diff options
Diffstat (limited to 'src/Generating')
-rw-r--r-- | src/Generating/RoughRavines.cpp | 105 |
1 files changed, 73 insertions, 32 deletions
diff --git a/src/Generating/RoughRavines.cpp b/src/Generating/RoughRavines.cpp index ddc1a0351..8dec791c9 100644 --- a/src/Generating/RoughRavines.cpp +++ b/src/Generating/RoughRavines.cpp @@ -22,6 +22,7 @@ class cRoughRavine : public: cRoughRavine(int a_Seed, int a_Size, float a_CenterWidth, float a_Roughness, int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) : super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), + m_Seed(a_Seed + 100), m_Noise(a_Seed + 100), m_Roughness(a_Roughness) { @@ -41,6 +42,9 @@ public: // Calculate the points in between, recursively: SubdivideLine(0, Half); SubdivideLine(Half, Max); + + // Initialize the per-height radius modifiers: + InitPerHeightRadius(a_GridX, a_GridZ); } protected: @@ -63,6 +67,8 @@ protected: }; typedef std::vector<sRavineDefPoint> sRavineDefPoints; + int m_Seed; + cNoise m_Noise; int m_MaxSize; @@ -71,6 +77,9 @@ protected: float m_Roughness; + /** Number to add to the radius based on the height. This creates the "ledges" in the ravine walls. */ + float m_PerHeightRadius[cChunkDef::Height]; + /** Recursively subdivides the line between the points of the specified index. Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half @@ -114,6 +123,29 @@ protected: } + void InitPerHeightRadius(int a_GridX, int a_GridZ) + { + int h = 0; + while (h < cChunkDef::Height) + { + m_Noise.SetSeed(m_Seed + h); + int rnd = m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 13; + int NumBlocks = (rnd % 3) + 2; + rnd = rnd / 4; + float Val = (float)(rnd % 256) / 128 - 1; // Random float in range [-1, +1] + if (h + NumBlocks > cChunkDef::Height) + { + NumBlocks = cChunkDef::Height - h; + } + for (int i = 0; i < NumBlocks; i++) + { + m_PerHeightRadius[h + i] = Val; + } + h += NumBlocks; + } + } + + virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override { int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; @@ -123,18 +155,20 @@ protected: for (sRavineDefPoints::const_iterator itr = m_DefPoints.begin(), end = m_DefPoints.end(); itr != end; ++itr) { if ( - (ceilf (itr->m_X + itr->m_Radius) < BlockStartX) || - (floorf(itr->m_X - itr->m_Radius) > BlockEndX) || - (ceilf (itr->m_Z + itr->m_Radius) < BlockStartZ) || - (floorf(itr->m_Z - itr->m_Radius) > BlockEndZ) + (ceilf (itr->m_X + itr->m_Radius + 2) < BlockStartX) || + (floorf(itr->m_X - itr->m_Radius - 2) > BlockEndX) || + (ceilf (itr->m_Z + itr->m_Radius + 2) < BlockStartZ) || + (floorf(itr->m_Z - itr->m_Radius - 2) > BlockEndZ) ) { // Cannot intersect, bail out early continue; } - // Carve out a cylinder around the xz point, m_Radius in diameter, from Bottom to Top: - float RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius + // Carve out a cylinder around the xz point, up to (m_Radius + 2) in diameter, from Bottom to Top: + // On each height level, use m_PerHeightRadius[] to modify the actual radius used + // EnlargedRadiusSq is the square of the radius enlarged by the maximum m_PerHeightRadius offset - anything outside it will never be touched. + float RadiusSq = (itr->m_Radius + 2) * (itr->m_Radius + 2); float DifX = BlockStartX - itr->m_X; // substitution for faster calc float DifZ = BlockStartZ - itr->m_Z; // substitution for faster calc for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++) @@ -147,37 +181,44 @@ protected: } #endif // _DEBUG + // If the column is outside the enlarged radius, bail out completely float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z); - if (DistSq <= RadiusSq) + if (DistSq > RadiusSq) + { + continue; + } + + int Top = std::min((int)ceilf(itr->m_Top), +cChunkDef::Height); + for (int y = std::max((int)floorf(itr->m_Bottom), 1); y <= Top; y++) { - int Top = std::min((int)ceilf(itr->m_Top), +cChunkDef::Height); - for (int y = std::max((int)floorf(itr->m_Bottom), 1); y <= Top; y++) + if ((itr->m_Radius + m_PerHeightRadius[y]) * (itr->m_Radius + m_PerHeightRadius[y]) < DistSq) + { + continue; + } + switch (a_ChunkDesc.GetBlockType(x, y, z)) { - switch (a_ChunkDesc.GetBlockType(x, y, z)) + // Only carve out these specific block types + case E_BLOCK_DIRT: + case E_BLOCK_GRASS: + case E_BLOCK_STONE: + case E_BLOCK_COBBLESTONE: + case E_BLOCK_GRAVEL: + case E_BLOCK_SAND: + case E_BLOCK_SANDSTONE: + case E_BLOCK_NETHERRACK: + case E_BLOCK_COAL_ORE: + case E_BLOCK_IRON_ORE: + case E_BLOCK_GOLD_ORE: + case E_BLOCK_DIAMOND_ORE: + case E_BLOCK_REDSTONE_ORE: + case E_BLOCK_REDSTONE_ORE_GLOWING: { - // Only carve out these specific block types - case E_BLOCK_DIRT: - case E_BLOCK_GRASS: - case E_BLOCK_STONE: - case E_BLOCK_COBBLESTONE: - case E_BLOCK_GRAVEL: - case E_BLOCK_SAND: - case E_BLOCK_SANDSTONE: - case E_BLOCK_NETHERRACK: - case E_BLOCK_COAL_ORE: - case E_BLOCK_IRON_ORE: - case E_BLOCK_GOLD_ORE: - case E_BLOCK_DIAMOND_ORE: - case E_BLOCK_REDSTONE_ORE: - case E_BLOCK_REDSTONE_ORE_GLOWING: - { - a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); - break; - } - default: break; + a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); + break; } - } - } + default: break; + } // switch (BlockType) + } // for y } // for x, z - a_BlockTypes } // for itr - m_Points[] } |