_Bottom) { } } ; typedef std::vector cRavDefPoints; class cStructGenRavines::cRavine : public cGridStructGen::cStructure { typedef cGridStructGen::cStructure super; cRavDefPoints m_Points; /** 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); /** Refines (adds and smooths) defpoints from a_Src into a_Dst */ void RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst); /** Does one round of smoothing, two passes of RefineDefPoints() */ void Smooth(void); /** Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block */ void FinishLinear(void); public: cRavine(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_Size, cNoise & a_Noise); #ifdef _DEBUG /// Exports itself as a SVG line definition AString ExportAsSVG(int a_Color, int a_OffsetX = 0, int a_OffsetZ = 0) const; #endif // _DEBUG protected: // cGridStructGen::cStructure /*override*/s: virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) /*override*/; } ; //////////////////////////////////////////////////////////////////////////////// // cStructGenRavines: cStructGenRavines::cStructGenRavines(int a_Seed, int a_Size) : super(a_Seed, a_Size, a_Size, a_Size, a_Size, a_Size * 2, a_Size * 2, 100), m_Noise(a_Seed), m_Size(a_Size) { } cGridStructGen::cStructurePtr cStructGenRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) { return cStructurePtr(new cRavine(a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_Size, m_Noise)); } //////////////////////////////////////////////////////////////////////////////// // cStructGenRavines::cRavine cStructGenRavines::cRavine::cRavine(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_Size, cNoise & a_Noise) : super(a_GridX, a_GridZ, a_OriginX, a_OriginZ) { // Calculate the ravine shape-defining points: GenerateBaseDefPoints(a_OriginX, a_OriginZ, a_Size, a_Noise); // Smooth the ravine. Two passes are needed: Smooth(); Smooth(); // Linearly interpolate the neighbors so that they're close enough together: FinishLinear(); } void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) { // Modify the size slightly to have different-sized ravines (1/2 to 1/1 of a_Size): a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024; // The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2; int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * a_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2; int CenterX = a_BlockX + OffsetX; int CenterZ = a_BlockZ + OffsetZ; // Get the base angle in which the ravine "axis" goes: float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI); float xc = sin(Angle); float zc = cos(Angle); // Calculate the definition points and radii: int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); int Mid = (Top + Bottom) / 2; int PointX = CenterX - (int)(xc * a_Size / 2); int PointZ = CenterZ - (int)(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) { int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); int LineZ = CenterZ + (int)(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); // Amplitude is the amount of blocks that this point is away from the ravine "axis" int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size; Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4] int PointX = LineX + (int)(zc * Amplitude); int PointZ = LineZ - (int)(xc * Amplitude); int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4; int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); } // for i - m_Points[] PointX = CenterX + (int)(xc * a_Size / 2); PointZ = CenterZ + (int)(zc * a_Size / 2); m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, Mid, Mid)); } void cStructGenRavines::cRavine::RefineDefPoints(const cRavDefPoints & a_Src, cRavDefPoints & a_Dst) { if (a_Src.size() < 2) { // No midpoints, nothing to refine return; } // Smoothing: for each line segment, add points on its 1/4 lengths size_t Num = a_Src.size() - 2; // this many intermediary points a_Dst.clear(); a_Dst.reserve(Num * 2 + 2); cRavDefPoints::const_iterator itr = a_Src.begin() + 1; const cRavDefPoint & Source = a_Src.front(); a_Dst.push_back(Source); int PrevX = Source.m_BlockX; int PrevZ = Source.m_BlockZ; int PrevR = Source.m_Radius; int PrevT = Source.m_Top; int PrevB = Source.m_Bottom; for (size_t i = 0; i <= Num; ++i, ++itr) { int dx = itr->m_BlockX - PrevX; int dz = itr->m_BlockZ - PrevZ; if (abs(dx) + abs(dz) < 4) { // Too short a segment to smooth-subdivide into quarters continue; } int dr = itr->m_Radius - PrevR; int dt = itr->m_Top - PrevT; int db = itr->m_Bottom - PrevB; int Rad1 = std::max(PrevR + 1 * dr / 4, 1); int Rad2 = std::max(PrevR + 3 * dr / 4, 1); a_Dst.push_back(cRavDefPoint(PrevX + 1 * dx / 4, PrevZ + 1 * dz / 4, Rad1, PrevT + 1 * dt / 4, PrevB + 1 * db / 4)); a_Dst.push_back(cRavDefPoint(PrevX + 3 * dx / 4, PrevZ + 3 * dz / 4, Rad2, PrevT + 3 * dt / 4, PrevB + 3 * db / 4)); PrevX = itr->m_BlockX; PrevZ = itr->m_BlockZ; PrevR = itr->m_Radius; PrevT = itr->m_Top; PrevB = itr->m_Bottom; } a_Dst.push_back(a_Src.back()); } void cStructGenRavines::cRavine::Smooth(void) { cRavDefPoints Pts; RefineDefPoints(m_Points, Pts); // Refine m_Points -> Pts RefineDefPoints(Pts, m_Points); // Refine Pts -> m_Points } void cStructGenRavines::cRavine::FinishLinear(void) { // For each segment, use Bresenham's line algorithm to draw a "line" of defpoints // _X 2012_07_20: I tried modifying this algorithm to produce "thick" lines (only one coord change per point) // But the results were about the same as the original, so I disposed of it again - no need to use twice the count of points cRavDefPoints Pts; std::swap(Pts, m_Points); m_Points.reserve(Pts.size() * 3); int PrevX = Pts.front().m_BlockX; int PrevZ = Pts.front().m_BlockZ; for (cRavDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr) { int x1 = itr->m_BlockX; int z1 = itr->m_BlockZ; int dx = abs(x1 - PrevX); int dz = abs(z1 - PrevZ); int sx = (PrevX < x1) ? 1 : -1; int sz = (PrevZ < z1) ? 1 : -1; int err = dx - dz; int R = itr->m_Radius; int T = itr->m_Top; int B = itr->m_Bottom; for (;;) { m_Points.push_back(cRavDefPoint(PrevX, PrevZ, R, T, B)); if ((PrevX == x1) && (PrevZ == z1)) { break; } int e2 = 2 * err; if (e2 > -dz) { err -= dz; PrevX += sx; } if (e2 < dx) { err += dx; PrevZ += sz; } } // while (true) } // for itr } #ifdef _DEBUG AString cStructGenRavines::cRavine::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const { AString SVG; AppendPrintf(SVG, "m_BlockX, a_OffsetZ + itr->m_BlockZ); Prefix = 'L'; } SVG.append("\"/>\n"); // Base point highlight: AppendPrintf(SVG, "\n", a_OffsetX + m_OriginX - 5, a_OffsetZ + m_OriginZ, a_OffsetX + m_OriginX + 5, a_OffsetZ + m_OriginZ ); AppendPrintf(SVG, "\n", a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ - 5, a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ + 5 ); // A gray line from the base point to the first point of the ravine, for identification: AppendPrintf(SVG, "\n", a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ, a_OffsetX + m_Points.front().m_BlockX, a_OffsetZ + 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 cStructGenRavines::cRavine::DrawIntoChunk(cChunkDesc & a_ChunkDesc) { int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; int BlockStartZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; int BlockEndX = BlockStartX + cChunkDef::Width; int BlockEndZ = BlockStartZ + cChunkDef::Width; for (cRavDefPoints::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 cylinder around the xz point, m_Radius in diameter, from Bottom to Top: int RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius int DifX = BlockStartX - itr->m_BlockX; // substitution for faster calc int DifZ = BlockStartZ - itr->m_BlockZ; // substitution for faster calc for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++) { #ifdef _DEBUG // DEBUG: Make the ravine shapepoints visible on a single layer (so that we can see with Minutor what's going on) if ((DifX + x == 0) && (DifZ + z == 0)) { a_ChunkDesc.SetBlockType(x, 4, z, E_BLOCK_LAPIS_ORE); } #endif // _DEBUG int DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z); if (DistSq <= RadiusSq) { int Top = std::min(itr->m_Top, (int)(cChunkDef::Height)); // Stupid gcc needs int cast for (int y = std::max(itr->m_Bottom, 1); y <= Top; y++) { switch (a_ChunkDesc.GetBlockType(x, y, z)) { // Only carve out these specific block types case E_BLOCK_DIRT: case E_BLOCK_GRASS: case E_BLOCK_STONE: case E_BLOCK_COBBLESTONE: case E_BLOCK_GRAVEL: case E_BLOCK_SAND: case E_BLOCK_SANDSTONE: case E_BLOCK_NETHERRACK: case E_BLOCK_COAL_ORE: case E_BLOCK_IRON_ORE: case E_BLOCK_GOLD_ORE: case E_BLOCK_DIAMOND_ORE: case E_BLOCK_REDSTONE_ORE: case E_BLOCK_REDSTONE_ORE_GLOWING: { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); break; } default: break; } } } } // for x, z - a_BlockTypes } // for itr - m_Points[] }