From ca6ef58b1ee8521e4b940ee4883dee714960e413 Mon Sep 17 00:00:00 2001 From: LogicParrot Date: Fri, 5 Feb 2016 23:45:45 +0200 Subject: Bulk clearing of whitespace --- src/Generating/Trees.cpp | 98 ++++++++++++++++++++++++------------------------ 1 file changed, 49 insertions(+), 49 deletions(-) (limited to 'src/Generating/Trees.cpp') diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp index 37afaaac6..f2592aa21 100644 --- a/src/Generating/Trees.cpp +++ b/src/Generating/Trees.cpp @@ -171,7 +171,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No } return; } - + case biTaiga: case biIcePlains: case biIceMountains: @@ -181,7 +181,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } - + case biSwamplandM: case biSwampland: { @@ -189,7 +189,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } - + case biJungle: case biJungleHills: case biJungleEdge: @@ -206,7 +206,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No } return; } - + case biBirchForest: case biBirchForestHills: { @@ -259,7 +259,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No GetDarkoakTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks); return; } - + case biMesa: case biMesaPlateauF: case biMesaPlateau: @@ -288,7 +288,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No return; } } - + ASSERT(!"Invalid biome type!"); } @@ -320,24 +320,24 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a - 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; - + 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(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++) { @@ -346,7 +346,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a 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) { @@ -355,7 +355,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a 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)); @@ -479,28 +479,28 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction) void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { HEIGHTTYPE 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(static_cast(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++) { @@ -518,7 +518,7 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi { // 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++) { @@ -653,28 +653,28 @@ void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3); - + // Prealloc, so that we don't realloc too often later: a_LogBlocks.reserve(static_cast(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++) { @@ -710,11 +710,11 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi // 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 HEIGHTTYPE sHeights[] = {1, 2, 2, 3}; HEIGHTTYPE Height = sHeights[MyRandom & 3]; MyRandom >>= 2; @@ -722,14 +722,14 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi // Prealloc, so that we don't realloc too often later: a_LogBlocks.reserve(static_cast(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) { @@ -738,7 +738,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi Height++; } MyRandom >>= 1; - + // 1 to 3 sections of leaves layers: static const int sNumSections[] = {1, 2, 2, 3}; int NumSections = sNumSections[MyRandom & 3]; @@ -780,7 +780,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi } // switch (SectionType) MyRandom >>= 2; } // for i - Sections - + if ((MyRandom & 1) == 0) { // (0, 1, 0) top: @@ -806,7 +806,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise { // 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; @@ -816,7 +816,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise { SameSizeMax = 0; } - + // Pre-allocate the vector: a_LogBlocks.reserve(static_cast(TrunkHeight)); a_OtherBlocks.reserve(static_cast(NumLeavesLayers * 25)); @@ -867,19 +867,19 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois } ; int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3; - + a_LogBlocks.reserve(static_cast(Height)); a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast(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++) { @@ -905,16 +905,16 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { 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)); } @@ -951,12 +951,12 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & {-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(static_cast(Height) * 4); a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast(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)); @@ -965,10 +965,10 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & 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++) { @@ -1000,7 +1000,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & } ; int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3; - + a_LogBlocks.reserve(static_cast(Height)); a_OtherBlocks.reserve( 2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x @@ -1009,16 +1009,16 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & static_cast(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++) { @@ -1034,7 +1034,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & 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)); -- cgit v1.2.3