// RoughRavines.cpp // Implements the cRoughRavines class representing the rough ravine generator #include "Globals.h" #include "RoughRavines.h" //////////////////////////////////////////////////////////////////////////////// // cRoughRavine: class cRoughRavine : public cGridStructGen::cStructure { typedef cGridStructGen::cStructure super; 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_Noise(a_Seed + 100), m_Roughness(a_Roughness) { // Create the basic structure - 2 lines meeting at the centerpoint: int Max = 2 * a_Size; int Half = a_Size; // m_DefPoints[Half] will be the centerpoint m_DefPoints.resize(Max + 1); int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; float Len = (float)a_Size; float Angle = (float)rnd; // Angle is in radians, will be wrapped in the "sin" and "cos" operations float OfsX = sin(Angle) * Len; float OfsZ = cos(Angle) * Len; m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, 42, 34); m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, 62, 16); m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, 44, 32); // Calculate the points in between, recursively: SubdivideLine(0, Half); SubdivideLine(Half, Max); } protected: struct sRavineDefPoint { float m_X; float m_Z; float m_Radius; float m_Top; float m_Bottom; void Set(float a_X, float a_Z, float a_Radius, float a_Top, float a_Bottom) { m_X = a_X; m_Z = a_Z; m_Radius = a_Radius; m_Top = a_Top; m_Bottom = a_Bottom; } }; typedef std::vector sRavineDefPoints; cNoise m_Noise; int m_MaxSize; sRavineDefPoints m_DefPoints; float m_Roughness; /** 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 of the new line. */ void SubdivideLine(int a_Idx1, int a_Idx2) { // Calculate the midpoint: const sRavineDefPoint & p1 = m_DefPoints[a_Idx1]; const sRavineDefPoint & p2 = m_DefPoints[a_Idx2]; float MidX = (p1.m_X + p2.m_X) / 2; float MidZ = (p1.m_Z + p2.m_Z) / 2; float MidR = (p1.m_Radius + p2.m_Radius) / 2 + 0.1f; float MidT = (p1.m_Top + p2.m_Top) / 2; float MidB = (p1.m_Bottom + p2.m_Bottom) / 2; // Adjust the midpoint by a small amount of perpendicular vector in a random one of its two directions: float dx = p2.m_X - p1.m_X; float dz = p2.m_Z - p1.m_Z; if ((m_Noise.IntNoise2DInt((int)MidX, (int)MidZ) / 11) % 2 == 0) { MidX += dz * m_Roughness; MidZ -= dx * m_Roughness; } else { MidX -= dz * m_Roughness; MidZ += dx * m_Roughness; } int MidIdx = (a_Idx1 + a_Idx2) / 2; m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB); // Recurse the two halves, if they are worth recursing: if (MidIdx - a_Idx1 > 1) { SubdivideLine(a_Idx1, MidIdx); } if (a_Idx2 - MidIdx > 1) { SubdivideLine(MidIdx, a_Idx2); } } virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override { int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; int BlockStartZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; int BlockEndX = BlockStartX + cChunkDef::Width; int BlockEndZ = BlockStartZ + cChunkDef::Width; 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) ) { // 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 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++) { #ifdef _DEBUG // DEBUG: Make the roughravine shapepoints visible on a single layer (so that we can see with Minutor what's going on) if ((DifX + x == 0) && (DifZ + z == 0)) { a_ChunkDesc.SetBlockType(x, 4, z, E_BLOCK_LAPIS_ORE); } #endif // _DEBUG float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z); if (DistSq <= RadiusSq) { 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++) { 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: { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_AIR); break; } default: break; } } } } // for x, z - a_BlockTypes } // for itr - m_Points[] } }; //////////////////////////////////////////////////////////////////////////////// // cRoughRavines: cRoughRavines::cRoughRavines( int a_Seed, int a_MaxSize, int a_MinSize, float a_MaxCenterWidth, float a_MinCenterWidth, float a_MaxRoughness, float a_MinRoughness, int a_GridSize, int a_MaxOffset ) : super(a_Seed, a_GridSize, a_GridSize, a_MaxOffset, a_MaxOffset, a_MaxSize, a_MaxSize, 64), m_Seed(a_Seed), m_MaxSize(a_MaxSize), m_MinSize(a_MinSize), m_MaxCenterWidth(a_MaxCenterWidth), m_MinCenterWidth(a_MinCenterWidth), m_MaxRoughness(a_MaxRoughness), m_MinRoughness(a_MinRoughness) { if (m_MinSize > m_MaxSize) { std::swap(m_MinSize, m_MaxSize); std::swap(a_MinSize, a_MaxSize); } if (m_MaxSize < 16) { m_MaxSize = 16; LOGWARNING("RoughRavines: MaxSize too small, adjusting request from %d to %d", a_MaxSize, m_MaxSize); } if (m_MinSize < 16) { m_MinSize = 16; LOGWARNING("RoughRavines: MinSize too small, adjusting request from %d to %d", a_MinSize, m_MinSize); } if (m_MinSize == m_MaxSize) { m_MaxSize = m_MinSize + 1; } } cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) { int Size = m_MinSize + (m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 7) % (m_MaxSize - m_MinSize); // Random int from m_MinSize to m_MaxSize float CenterWidth = m_MinCenterWidth + abs(m_Noise.IntNoise2D(a_GridX, a_GridZ + 10)) * (m_MaxCenterWidth - m_MinCenterWidth); // Random float from m_MinCenterWidth to m_MaxCenterWidth float Roughness = m_MinRoughness + abs(m_Noise.IntNoise2D(a_GridX + 10, a_GridZ)) * (m_MaxRoughness - m_MinRoughness); // Random float from m_MinRoughness to m_MaxRoughness return cStructurePtr(new cRoughRavine(m_Seed, Size, CenterWidth, Roughness, a_GridX, a_GridZ, a_OriginX, a_OriginZ)); }