From e95ee55974b674d7f026bae3beac7836da74efba Mon Sep 17 00:00:00 2001 From: STRWarrior Date: Wed, 8 Oct 2014 21:32:09 +0200 Subject: [PATCH] Added comments to the GetAcaciaTreeImage function --- src/Generating/Trees.cpp | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp index 8fce61b95..7fd6d6f07 100644 --- a/src/Generating/Trees.cpp +++ b/src/Generating/Trees.cpp @@ -408,6 +408,7 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks) { + // Calculate a base height int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3); // Create the trunk @@ -416,6 +417,7 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, 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 }, @@ -424,35 +426,51 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi { 1, 1, 0 }, { 0, 1, 1 }, }; + // Set the starting point of the branch Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); + + // Get a direction for the trunk to go to. Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 8]; + // Calculate a height for the branch between 1 and 3 int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1; + + // Place the logs of the branch. for (int i = 0; i < BranchHeight; i++) { BranchPos = BranchPos + BranchDirection; a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } + // Add the leaves to the top of the branch PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD)); + // Choose if we have to add another branch bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false); if (!TwoTop) { return; } + // Reset the starting point of the branch BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); + + // 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_BlockX * a_Seq, a_BlockY * a_Seq * 10, a_BlockZ * a_Seq) % 3 + 1; + + // Place the logs in the same way as the first branch for (int i = 0; i < BranchHeight; i++) { BranchPos = BranchPos + BranchDirection; a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); } + // And add the leaves ontop of the second branch PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));