917d75edbe
git-svn-id: http://mc-server.googlecode.com/svn/trunk@685 0a769ca7-a7f5-676a-18bf-c427514a06d6
467 lines
14 KiB
C++
467 lines
14 KiB
C++
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// Ravines.cpp
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// Implements the cStructGenRavines class representing the ravine structure generator
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#include "Globals.h"
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#include "Ravines.h"
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static const int NUM_RAVINE_POINTS = 4; // Should be an odd number
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struct cDefPoint
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{
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int m_BlockX;
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int m_BlockZ;
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int m_Radius;
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int m_Top;
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int m_Bottom;
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cDefPoint(int a_BlockX, int a_BlockZ, int a_Radius, int a_Top, int a_Bottom) :
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m_BlockX(a_BlockX),
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m_BlockZ(a_BlockZ),
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m_Radius(a_Radius),
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m_Top (a_Top),
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m_Bottom(a_Bottom)
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{
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}
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} ;
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typedef std::vector<cDefPoint> cDefPoints;
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class cStructGenRavines::cRavine
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{
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cDefPoints m_Points;
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/// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise
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void GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise);
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/// Refines (adds and smooths) defpoints from a_Src into a_Dst
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void RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst);
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/// Does one round of smoothing, two passes of RefineDefPoints()
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void Smooth(void);
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/// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block
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void FinishLinear(void);
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public:
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// Coords for which the ravine was generated (not necessarily the center)
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int m_BlockX;
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int m_BlockZ;
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cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise);
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/// Carves the ravine into the chunk specified
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void ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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);
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#ifdef _DEBUG
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/// Exports itself as a SVG line definition
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AString ExportAsSVG(int a_Color, int a_OffsetX = 0, int a_OffsetZ = 0) const;
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#endif // _DEBUG
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenRavines:
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cStructGenRavines::cStructGenRavines(int a_Seed, int a_Size) :
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m_Noise(a_Seed),
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m_Seed(a_Seed),
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m_Size(a_Size)
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{
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}
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cStructGenRavines::~cStructGenRavines()
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{
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ClearCache();
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}
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void cStructGenRavines::ClearCache(void)
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{
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for (cRavines::const_iterator itr = m_Cache.begin(), end = m_Cache.end(); itr != end; ++itr)
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{
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delete *itr;
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} // for itr - m_Cache[]
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m_Cache.clear();
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}
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void cStructGenRavines::GenStructures(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
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cChunkDef::BlockNibbles & a_BlockMeta, // Block meta to read and change
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cChunkDef::HeightMap & a_HeightMap, // Height map to read and change by the current data
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cEntityList & a_Entities, // Entities may be added or deleted
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cBlockEntityList & a_BlockEntities // Block entities may be added or deleted
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)
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{
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cRavines Ravines;
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GetRavinesForChunk(a_ChunkX, a_ChunkZ, Ravines);
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for (cRavines::const_iterator itr = Ravines.begin(); itr != Ravines.end(); ++itr)
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{
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(*itr)->ProcessChunk(a_ChunkX, a_ChunkZ, a_BlockTypes, a_HeightMap);
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} // for itr - Ravines[]
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}
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void cStructGenRavines::GetRavinesForChunk(int a_ChunkX, int a_ChunkZ, cStructGenRavines::cRavines & a_Ravines)
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{
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// TODO: Implement proper caching
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// - don't destroy ravines that are reusable
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// - don't create ravines that are already in the cache
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ClearCache();
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int BaseX = a_ChunkX * cChunkDef::Width / m_Size;
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int BaseZ = a_ChunkZ * cChunkDef::Width / m_Size;
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if (BaseX < 0)
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{
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--BaseX;
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}
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if (BaseZ < 0)
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{
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--BaseZ;
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}
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BaseX -= 4;
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BaseZ -= 4;
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for (int x = 0; x < 8; x++)
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{
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int RealX = (BaseX + x) * m_Size;
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for (int z = 0; z < 8; z++)
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{
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int RealZ = (BaseZ + z) * m_Size;
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m_Cache.push_back(new cRavine(RealX, RealZ, m_Size, m_Noise));
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}
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}
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a_Ravines = m_Cache;
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/*
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#ifdef _DEBUG
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// DEBUG: Export as SVG into a file specific for the chunk, for visual verification:
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AString SVG;
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SVG.append("<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\"?>\n<svg xmlns=\"http://www.w3.org/2000/svg\" width=\"1024\" height = \"1024\">\n");
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for (cRavines::const_iterator itr = a_Ravines.begin(), end = a_Ravines.end(); itr != end; ++itr)
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{
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SVG.append((*itr)->ExportAsSVG(0, 512, 512));
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}
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SVG.append("</svg>\n");
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AString fnam;
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Printf(fnam, "ravines\\%03d_%03d.svg", a_ChunkX, a_ChunkZ);
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cFile File(fnam, cFile::fmWrite);
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File.Write(SVG.c_str(), SVG.size());
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#endif // _DEBUG
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//*/
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cStructGenRavines::cRavine
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cStructGenRavines::cRavine::cRavine(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise) :
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m_BlockX(a_BlockX),
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m_BlockZ(a_BlockZ)
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{
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// Calculate the ravine shape-defining points:
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GenerateBaseDefPoints(a_BlockX, a_BlockZ, a_Size, a_Noise);
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// Smooth the ravine. A two passes are needed:
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Smooth();
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Smooth();
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// Linearly interpolate the neighbors so that they're close enough together:
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FinishLinear();
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}
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void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_BlockZ, int a_Size, cNoise & a_Noise)
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{
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// Modify the size slightly to have different-sized ravines (1/2 to 1/1 of a_Size):
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a_Size = (512 + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 11 * a_BlockZ, a_BlockX + a_BlockZ) / 17) % 512)) * a_Size / 1024;
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// The complete offset of the ravine from its cellpoint, up to 2 * a_Size in each direction
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int OffsetX = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 0) / 9) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 1000) / 7) % (2 * a_Size)) - 2 * a_Size) / 2;
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int OffsetZ = (((a_Noise.IntNoise3DInt(50 * a_BlockX, 30 * a_BlockZ, 2000) / 7) % (2 * a_Size)) + ((a_Noise.IntNoise3DInt(30 * a_BlockX, 50 * m_BlockZ, 3000) / 9) % (2 * a_Size)) - 2 * a_Size) / 2;
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int CenterX = a_BlockX + OffsetX;
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int CenterZ = a_BlockZ + OffsetZ;
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// Get the base angle in which the ravine "axis" goes:
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float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * 3.141592653);
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float xc = sin(Angle);
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float zc = cos(Angle);
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// Calculate the definition points and radii:
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int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16));
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int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32);
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int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32);
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int Mid = (Top + Bottom) / 2;
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int PointX = CenterX - (int)(xc * a_Size / 2);
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int PointZ = CenterZ - (int)(zc * a_Size / 2);
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m_Points.push_back(cDefPoint(PointX, PointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2));
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for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++)
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{
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int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
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int LineZ = CenterZ + (int)(zc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
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// Amplitude is the amount of blocks that this point is away from the ravine "axis"
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int Amplitude = (a_Noise.IntNoise3DInt(70 * a_BlockX, 20 * a_BlockZ + 31 * i, 10000 * i) / 9) % a_Size;
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Amplitude = Amplitude / 4 - a_Size / 8; // Amplitude is in interval [-a_Size / 4, a_Size / 4]
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int PointX = LineX + (int)(zc * Amplitude);
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int PointZ = LineZ - (int)(xc * Amplitude);
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int Radius = MaxRadius - abs(i - NUM_RAVINE_POINTS / 2); // TODO: better radius function
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int ThisTop = Top + ((a_Noise.IntNoise3DInt(7 * a_BlockX, 19 * a_BlockZ, i * 31) / 13) % 8) - 4;
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int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4;
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m_Points.push_back(cDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom));
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} // for i - m_Points[]
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PointX = CenterX + (int)(xc * a_Size / 2);
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PointZ = CenterZ + (int)(zc * a_Size / 2);
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m_Points.push_back(cDefPoint(PointX, PointZ, 0, Mid, Mid));
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}
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void cStructGenRavines::cRavine::RefineDefPoints(const cDefPoints & a_Src, cDefPoints & a_Dst)
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{
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// Smoothing: for each line segment, add points on its 1/4 lengths
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int Num = a_Src.size() - 2; // this many intermediary points
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a_Dst.clear();
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a_Dst.reserve(Num * 2 + 2);
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cDefPoints::const_iterator itr = a_Src.begin() + 1;
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a_Dst.push_back(a_Src.front());
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int PrevX = a_Src.front().m_BlockX;
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int PrevZ = a_Src.front().m_BlockZ;
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int PrevR = a_Src.front().m_Radius;
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int PrevT = a_Src.front().m_Top;
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int PrevB = a_Src.front().m_Bottom;
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for (int i = 0; i <= Num; ++i, ++itr)
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{
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int dx = itr->m_BlockX - PrevX;
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int dz = itr->m_BlockZ - PrevZ;
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if (abs(dx) + abs(dz) < 4)
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{
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// Too short a segment to smooth-subdivide into quarters
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continue;
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}
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int dr = itr->m_Radius - PrevR;
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int dt = itr->m_Top - PrevT;
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int db = itr->m_Bottom - PrevB;
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int Rad1 = std::max(PrevR + 1 * dr / 4, 1);
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int Rad2 = std::max(PrevR + 3 * dr / 4, 1);
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a_Dst.push_back(cDefPoint(PrevX + 1 * dx / 4, PrevZ + 1 * dz / 4, Rad1, PrevT + 1 * dt / 4, PrevB + 1 * db / 4));
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a_Dst.push_back(cDefPoint(PrevX + 3 * dx / 4, PrevZ + 3 * dz / 4, Rad2, PrevT + 3 * dt / 4, PrevB + 3 * db / 4));
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PrevX = itr->m_BlockX;
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PrevZ = itr->m_BlockZ;
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PrevR = itr->m_Radius;
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PrevT = itr->m_Top;
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PrevB = itr->m_Bottom;
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}
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a_Dst.push_back(a_Src.back());
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}
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void cStructGenRavines::cRavine::Smooth(void)
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{
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cDefPoints Pts;
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RefineDefPoints(m_Points, Pts); // Refine m_Points -> Pts
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RefineDefPoints(Pts, m_Points); // Refine Pts -> m_Points
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}
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void cStructGenRavines::cRavine::FinishLinear(void)
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{
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// For each segment, use Bresenham's algorithm to draw a "line" of defpoints
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// _X 2012_07_20: I tried modifying this algorithm to produce "thick" lines (only one coord change per point)
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// But the results were about the same as the original, so I disposed of it again - no need to use twice the count of points
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cDefPoints Pts;
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std::swap(Pts, m_Points);
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m_Points.reserve(Pts.size() * 3);
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int PrevX = Pts.front().m_BlockX;
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int PrevZ = Pts.front().m_BlockZ;
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for (cDefPoints::const_iterator itr = Pts.begin() + 1, end = Pts.end(); itr != end; ++itr)
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{
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int x1 = itr->m_BlockX;
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int z1 = itr->m_BlockZ;
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int dx = abs(x1 - PrevX);
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int dz = abs(z1 - PrevZ);
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int sx = (PrevX < x1) ? 1 : -1;
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int sz = (PrevZ < z1) ? 1 : -1;
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int err = dx - dz;
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int R = itr->m_Radius;
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int T = itr->m_Top;
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int B = itr->m_Bottom;
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while (true)
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{
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m_Points.push_back(cDefPoint(PrevX, PrevZ, R, T, B));
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if ((PrevX == x1) && (PrevZ == z1))
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{
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break;
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}
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int e2 = 2 * err;
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if (e2 > -dz)
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{
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err -= dz;
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PrevX += sx;
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}
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if (e2 < dx)
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{
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err += dx;
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PrevZ += sz;
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}
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} // while (true)
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} // for itr
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}
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#ifdef _DEBUG
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AString cStructGenRavines::cRavine::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const
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{
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AString SVG;
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#%06x;stroke-width:1px;\"\nd=\"", a_Color);
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char Prefix = 'M'; // The first point needs "M" prefix, all the others need "L"
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for (cDefPoints::const_iterator itr = m_Points.begin(); itr != m_Points.end(); ++itr)
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{
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AppendPrintf(SVG, "%c %d,%d ", Prefix, a_OffsetX + itr->m_BlockX, a_OffsetZ + itr->m_BlockZ);
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Prefix = 'L';
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}
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SVG.append("\"/>\n");
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// Base point highlight:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_BlockX - 5, a_OffsetZ + m_BlockZ, a_OffsetX + m_BlockX + 5, a_OffsetZ + m_BlockZ
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);
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ - 5, a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ + 5
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);
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// A gray line from the base point to the first point of the ravine, for identification:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#cfcfcf;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_BlockX, a_OffsetZ + m_BlockZ, a_OffsetX + m_Points.front().m_BlockX, a_OffsetZ + m_Points.front().m_BlockZ
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);
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// Offset guides:
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if (a_OffsetX > 0)
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{
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#0000ff;stroke-width:1px;\"\nd=\"M %d,0 L %d,1024\"/>\n",
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a_OffsetX, a_OffsetX
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);
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}
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if (a_OffsetZ > 0)
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{
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#0000ff;stroke-width:1px;\"\nd=\"M 0,%d L 1024,%d\"/>\n",
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a_OffsetZ, a_OffsetZ
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);
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}
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return SVG;
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}
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#endif // _DEBUG
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void cStructGenRavines::cRavine::ProcessChunk(
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int a_ChunkX, int a_ChunkZ,
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cChunkDef::BlockTypes & a_BlockTypes,
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cChunkDef::HeightMap & a_HeightMap
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)
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{
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int BlockStartX = a_ChunkX * cChunkDef::Width;
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int BlockStartZ = a_ChunkZ * cChunkDef::Width;
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int BlockEndX = BlockStartX + cChunkDef::Width;
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int BlockEndZ = BlockStartZ + cChunkDef::Width;
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for (cDefPoints::const_iterator itr = m_Points.begin(), end = m_Points.end(); itr != end; ++itr)
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{
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if (
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(itr->m_BlockX + itr->m_Radius < BlockStartX) ||
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(itr->m_BlockX - itr->m_Radius > BlockEndX) ||
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(itr->m_BlockZ + itr->m_Radius < BlockStartZ) ||
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(itr->m_BlockZ - itr->m_Radius > BlockEndZ)
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)
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{
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// Cannot intersect, bail out early
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continue;
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}
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// Carve out a cylinder around the xz point, m_Radius in diameter, from Bottom to Top:
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int RadiusSq = itr->m_Radius * itr->m_Radius; // instead of doing sqrt for each distance, we do sqr of the radius
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int DifX = BlockStartX - itr->m_BlockX; // substitution for faster calc
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int DifZ = BlockStartZ - itr->m_BlockZ; // substitution for faster calc
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for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
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{
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#ifdef _DEBUG
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// DEBUG: Make the ravine shapepoints visible on a single layer (so that we can see with Minutor what's going on)
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if ((DifX + x == 0) && (DifZ + z == 0))
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{
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cChunkDef::SetBlock(a_BlockTypes, x, 4, z, E_BLOCK_LAPIS_ORE);
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}
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#endif // _DEBUG
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|
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|
int DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z);
|
|
if (DistSq <= RadiusSq)
|
|
{
|
|
int Top = itr->m_Top;
|
|
for (int y = itr->m_Bottom; y <= Top; y++)
|
|
{
|
|
cChunkDef::SetBlock(a_BlockTypes, x, y, z, E_BLOCK_AIR);
|
|
}
|
|
}
|
|
} // for x, z - a_BlockTypes
|
|
} // for itr - m_Points[]
|
|
}
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|
|
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|