add Large conifers
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@ -251,8 +251,8 @@ double cStructGenTrees::GetNumTrees(
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case biRoofedForest: return 50.0;
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case biColdTaiga: return 20.0;
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case biColdTaigaHills: return 15.0;
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case biMegaTaiga: return 30.0;
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case biMegaTaigaHills: return 25.0;
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case biMegaTaiga: return 15.0;
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case biMegaTaigaHills: return 15.0;
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case biExtremeHillsPlus: return 3.0;
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case biSavanna: return 8.0;
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case biSavannaPlateau: return 12.0;
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@ -273,8 +273,8 @@ double cStructGenTrees::GetNumTrees(
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case biBirchForestHillsM: return 20.0;
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case biRoofedForestM: return 40.0;
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case biColdTaigaM: return 30.0;
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case biMegaSpruceTaiga: return 30.0;
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case biMegaSpruceTaigaHills: return 30.0;
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case biMegaSpruceTaiga: return 15.0;
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case biMegaSpruceTaigaHills: return 15.0;
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case biExtremeHillsPlusM: return 4.0;
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case biSavannaM: return 8.0;
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case biSavannaPlateauM: return 12.0;
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@ -147,7 +147,49 @@ static const sCoords BigO5Jungle[] =
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/* 6 */ {0, 6}, {1, 6},
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} ;
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static const sCoords TopLargePine[] =
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{
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/* 0 */ {0, 0}, {1, 0},
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/* 1 */ {0, 1}, {1, 1},
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} ;
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static const sCoords BigOF2Pine[] =
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{
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/* -1 */ {0, -1}, {1, -1},
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/* 0 */ {-1, 0}, {0, 0}, {1, 0}, {2, 0},
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/* 1 */ {-1, 1}, {0, 1}, {1, 1}, {2, 1},
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/* 2 */ {0, 2}, {1, 2},
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} ;
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static const sCoords BigO2Pine[] =
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{
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/* -2 */ {0, -2}, {1, -2},
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/* -1 */ {-1, -1}, {0, -1}, {1, -1}, {2, -1},
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/* 0 */ {-2, 0}, {-1, 0}, {2, 0}, {3, 0},
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/* 1 */ {-2, 1}, {-1, 1}, {2, 1}, {3, 1},
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/* 2 */ {-1, 2}, {0, 2}, {1, 2}, {2, 2},
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/* 3 */ {0, 3}, {1, 3},
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} ;
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static const sCoords BigO3Pine[] =
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{
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/* -3 */ {0, -3}, {1, -3},
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/* -2 */ {-1, -2}, {0, -2}, {1, -2}, {2, -2},
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/* -1 */ {-2, -1}, {-1, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1},
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/* 0 */ {-3, 0}, {-2, 0}, {-1, 0}, {2, 0}, {3, 0}, {4, 0},
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/* 1 */ {-3, 1}, {-2, 1}, {-1, 1}, {2, 1}, {3, 1}, {4, 1},
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/* 2 */ {-2, 2}, {-1, 2}, {0, 2}, {1, 2}, {2, 2}, {3, 2},
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/* 3 */ {-1, 3}, {0, 3}, {1, 3}, {2, 3},
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/* 4 */ {0, 4}, {1, 4},
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};
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static const sCoords BigO1Spruce[] =
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{
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/* -1 */ {0, -1}, {1, -1},
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/* 0 */ {-1, 0}, {2, 0},
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/* 1 */ {-1, 1}, {2, 1},
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/* 2 */ {0, 2}, {1, 2},
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} ;
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@ -172,6 +214,45 @@ static const sCoordsArr BigOJungleLayers[] =
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{BigO3Jungle, ARRAYCOUNT(BigO3Jungle)},
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};
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static const sCoordsArr BigOPineLayers[] =
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{
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{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
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{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
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{BigOF2Pine, ARRAYCOUNT(BigOF2Pine)},
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{TopLargePine, ARRAYCOUNT(TopLargePine)},
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};
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static const sCoordsArr BigOSpruceLayersV1[] =
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{
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{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
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{{}, 0},
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};
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static const sCoordsArr BigOSpruceLayersV2[] =
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{
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{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
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{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
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};
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static const sCoordsArr BigOSpruceLayersV3[] =
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{
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{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
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{BigO2Pine, ARRAYCOUNT(BigO2Pine)},
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};
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static const sCoordsArr BigOSpruceLayersV4[] =
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{
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{BigO4Jungle, ARRAYCOUNT(BigO4Jungle)},
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{BigO3Pine, ARRAYCOUNT(BigO3Pine)},
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};
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static const sCoordsArr BigOSpruceTop[] =
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{
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{BigO1Spruce, ARRAYCOUNT(BigO1Spruce)},
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{TopLargePine, ARRAYCOUNT(TopLargePine)},
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};
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@ -262,7 +343,7 @@ void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSB
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case biTaigaM:
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{
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// Conifers
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GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, false);
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return;
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}
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@ -310,14 +391,16 @@ void GetTreeImageByBiome(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, EMCSB
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case biMegaTaiga:
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case biMegaTaigaHills:
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{
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// TODO: implement trees 2x2 huge conifers (spruce and pine)
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bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x30000000;
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GetConiferTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
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return;
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}
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case biMegaSpruceTaiga:
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case biMegaSpruceTaigaHills:
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{
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// TODO: implement trees 2x2 huge spruce
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bool IsLarge = a_Noise.IntNoise3DInt(a_BlockPos.addedX(32 * a_Seq).addedY(32 * a_Seq)) < 0x30000000;
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GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, IsLarge);
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return;
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}
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@ -748,16 +831,16 @@ void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSe
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void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
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{
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// Half chance for a spruce, half for a pine:
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if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq).addedZ(32 * a_Seq)) < 0x40000000)
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if (a_Noise.IntNoise3DInt(a_BlockPos.addedX(64 * a_Seq).addedZ(32 * a_Seq)) < (a_Large ? 0x20000000 : 0x40000000))
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{
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GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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GetSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, a_Large);
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}
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else
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{
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GetPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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GetPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks, a_Large);
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}
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}
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@ -765,7 +848,41 @@ void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetB
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void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
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{
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if (a_Large)
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{
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GetLargeSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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}
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else
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{
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GetSmallSpruceTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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}
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}
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void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large)
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{
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if (a_Large)
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{
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GetLargePineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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}
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else
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{
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GetSmallPineTreeImage(a_BlockPos, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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}
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}
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void GetSmallSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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// Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
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// then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
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@ -862,7 +979,112 @@ void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBl
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void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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static void LargeSpruceAddRing(Vector3i a_BlockPos, int & a_Height, const sCoordsArr* const a_Ring, size_t a_RingCount, sSetBlockVector & a_OtherBlocks)
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{
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for (size_t i = 0; i < a_RingCount ; i++)
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{
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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);
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}
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}
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const int MIN_LARGE_SPRUCE_TREE_RINGS = 3;
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const int MAX_LARGE_SPRUCE_TREE_RINGS = 11;
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void GetLargeSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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int Height = 20 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 11) % 12;
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int LeavesRingCount =
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MIN_LARGE_SPRUCE_TREE_RINGS +
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(a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 13) % (1 + MAX_LARGE_SPRUCE_TREE_RINGS - MIN_LARGE_SPRUCE_TREE_RINGS);
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int RingRadius = 0;
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a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
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a_OtherBlocks.reserve(ARRAYCOUNT(BigO1Spruce) + ARRAYCOUNT(TopLargePine) +
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MAX_LARGE_SPRUCE_TREE_RINGS * (ARRAYCOUNT(BigO4Jungle) + ARRAYCOUNT(BigO3Pine) + ARRAYCOUNT(BigO2Pine)));
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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}
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int hei = a_BlockPos.y + Height - 1;
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// Prevent floating trees by placing dirt under them
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for (int i = 1; i < 5; i++)
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{
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedX(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedXZ(1, 1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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}
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// Place the top.
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for (size_t i = 0; i < ARRAYCOUNT(BigOSpruceTop); i++)
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{
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PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOSpruceTop[i].Coords, BigOSpruceTop[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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}
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hei = a_BlockPos.y + Height - 2;
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for (int i = 0; i < LeavesRingCount; i++)
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{
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unsigned int Val = (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * i)) / 23) % 8;
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if ((Val < 4) && RingRadius <= 3)
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{
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RingRadius++;
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}
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else if ((Val >= 7) && (RingRadius <= 0))
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{
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RingRadius--;
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}
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switch (RingRadius)
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{
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case 0:
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{
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LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV1, ARRAYCOUNT(BigOSpruceLayersV1), a_OtherBlocks);
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break;
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}
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case 1:
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{
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LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV2, ARRAYCOUNT(BigOSpruceLayersV2), a_OtherBlocks);
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break;
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}
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case 2:
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{
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LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV3, ARRAYCOUNT(BigOSpruceLayersV3), a_OtherBlocks);
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break;
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}
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case 3:
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{
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LargeSpruceAddRing(a_BlockPos, hei, BigOSpruceLayersV4, ARRAYCOUNT(BigOSpruceLayersV4), a_OtherBlocks);
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break;
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}
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default:
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{
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break;
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}
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}
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if (hei - a_BlockPos.y <= 2)
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{
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break;
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}
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}
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}
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void GetSmallPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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// Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
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// There can be one or two layers representing the cone bases (SameSizeMax)
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@ -915,6 +1137,42 @@ void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBloc
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void GetLargePineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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int Height = 20 + (a_Noise.IntNoise3DInt(a_BlockPos.addedXZ(32 * a_Seq, 32 * a_Seq)) / 11) % 12;
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a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
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a_OtherBlocks.reserve(ARRAYCOUNT(BigO3Pine) + ARRAYCOUNT(BigO2Pine) + ARRAYCOUNT(BigOF2Pine) + ARRAYCOUNT(TopLargePine));
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedX(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedZ(1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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a_LogBlocks.push_back(sSetBlock(a_BlockPos.addedY(i).addedXZ(1, 1), E_BLOCK_LOG, E_META_LOG_CONIFER));
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}
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int hei = a_BlockPos.y + Height - 2;
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// Prevent floating trees by placing dirt under them
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for (int i = 1; i < 5; i++)
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{
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedX(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedZ(1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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a_OtherBlocks.push_back(sSetBlock(a_BlockPos.addedY(-i).addedXZ(1, 1), E_BLOCK_DIRT, E_META_DIRT_NORMAL));
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}
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// Place the canopy.
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for (size_t i = 0; i < ARRAYCOUNT(BigOPineLayers); i++)
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{
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PushCoordBlocks(a_BlockPos.x, hei++, a_BlockPos.z, a_OtherBlocks, BigOPineLayers[i].Coords, BigOPineLayers[i].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER);
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}
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}
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void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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// Vines are around the BigO3, but not in the corners; need proper meta for direction
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@ -83,13 +83,25 @@ void GetDarkoakTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetB
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void GetTallBirchTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random conifer tree */
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void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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void GetConiferTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
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||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce (short conifer, two layers of leaves) */
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void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
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||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random spruce */
|
||||
void GetSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
|
||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine (tall conifer, little leaves at top) */
|
||||
void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random pine /
|
||||
void GetPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large = false);
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||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small spruce (short conifer, two layers of leaves) */
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||||
void GetSmallSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random small pine (tall conifer, little leaves at top) */
|
||||
void GetSmallPineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large spruce (short conifer, multiple layers of leaves) */
|
||||
void GetLargeSpruceTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random large pine (tall conifer, little leaves at top) */
|
||||
void GetLargePineTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
|
||||
/** Fills a_LogBlocks and a_OtherBlocks (dirt & leaves) with the blocks required to form a random swampland tree */
|
||||
void GetSwampTreeImage(Vector3i a_BlockPos, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
|
||||
|
Loading…
Reference in New Issue
Block a user