// Trees.cpp
// Implements helper functions used for generating trees
#include "Globals.h"
#include "Trees.h"
#include "../BlockID.h"
typedef struct
{
int x, z;
} sCoords;
typedef struct
{
int x, z;
NIBBLETYPE Meta;
} sMetaCoords;
static const sCoords Corners[] =
{
{-1, -1},
{-1, 1},
{1, -1},
{1, 1},
} ;
// BigO = a big ring of blocks, used for generating horz slices of treetops, the number indicates the radius
static const sCoords BigO1[] =
{
/* -1 */ {0, -1},
/* 0 */ {-1, 0}, {1, 0},
/* 1 */ {0, 1},
} ;
static const sCoords BigO2[] =
{
/* -2 */ {-1, -2}, {0, -2}, {1, -2},
/* -1 */ {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1},
/* 0 */ {-2, 0}, {-1, 0}, {1, 0}, {2, 0},
/* 1 */ {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1},
/* 2 */ {-1, 2}, {0, 2}, {1, 2},
} ;
static const sCoords BigO3[] =
{
/* -3 */ {-2, -3}, {-1, -3}, {0, -3}, {1, -3}, {2, -3},
/* -2 */ {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2},
/* -1 */ {-3, -1}, {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
/* 0 */ {-3, 0}, {-2, 0}, {-1, 0}, {1, 0}, {2, 0}, {3, 0},
/* 1 */ {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1},
/* 2 */ {-3, 2}, {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
/* 3 */ {-2, 3}, {-1, 3}, {0, 3}, {1, 3}, {2, 3},
} ;
static const sCoords BigO4[] = // Part of Big Jungle 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},
/* -2 */ {-4, -2}, {-3, -2}, {-2, -2}, {-1, -2}, {0, -2}, {1, -2}, {2, -2}, {3, -2}, {4, -2},
/* -1 */ {-4, -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}, {1, 0}, {2, 0}, {3, 0}, {4, 0},
/* 1 */ {-4, 1}, {-3, 1}, {-2, 1}, {-1, 1}, {0, 1}, {1, 1}, {2, 1}, {3, 1}, {4, 1},
/* 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},
} ;
typedef struct
{
const sCoords * Coords;
size_t Count;
} sCoordsArr;
static const sCoordsArr BigOs[] =
{
{BigO1, ARRAYCOUNT(BigO1)},
{BigO2, ARRAYCOUNT(BigO2)},
{BigO3, ARRAYCOUNT(BigO3)},
{BigO4, ARRAYCOUNT(BigO4)},
} ;
/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks
inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
{
for (size_t i = 0; i < a_NumCoords; i++)
{
a_Blocks.push_back(sSetBlock(a_BlockX + a_Coords[i].x, a_Height, a_BlockZ + a_Coords[i].z, a_BlockType, a_Meta));
}
}
inline void PushCornerBlocks(int a_BlockX, int a_Height, int a_BlockZ, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, int a_CornersDist, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
{
for (size_t i = 0; i < ARRAYCOUNT(Corners); i++)
{
int x = a_BlockX + Corners[i].x;
int z = a_BlockZ + Corners[i].z;
if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height, z + 64 * a_Seq) <= a_Chance)
{
a_Blocks.push_back(sSetBlock(x, a_Height, z, a_BlockType, a_Meta));
}
} // for i - Corners[]
}
inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_ColumnHeight, int a_Seq, cNoise & a_Noise, int a_Chance, sSetBlockVector & a_Blocks, const sMetaCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType)
{
for (size_t i = 0; i < a_NumCoords; i++)
{
int x = a_BlockX + a_Coords[i].x;
int z = a_BlockZ + a_Coords[i].z;
if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + (int)i, z + 64 * a_Seq) <= a_Chance)
{
for (int j = 0; j < a_ColumnHeight; j++)
{
a_Blocks.push_back(sSetBlock(x, a_Height - j, z, a_BlockType, a_Coords[i].Meta));
}
}
} // for i - a_Coords[]
}
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)
{
switch (a_Biome)
{
case biPlains:
case biExtremeHills:
case biExtremeHillsEdge:
case biForest:
case biMushroomIsland:
case biMushroomShore:
case biForestHills:
case biDeepOcean:
case biStoneBeach:
case biColdBeach:
{
// Apple or birch trees:
if (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + 16 * a_Seq, a_BlockZ + 16 * a_Seq) < 0x5fffffff)
{
GetAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
return;
}
case biTaiga:
case biIcePlains:
case biIceMountains:
case biTaigaHills:
{
// Conifers
GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biSwamplandM:
case biSwampland:
{
// Swamp trees:
GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biJungle:
case biJungleHills:
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)
{
GetAppleBushImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
return;
}
case biBirchForest:
case biBirchForestHills:
{
GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, 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);
return;
}
case biColdTaiga:
case biColdTaigaHills:
case biMegaTaiga:
case biMegaTaigaHills:
case biExtremeHillsPlus:
case biMesa:
case biMesaPlateauF:
case biMesaPlateau:
case biSunflowerPlains:
case biDesertM:
case biExtremeHillsM:
case biFlowerForest:
case biTaigaM:
case biIcePlainsSpikes:
case biJungleM:
case biJungleEdgeM:
case biColdTaigaM:
case biMegaSpruceTaiga:
case biMegaSpruceTaigaHills:
case biExtremeHillsPlusM:
case biMesaBryce:
case biMesaPlateauFM:
case biMesaPlateauM:
{
// TODO: These need their special trees
GetBirchTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biSavanna:
case biSavannaPlateau:
case biSavannaM:
case biSavannaPlateauM:
{
GetAcaciaTreeImage(a_BlockX, a_BlockY, a_BlockZ, 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);
return;
}
case biDesert:
case biDesertHills:
case biRiver:
case biBeach:
case biHell:
case biSky:
case biOcean:
case biFrozenOcean:
case biFrozenRiver:
case biVariant:
case biNumBiomes:
case biNumVariantBiomes:
case biInvalidBiome:
{
// These biomes have no trees, or are non-biome members of the enum.
return;
}
}
ASSERT(!"Invalid biome type!");
}
void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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)
{
GetSmallAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetLargeAppleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
/* Small apple tree has:
- a top plus (no log)
- optional BigO1 + random corners (log)
- 2 layers of BigO2 + random corners (log)
- 1 to 3 blocks of trunk
*/
int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
int Heights[] = {1, 2, 2, 3} ;
int Height = 1 + Heights[Random & 3];
Random >>= 2;
// Pre-alloc so that we don't realloc too often later:
a_LogBlocks.reserve(Height + 5);
a_OtherBlocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
// 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));
}
int Hei = a_BlockY + 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));
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));
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));
}
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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 },
};
// Create branches
for (int i = 4; i < Height; i++)
{
// Get a direction for the trunk to go to.
Vector3d BranchStartDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)];
Vector3d BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)] / 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);
}
// Place leaves
for (auto itr : a_LogBlocks)
{
// Get the log's X and Z coordinates
int X = itr.ChunkX * 16 + itr.x;
int Z = itr.ChunkZ * 16 + itr.z;
a_OtherBlocks.push_back(sSetBlock(X, itr.y - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
PushCoordBlocks(X, itr.y - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
for (int y = -1; y <= 1; y++)
{
PushCoordBlocks (X, itr.y + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
}
PushCoordBlocks(X, itr.y + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
a_OtherBlocks.push_back(sSetBlock(X, itr.y + 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
}
// 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));
}
}
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 CurrentPos = Vector3d(a_BlockX, a_BlockY, a_BlockZ);
Vector3d Direction = a_StartDirection;
for (int i = 0; i < a_BranchLength; i++)
{
CurrentPos += Direction;
if (CurrentPos.y >= a_TreeHeight)
{
return;
}
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)));
}
}
NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
{
a_Direction.abs();
if ((a_Direction.y > a_Direction.x) && (a_Direction.y > a_Direction.z))
{
return a_BlockMeta;
}
else if (a_Direction.x > a_Direction.z)
{
return a_BlockMeta + 4;
}
else
{
return a_BlockMeta + 8;
}
}
void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(Height);
a_OtherBlocks.reserve(80);
// 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));
}
int h = a_BlockY + 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
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);
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);
h--;
} // for Row - 2*
}
void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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);
// 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));
}
// Array with possible directions for a branch to go to.
const Vector3i AvailableDirections[] =
{
{ -1, 1, 0 }, { 0, 1, -1 },
{ -1, 1, 1 }, { -1, 1, -1 },
{ 1, 1, 1 }, { 1, 1, -1 },
{ 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];
// Calculate a height for the branch between 1 and 3
int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 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));
}
// 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_NEW_LEAVES_ACACIA_WOOD);
PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));
// Choose if we have to add another branch
bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 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;
// 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));
}
// 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_NEW_LEAVES_ACACIA_WOOD);
PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));
}
void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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;
// 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));
}
// 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;
// The branches would end up in the trunk.
if ((x >= a_BlockX) && (x <= a_BlockX + 1) && (z >= a_BlockZ) && (z <= a_BlockZ + 1))
{
NOISE_DATATYPE Val1 = a_Noise.IntNoise2D(x, z);
if (Val1 < 0)
{
x = a_BlockX + ((Val1 < -0.5) ? -1 : 3);
}
else
{
z = a_BlockZ + ((Val1 < 0.5) ? -1 : 3);
}
}
int y = Height - (a_Noise.IntNoise3DInt(a_BlockX + x, a_BlockY * i, a_BlockZ - z) % (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));
}
}
int hei = a_BlockY + 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_NEW_LEAVES_DARK_OAK_WOOD);
PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_DARK_OAK_WOOD);
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_NEW_LEAVES_DARK_OAK_WOOD);
PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 3, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_DARK_OAK_WOOD);
a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_DARK_OAK_WOOD));
}
void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
int Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(Height);
a_OtherBlocks.reserve(80);
// 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));
}
int h = a_BlockY + 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
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);
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);
h--;
} // for Row - 2*
}
void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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)
{
GetSpruceTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetPineTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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)
// and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
// 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;
static const int sHeights[] = {1, 2, 2, 3};
int Height = sHeights[MyRandom & 3];
MyRandom >>= 2;
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(Height);
a_OtherBlocks.reserve(180);
// 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));
}
Height += a_BlockY;
// 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));
Height++;
}
MyRandom >>= 1;
// 1 to 3 sections of leaves layers:
static const int sNumSections[] = {1, 2, 2, 3};
int NumSections = sNumSections[MyRandom & 3];
MyRandom >>= 2;
for (int i = 0; i < NumSections; i++)
{
switch (MyRandom & 3) // SectionType; (1, 2) twice as often as the other two
{
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));
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));
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));
Height += 3;
break;
}
} // switch (SectionType)
MyRandom >>= 2;
} // for i - Sections
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));
}
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));
}
}
void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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 TrunkHeight = 8 + (MyRandom % 3);
int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
MyRandom >>= 3;
int NumLeavesLayers = 2 + (MyRandom % 3); // Number of layers that have leaves in them
if (NumLeavesLayers == 2)
{
SameSizeMax = 0;
}
// Pre-allocate the vector:
a_LogBlocks.reserve(TrunkHeight);
a_OtherBlocks.reserve(NumLeavesLayers * 25);
// 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));
}
int h = a_BlockY + 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));
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));
// Layers expanding in size, then collapsing again:
// LOGD("Generating %d layers of pine leaves, SameSizeMax = %d", NumLeavesLayers, SameSizeMax);
for (int i = 0; i < NumLeavesLayers; ++i)
{
int LayerSize = std::min(i, NumLeavesLayers - i + SameSizeMax - 1);
// LOGD("LayerSize %d: %d", i, LayerSize);
if (LayerSize < 0)
{
break;
}
ASSERT((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);
h--;
}
}
void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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[] =
{
{-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face
{-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face
{4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face
{-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;
a_LogBlocks.reserve(Height);
a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + 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));
}
int hei = a_BlockY + 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);
// 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);
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));
hei++;
} // for i - 2*
}
void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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);
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);
hei++;
a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, 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)
{
if (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) < 0x60000000)
{
GetSmallJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetLargeJungleTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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[] =
{
{-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
} ;
int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
a_LogBlocks.reserve(Height * 4);
a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 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));
}
int hei = a_BlockY + 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);
// 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_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*
// 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));
}
void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, 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[] =
{
{-2, -4, 1}, {-1, -4, 1}, {0, -4, 1}, {1, -4, 1}, {2, -4, 1}, // North face
{-2, 4, 4}, {-1, 4, 4}, {0, 4, 4}, {1, 4, 4}, {2, 4, 4}, // South face
{4, -2, 2}, {4, -1, 2}, {4, 0, 2}, {4, 1, 2}, {4, 2, 2}, // East face
{-4, -2, 8}, {-4, -1, 8}, {-4, 0, 8}, {-4, 1, 8}, // West face
// 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;
a_LogBlocks.reserve(Height);
a_OtherBlocks.reserve(
2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x
2 * ARRAYCOUNT(BigO2) + // O2 layer, 2x
ARRAYCOUNT(BigO1) + 1 + // Plus on the top
Height * ARRAYCOUNT(Vines) + // Vines
50 // some safety
);
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));
}
int hei = a_BlockY + 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);
// 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);
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);
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));
}