1
0

Added comments to the GetAcaciaTreeImage function

This commit is contained in:
STRWarrior 2014-10-08 21:32:09 +02:00
parent 36fa1c5c73
commit e95ee55974

View File

@ -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) 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); int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3);
// Create the trunk // 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)); 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[] = const Vector3i AvailableDirections[] =
{ {
{ -1, 1, 0 }, { 0, 1, -1 }, { -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 }, { 1, 1, 0 }, { 0, 1, 1 },
}; };
// Set the starting point of the branch
Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); 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]; 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; 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++) for (int i = 0; i < BranchHeight; i++)
{ {
BranchPos = BranchPos + BranchDirection; BranchPos = BranchPos + BranchDirection;
a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); 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, 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); 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)); 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); bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false);
if (!TwoTop) if (!TwoTop)
{ {
return; return;
} }
// Reset the starting point of the branch
BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ); BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ);
// Invert the direction of the previous branch.
BranchDirection = Vector3d(-BranchDirection.x, 1, -BranchDirection.z); 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; 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++) for (int i = 0; i < BranchHeight; i++)
{ {
BranchPos = BranchPos + BranchDirection; BranchPos = BranchPos + BranchDirection;
a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD)); 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, 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); 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)); a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));