// Trees.cpp
// Implements helper functions used for generating trees
#include "Globals.h"
#include "Trees.h"
#include "../BlockType.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},
} ;
/** 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[] =
{
/* -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 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},
/* -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},
};
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},
} ;
static const sCoords TopLargePine[] =
{
/* 0 */ {0, 0}, {1, 0},
/* 1 */ {0, 1}, {1, 1},
} ;
static const sCoords BigOF2Pine[] =
{
/* -1 */ {0, -1}, {1, -1},
/* 0 */ {-1, 0}, {0, 0}, {1, 0}, {2, 0},
/* 1 */ {-1, 1}, {0, 1}, {1, 1}, {2, 1},
/* 2 */ {0, 2}, {1, 2},
} ;
static const sCoords BigO2Pine[] =
{
/* -2 */ {0, -2}, {1, -2},
/* -1 */ {-1, -1}, {0, -1}, {1, -1}, {2, -1},
/* 0 */ {-2, 0}, {-1, 0}, {2, 0}, {3, 0},
/* 1 */ {-2, 1}, {-1, 1}, {2, 1}, {3, 1},
/* 2 */ {-1, 2}, {0, 2}, {1, 2}, {2, 2},
/* 3 */ {0, 3}, {1, 3},
} ;
static const sCoords BigO3Pine[] =
{
/* -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}, {2, 0}, {3, 0}, {4, 0},
/* 1 */ {-3, 1}, {-2, 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 BigO1Spruce[] =
{
/* -1 */ {0, -1}, {1, -1},
/* 0 */ {-1, 0}, {2, 0},
/* 1 */ {-1, 1}, {2, 1},
/* 2 */ {0, 2}, {1, 2},
} ;
typedef struct
{
const sCoords * Coords;
size_t Count;
} sCoordsArr;
static const sCoordsArr BigOLayers[] =
{
{BigO1, ARRAYCOUNT(BigO1)},
{BigO2, ARRAYCOUNT(BigO2)},
{BigO3, ARRAYCOUNT(BigO3)},
{BigO4, ARRAYCOUNT(BigO4)},
} ;
static const sCoordsArr BigOJungleLayers[] =
{
{BigO5Jungle, ARRAYCOUNT(BigO5Jungle)},
{BigO4Jungle, ARRAYCOUNT(BigO4Jungle)},
{BigO3Jungle, ARRAYCOUNT(BigO3Jungle)},
};
static const sCoordsArr BigOPineLayers[] =
{
{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
{BigOF2Pine, ARRAYCOUNT(BigOF2Pine)},
{TopLargePine, ARRAYCOUNT(TopLargePine)},
};
static const sCoordsArr BigOSpruceLayersV1[] =
{
{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
{nullptr, 0},
};
static const sCoordsArr BigOSpruceLayersV2[] =
{
{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
};
static const sCoordsArr BigOSpruceLayersV3[] =
{
{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
};
static const sCoordsArr BigOSpruceLayersV4[] =
{
{BigO4Jungle, ARRAYCOUNT(BigO4Jungle)},
{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
};
static const sCoordsArr BigOSpruceTop[] =
{
{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
{TopLargePine, ARRAYCOUNT(TopLargePine)},
};
/** 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 + static_cast<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(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
switch (a_Biome)
{
case biPlains:
case biForest:
case biMushroomIsland:
case biMushroomShore:
case biForestHills:
case biSunflowerPlains:
case biFlowerForest:
case biDeepOcean:
case biStoneBeach:
case biColdBeach:
{
// Apple or birch trees:
if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x5fffffff)
{
GetAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
return;
}
case biColdTaiga:
case biColdTaigaM:
case biColdTaigaHills:
case biIcePlains:
case biIceMountains:
case biTaiga:
case biTaigaHills:
case biTaigaM:
{
// Conifers
GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, false);
return;
}
case biSwamplandM:
case biSwampland:
{
// Swamp trees:
GetSwampTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biJungle:
case biJungleHills:
case biJungleEdge:
case biJungleM:
case biJungleEdgeM:
{
// Apple bushes, large jungle trees, small jungle trees
if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x6fffffff)
{
GetAppleBushImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
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;
}
case biBirchForest:
case biBirchForestHills:
{
GetBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biBirchForestM:
case biBirchForestHillsM:
{
GetTallBirchTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biMegaTaiga:
case biMegaTaigaHills:
{
bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x30000000;
GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
return;
}
case biMegaSpruceTaiga:
case biMegaSpruceTaigaHills:
{
bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x30000000;
GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
return;
}
case biExtremeHills:
case biExtremeHillsM:
case biExtremeHillsEdge:
case biExtremeHillsPlus:
case biExtremeHillsPlusM:
{
if (a_Noise.IntNoise3DInt(a_BlockPos.addedY(16 * a_Seq).addedZ(16 * a_Seq)) < 0x6fffffff)
{
GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
return;
}
case biSavanna:
case biSavannaPlateau:
case biSavannaM:
case biSavannaPlateauM:
{
GetAcaciaTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biRoofedForest:
case biRoofedForestM:
{
GetDarkoakTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
return;
}
case biMesa:
case biMesaPlateauF:
case biMesaPlateau:
case biMesaBryce:
case biMesaPlateauFM:
case biMesaPlateauM:
{
GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
case biDesert:
case biDesertHills:
case biDesertM:
case biRiver:
case biBeach:
case biHell:
case biSky:
case biOcean:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlainsSpikes:
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(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x60000000)
{
GetSmallAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetLargeAppleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, 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)
- optional BigO1 + random corners (log)
- 2 layers of BigO2 + random corners (log)
- 1 to 3 blocks of trunk
*/
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;
// Pre-alloc so that we don't realloc too often later:
a_LogBlocks.reserve(static_cast<size_t>(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_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
int Hei = a_BlockPos.y + Height;
// 2 BigO2 + corners layers:
for (int i = 0; i < 2; i++)
{
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_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_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(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
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 = 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) % 3;
GetTreeBranch(E_BLOCK_LOG, E_META_LOG_APPLE, a_BlockPos.addedY(i), BranchLength, BranchStartDirection, BranchDirection, a_LogBlocks);
}
// Place leaves around each log block
for (auto itr : a_LogBlocks)
{
// Get the log's X and Z coordinates
int X = itr.GetX();
int Z = itr.GetZ();
a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY - 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
PushCoordBlocks(X, itr.m_RelY - 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
for (int y = -1; y <= 1; y++)
{
PushCoordBlocks (X, itr.m_RelY + y, Z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
}
PushCoordBlocks(X, itr.m_RelY + 2, Z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
a_OtherBlocks.push_back(sSetBlock(X, itr.m_RelY + 2, Z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
}
// Trunk:
for (int i = 0; i < Height; i++)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
}
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_BlockPos);
Vector3d Direction = a_StartDirection;
for (int i = 0; i < a_BranchLength; i++)
{
CurrentPos += Direction;
Direction += a_Direction;
Direction.Clamp(-1.0, 1.0);
a_LogBlocks.push_back(sSetBlock(CurrentPos.Floor(), a_BlockType, GetLogMetaFromDirection(a_BlockMeta, Direction)));
}
return CurrentPos;
}
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(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
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));
a_OtherBlocks.reserve(80);
// The entire trunk, out of logs:
for (int i = Height - 1; i >= 0; --i)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH));
}
int h = a_BlockPos.y + Height;
// Top layer - just the Plus:
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_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_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*
}
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_BlockPos) / 11 % 3);
// Create the trunk
for (int i = 0; i < Height; i++)
{
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.
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 },
};
// Get a direction for the trunk to go to.
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_BlockPos) % 3 + 1;
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, 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_BlockPos) < 0);
if (!TwoTop)
{
return;
}
// 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_BlockPos * a_Seq) % 3 + 1;
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, 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));
}
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_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_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_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_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_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_BlockPos.x + ((Val1 < -0.5) ? -1 : 3);
}
else
{
z = a_BlockPos.z + ((Val1 < 0.5) ? -1 : 3);
}
}
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_BlockPos.addedX(x).addedY(Y).addedZ(z), E_BLOCK_NEW_LOG, E_META_NEW_LOG_DARK_OAK_WOOD));
}
}
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_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_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(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
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));
a_OtherBlocks.reserve(80);
// The entire trunk, out of logs:
for (int i = Height - 1; i >= 0; --i)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_BIRCH));
}
int h = a_BlockPos.y + Height;
// Top layer - just the Plus:
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_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_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*
}
void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
{
// Half chance for a spruce, half for a pine:
if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq).addedZ(32 * a_Seq)) < (a_Large ? 0x20000000 : 0x40000000))
{
GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, a_Large);
}
else
{
GetPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, a_Large);
}
}
void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
{
if (a_Large)
{
GetLargeSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetSmallSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
{
if (a_Large)
{
GetLargePineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetSmallPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetSmallSpruceTreeImage(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)
// 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_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) / 8;
static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3};
HEIGHTTYPE Height = sHeights[MyRandom & 3];
MyRandom >>= 2;
// Prealloc, so that we don't realloc too often later:
a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(180);
// Clear trunk blocks:
for (int i = 0; i < Height; i++)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
Height += a_BlockPos.y;
// Optional size-1 bottom leaves layer:
if ((MyRandom & 1) == 0)
{
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;
// 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_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_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_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;
}
} // switch (SectionType)
MyRandom >>= 2;
} // for i - Sections
if ((MyRandom & 1) == 0)
{
// (0, 1, 0) top:
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_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));
}
}
static void LargeSpruceAddRing(Vector3i a_BlockPos, int & a_Height, const sCoordsArr* const a_Ring, size_t a_RingCount, sSetBlockVector & a_OtherBlocks)
{
for (size_t i = 0; i < a_RingCount ; i++)
{
PushCoordBlocks(a_BlockPos.x, a_Height--, a_BlockPos.z, a_OtherBlocks, a_Ring[a_RingCount - 1 - i].Coords, a_Ring[a_RingCount - 1 - i].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
}
}
const int MIN_LARGE_SPRUCE_TREE_RINGS = 3;
const int MAX_LARGE_SPRUCE_TREE_RINGS = 11;
void GetLargeSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
int Height = 20 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 11) % 12;
int LeavesRingCount =
MIN_LARGE_SPRUCE_TREE_RINGS +
(a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 13) % (1 + MAX_LARGE_SPRUCE_TREE_RINGS - MIN_LARGE_SPRUCE_TREE_RINGS);
int RingRadius = 0;
a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
a_OtherBlocks.reserve(ARRAYCOUNT(BigO1Spruce) + ARRAYCOUNT(TopLargePine) +
MAX_LARGE_SPRUCE_TREE_RINGS * (ARRAYCOUNT(BigO4Jungle) + ARRAYCOUNT(BigO3Pine) + ARRAYCOUNT(BigO2Pine)));
for (int i = 0; i < Height; i++)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
int hei = a_BlockPos.y + Height - 1;
// Prevent floating trees by placing dirt under them
for (int i = 1; i < 5; i++)
{
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));
}
// Place the top.
for (size_t i = 0; i < ARRAYCOUNT(BigOSpruceTop); i++)
{
PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOSpruceTop[i].Coords, BigOSpruceTop[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
}
hei = a_BlockPos.y + Height - 2;
for (int i = 0; i < LeavesRingCount; i++)
{
unsigned int Val = (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * i)) / 23) % 8;
if ((Val < 4) && RingRadius <= 3)
{
RingRadius++;
}
else if ((Val >= 7) && (RingRadius <= 0))
{
RingRadius--;
}
switch (RingRadius)
{
case 0:
{
LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV1, ARRAYCOUNT(BigOSpruceLayersV1), a_OtherBlocks);
break;
}
case 1:
{
LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV2, ARRAYCOUNT(BigOSpruceLayersV2), a_OtherBlocks);
break;
}
case 2:
{
LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV3, ARRAYCOUNT(BigOSpruceLayersV3), a_OtherBlocks);
break;
}
case 3:
{
LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV4, ARRAYCOUNT(BigOSpruceLayersV4), a_OtherBlocks);
break;
}
default:
{
break;
}
}
if (hei - a_BlockPos.y <= 2)
{
break;
}
}
}
void GetSmallPineTreeImage(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_BlockPos.addedXZ(32 * a_Seq, 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(static_cast<size_t>(TrunkHeight));
a_OtherBlocks.reserve(static_cast<size_t>(NumLeavesLayers * 25));
// The entire trunk, out of logs:
for (int i = TrunkHeight; i >= 0; --i)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
int h = a_BlockPos.y + TrunkHeight + 2;
// Top layer - just a single leaves block:
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_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);
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(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--;
}
}
void GetLargePineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
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(ARRAYCOUNT(BigO3Pine) + ARRAYCOUNT(BigO2Pine) + ARRAYCOUNT(BigOF2Pine) + ARRAYCOUNT(TopLargePine));
for (int i = 0; i < Height; i++)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_CONIFER));
}
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_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));
}
// Place the canopy.
for (size_t i = 0; i < ARRAYCOUNT(BigOPineLayers); i++)
{
PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOPineLayers[i].Coords, BigOPineLayers[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
}
}
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[] =
{
{-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_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_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_APPLE));
}
int hei = a_BlockPos.y + Height - 2;
// Put vines around the lowermost leaves layer:
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_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_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*
}
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_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_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_BlockPos.x, hei, a_BlockPos.z, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
}
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_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
else
{
GetLargeJungleTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
}
}
void GetLargeJungleTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
static const sMetaCoords VinesTrunk[] =
{
{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 = 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(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_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_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_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));
}
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)
{
// 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));
}
// 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(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[] =
{
{-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_BlockPos.addedXZ(5 * a_Seq, 5 * a_Seq)) / 5) % 3;
a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(
2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x
2 * ARRAYCOUNT(BigO2) + // O2 layer, 2x
ARRAYCOUNT(BigO1) + 1 + // Plus on the top
static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + // Vines
50 // some safety
);
for (int i = 0; i < Height; i++)
{
a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_JUNGLE));
}
int hei = a_BlockPos.y + Height - 3;
// Put vines around the lowermost leaves layer:
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_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_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_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));
}