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cuberite-2a/src/Generating/StructGen.cpp

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C++

// StructGen.h
#include "Globals.h"
#include "StructGen.h"
#include "../BlockID.h"
#include "Trees.h"
#include "../BlockArea.h"
#include "../LinearUpscale.h"
////////////////////////////////////////////////////////////////////////////////
// cStructGenTrees:
void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
cChunkDesc WorkerDesc(ChunkX, ChunkZ);
// Generate trees:
for (int x = 0; x <= 2; x++)
{
int BaseX = ChunkX + x - 1;
for (int z = 0; z <= 2; z++)
{
int BaseZ = ChunkZ + z - 1;
cChunkDesc * Dest;
if ((x != 1) || (z != 1))
{
Dest = &WorkerDesc;
WorkerDesc.SetChunkCoords(BaseX, BaseZ);
// TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache
cChunkDesc::Shape workerShape;
m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
m_ShapeGen->GenShape (BaseX, BaseZ, workerShape);
WorkerDesc.SetHeightFromShape (workerShape);
m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape);
}
else
{
Dest = &a_ChunkDesc;
}
int NumTrees = GetNumTrees(BaseX, BaseZ, Dest->GetBiomeMap());
sSetBlockVector OutsideLogs, OutsideOther;
for (int i = 0; i < NumTrees; i++)
{
GenerateSingleTree(BaseX, BaseZ, i, *Dest, OutsideLogs, OutsideOther);
}
sSetBlockVector IgnoredOverflow;
IgnoredOverflow.reserve(OutsideOther.size());
ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideOther, IgnoredOverflow);
IgnoredOverflow.clear();
IgnoredOverflow.reserve(OutsideLogs.size());
ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideLogs, IgnoredOverflow);
} // for z
} // for x
// Update the heightmap:
for (int x = 0; x < cChunkDef::Width; x++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (HEIGHTTYPE y = cChunkDef::Height - 1; y >= 0; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
a_ChunkDesc.SetHeight(x, z, y);
break;
}
} // for y
} // for z
} // for x
}
void cStructGenTrees::GenerateSingleTree(
int a_ChunkX, int a_ChunkZ, int a_Seq,
cChunkDesc & a_ChunkDesc,
sSetBlockVector & a_OutsideLogs,
sSetBlockVector & a_OutsideOther
)
{
int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width;
int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width;
int Height = a_ChunkDesc.GetHeight(x, z);
if ((Height <= 0) || (Height >= 230))
{
return;
}
// Check the block underneath the tree:
BLOCKTYPE TopBlock = a_ChunkDesc.GetBlockType(x, Height, z);
if ((TopBlock != E_BLOCK_DIRT) && (TopBlock != E_BLOCK_GRASS) && (TopBlock != E_BLOCK_FARMLAND))
{
return;
}
sSetBlockVector TreeLogs, TreeOther;
GetTreeImageByBiome(
a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z,
m_Noise, a_Seq,
a_ChunkDesc.GetBiome(x, z),
TreeLogs, TreeOther
);
// Check if the generated image fits the terrain. Only the logs are checked:
for (sSetBlockVector::const_iterator itr = TreeLogs.begin(); itr != TreeLogs.end(); ++itr)
{
if ((itr->m_ChunkX != a_ChunkX) || (itr->m_ChunkZ != a_ChunkZ))
{
// Outside the chunk
continue;
}
if (itr->m_RelY >= cChunkDef::Height)
{
// Above the chunk, cut off (this shouldn't happen too often, we're limiting trees to y < 230)
continue;
}
BLOCKTYPE Block = a_ChunkDesc.GetBlockType(itr->m_RelX, itr->m_RelY, itr->m_RelZ);
switch (Block)
{
CASE_TREE_ALLOWED_BLOCKS:
{
break;
}
default:
{
// There's something in the way, abort this tree altogether
return;
}
}
}
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther);
ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs);
}
void cStructGenTrees::ApplyTreeImage(
int a_ChunkX, int a_ChunkZ,
cChunkDesc & a_ChunkDesc,
const sSetBlockVector & a_Image,
sSetBlockVector & a_Overflow
)
{
// Put the generated image into a_BlockTypes, push things outside this chunk into a_Blocks
for (sSetBlockVector::const_iterator itr = a_Image.begin(), end = a_Image.end(); itr != end; ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ) && (itr->m_RelY < cChunkDef::Height))
{
// Inside this chunk, integrate into a_ChunkDesc:
switch (a_ChunkDesc.GetBlockType(itr->m_RelX, itr->m_RelY, itr->m_RelZ))
{
case E_BLOCK_LEAVES:
{
if (itr->m_BlockType != E_BLOCK_LOG)
{
break;
}
// fallthrough:
}
CASE_TREE_OVERWRITTEN_BLOCKS:
{
a_ChunkDesc.SetBlockTypeMeta(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta);
break;
}
} // switch (GetBlock())
continue;
}
// Outside the chunk, push into a_Overflow.
// Don't check if already present there, by separating logs and others we don't need the checks anymore:
a_Overflow.push_back(*itr);
}
}
int cStructGenTrees::GetNumTrees(
int a_ChunkX, int a_ChunkZ,
const cChunkDef::BiomeMap & a_Biomes
)
{
int NumTrees = 0;
for (int x = 0; x < cChunkDef::Width; x++) for (int z = 0; z < cChunkDef::Width; z++)
{
int Add = 0;
switch (cChunkDef::GetBiome(a_Biomes, x, z))
{
case biOcean: Add = 2; break;
case biDesert: Add = 0; break;
case biPlains: Add = 1; break;
case biExtremeHills: Add = 3; break;
case biForest: Add = 30; break;
case biTaiga: Add = 30; break;
case biSwampland: Add = 8; break;
case biIcePlains: Add = 1; break;
case biIceMountains: Add = 1; break;
case biMushroomIsland: Add = 3; break;
case biMushroomShore: Add = 3; break;
case biForestHills: Add = 20; break;
case biTaigaHills: Add = 20; break;
case biExtremeHillsEdge: Add = 5; break;
case biJungle: Add = 120; break;
case biJungleHills: Add = 90; break;
case biJungleEdge: Add = 90; break;
case biBirchForest: Add = 30; break;
case biBirchForestHills: Add = 20; break;
case biRoofedForest: Add = 50; break;
case biColdTaiga: Add = 20; break;
case biColdTaigaHills: Add = 15; break;
case biMegaTaiga: Add = 30; break;
case biMegaTaigaHills: Add = 25; break;
case biExtremeHillsPlus: Add = 3; break;
case biSavanna: Add = 8; break;
case biSavannaPlateau: Add = 12; break;
case biMesa: Add = 2; break;
case biMesaPlateauF: Add = 8; break;
case biMesaPlateau: Add = 8; break;
case biSunflowerPlains: Add = 1; break;
case biDesertM: Add = 0; break;
case biExtremeHillsM: Add = 4; break;
case biFlowerForest: Add = 30; break;
case biTaigaM: Add = 30; break;
case biSwamplandM: Add = 8; break;
case biIcePlainsSpikes: Add = 1; break;
case biJungleM: Add = 120; break;
case biJungleEdgeM: Add = 90; break;
case biBirchForestM: Add = 30; break;
case biBirchForestHillsM: Add = 20; break;
case biRoofedForestM: Add = 40; break;
case biColdTaigaM: Add = 30; break;
case biMegaSpruceTaiga: Add = 30; break;
case biMegaSpruceTaigaHills: Add = 30; break;
case biExtremeHillsPlusM: Add = 4; break;
case biSavannaM: Add = 8; break;
case biSavannaPlateauM: Add = 12; break;
case biMesaBryce: Add = 4; break;
case biMesaPlateauFM: Add = 12; break;
case biMesaPlateauM: Add = 12; break;
}
NumTrees += Add;
}
return NumTrees / 1024;
}
////////////////////////////////////////////////////////////////////////////////
// cStructGenOreNests:
void cStructGenOreNests::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
cChunkDesc::BlockNibbleBytes & BlockMetas = a_ChunkDesc.GetBlockMetasUncompressed();
int seq = 1;
// Generate the ores from the ore list.
for (OreList::const_iterator itr = m_OreList.begin(); itr != m_OreList.end(); ++itr)
{
GenerateOre(ChunkX, ChunkZ, itr->BlockType, itr->BlockMeta, itr->MaxHeight, itr->NumNests, itr->NestSize, BlockTypes, BlockMetas, seq);
seq++;
}
}
void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, NIBBLETYPE a_BlockMeta, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, cChunkDesc::BlockNibbleBytes & a_BlockMetas, int a_Seq)
{
// This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
// It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
// Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
for (int i = 0; i < a_NumNests; i++)
{
int Nestrnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
int BaseX = Nestrnd % cChunkDef::Width;
Nestrnd /= cChunkDef::Width;
int BaseZ = Nestrnd % cChunkDef::Width;
Nestrnd /= cChunkDef::Width;
int BaseY = Nestrnd % a_MaxHeight;
Nestrnd /= a_MaxHeight;
int NestSize = a_NestSize + (Nestrnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
int Num = 0;
while (Num < NestSize)
{
// Put a cuboid around [BaseX, BaseY, BaseZ]
int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
int xsize = rnd % 2;
int ysize = (rnd / 4) % 2;
int zsize = (rnd / 16) % 2;
rnd >>= 8;
for (int x = xsize; x >= 0; --x)
{
int BlockX = BaseX + x;
if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
for (int y = ysize; y >= 0; --y)
{
int BlockY = BaseY + y;
if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
for (int z = zsize; z >= 0; --z)
{
int BlockZ = BaseZ + z;
if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
{
Num++; // So that the cycle finishes even if the base coords wander away from the chunk
continue;
}
int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
if (a_BlockTypes[Index] == m_ToReplace)
{
a_BlockTypes[Index] = a_OreType;
a_BlockMetas[Index] = a_BlockMeta;
}
Num++;
} // for z
} // for y
} // for x
// Move the base to a neighbor voxel
switch (rnd % 4)
{
case 0: BaseX--; break;
case 1: BaseX++; break;
}
switch ((rnd >> 3) % 4)
{
case 0: BaseY--; break;
case 1: BaseY++; break;
}
switch ((rnd >> 6) % 4)
{
case 0: BaseZ--; break;
case 1: BaseZ++; break;
}
} // while (Num < NumBlocks)
} // for i - NumNests
}
////////////////////////////////////////////////////////////////////////////////
// cStructGenLakes:
void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++)
{
if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability)
{
continue;
}
cBlockArea Lake;
CreateLakeImage(ChunkX + x, ChunkZ + z, a_ChunkDesc.GetMinHeight(), Lake);
int OfsX = Lake.GetOriginX() + x * cChunkDef::Width;
int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width;
// Merge the lake into the current data
a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake);
} // for x, z - neighbor chunks
}
void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeHeight, cBlockArea & a_Lake)
{
a_Lake.Create(16, 8, 16);
a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy
// Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6
int MinHeight = std::max(a_MaxLakeHeight - 6, 2);
int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11;
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetX = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
Rnd >>= 12;
// Random offset [-8 .. 8], with higher probability around 0; add up four three-bit-wide randoms [0 .. 28], divide and subtract to get range
int OffsetZ = 4 * ((Rnd & 0x07) + ((Rnd & 0x38) >> 3) + ((Rnd & 0x1c0) >> 6) + ((Rnd & 0xe00) >> 9)) / 7 - 8;
Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13;
// Random height [1 .. MinHeight] with preference to center heights
int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2;
a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ);
// Hollow out a few bubbles inside the blockarea:
int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles
BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
for (int i = 0; i < NumBubbles; i++)
{
int BubbleRnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
const int BubbleR = 2 + (BubbleRnd & 0x03); // 2 .. 5
const int Range = 16 - 2 * BubbleR;
const int BubbleX = BubbleR + (BubbleRnd % Range);
Rnd >>= 4;
const int BubbleY = 4 + (BubbleRnd & 0x01); // 4 .. 5
Rnd >>= 1;
const int BubbleZ = BubbleR + (BubbleRnd % Range);
const int HalfR = BubbleR / 2; // 1 .. 2
const int RSquared = BubbleR * BubbleR;
for (int y = -HalfR; y <= HalfR; y++)
{
// BubbleY + y is in the [0, 7] bounds
int DistY = 4 * y * y / 3;
int IdxY = (BubbleY + y) * 16 * 16;
for (int z = -BubbleR; z <= BubbleR; z++)
{
int DistYZ = DistY + z * z;
if (DistYZ >= RSquared)
{
continue;
}
int IdxYZ = BubbleX + IdxY + (BubbleZ + z) * 16;
for (int x = -BubbleR; x <= BubbleR; x++)
{
if (x * x + DistYZ < RSquared)
{
BlockTypes[x + IdxYZ] = E_BLOCK_AIR;
}
} // for x
} // for z
} // for y
} // for i - bubbles
// Turn air in the bottom half into liquid:
for (int y = 0; y < 4; y++)
{
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
if (BlockTypes[x + z * 16 + y * 16 * 16] == E_BLOCK_AIR)
{
BlockTypes[x + z * 16 + y * 16 * 16] = m_Fluid;
}
} // for z, x
} // for y
// TODO: Turn sponge next to lava into stone
// a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ));
}
////////////////////////////////////////////////////////////////////////////////
// cStructGenDirectOverhangs:
cStructGenDirectOverhangs::cStructGenDirectOverhangs(int a_Seed) :
m_Noise1(a_Seed),
m_Noise2(a_Seed + 1000)
{
}
void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
{
// If there is no column of the wanted biome, bail out:
if (!HasWantedBiome(a_ChunkDesc))
{
return;
}
HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight();
const int SEGMENT_HEIGHT = 8;
const int INTERPOL_X = 16; // Must be a divisor of 16
const int INTERPOL_Z = 16; // Must be a divisor of 16
// Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately.
// Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them
// Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it.
int FloorBuf1[17 * 17];
int FloorBuf2[17 * 17];
int * FloorHi = FloorBuf1;
int * FloorLo = FloorBuf2;
int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
int BaseY = 63;
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) /
256;
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
// Interpolate segments:
for (int Segment = BaseY; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
{
// First update the high floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] = (
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / 256
);
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
// Interpolate between FloorLo and FloorHi:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
EMCSBiome biome = a_ChunkDesc.GetBiome(x, z);
if ((biome == biExtremeHills) || (biome == biExtremeHillsEdge))
{
int Lo = FloorLo[x + 17 * z] / 256;
int Hi = FloorHi[x + 17 * z] / 256;
for (int y = 0; y < SEGMENT_HEIGHT; y++)
{
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
if (Val < 0)
{
a_ChunkDesc.SetBlockType(x, y + Segment, z, E_BLOCK_AIR);
}
} // for y
break;
} // if (biome)
} // for z, x
// Swap the floors:
std::swap(FloorLo, FloorHi);
}
}
bool cStructGenDirectOverhangs::HasWantedBiome(cChunkDesc & a_ChunkDesc) const
{
cChunkDef::BiomeMap & Biomes = a_ChunkDesc.GetBiomeMap();
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])
{
case biExtremeHills:
case biExtremeHillsEdge:
{
return true;
}
default:
{
break;
}
}
} // for i
return false;
}
////////////////////////////////////////////////////////////////////////////////
// cStructGenDistortedMembraneOverhangs:
cStructGenDistortedMembraneOverhangs::cStructGenDistortedMembraneOverhangs(int a_Seed) :
m_NoiseX(a_Seed + 1000),
m_NoiseY(a_Seed + 2000),
m_NoiseZ(a_Seed + 3000),
m_NoiseH(a_Seed + 4000)
{
}
void cStructGenDistortedMembraneOverhangs::GenFinish(cChunkDesc & a_ChunkDesc)
{
const NOISE_DATATYPE Frequency = static_cast<NOISE_DATATYPE>(16);
const NOISE_DATATYPE Amount = static_cast<NOISE_DATATYPE>(1);
for (int y = 50; y < 128; y++)
{
NOISE_DATATYPE NoiseY = static_cast<NOISE_DATATYPE>(y) / 32;
// TODO: proper water level - where to get?
BLOCKTYPE ReplacementBlock = (y > 62) ? E_BLOCK_AIR : E_BLOCK_STATIONARY_WATER;
for (int z = 0; z < cChunkDef::Width; z++)
{
NOISE_DATATYPE NoiseZ = static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / Frequency;
for (int x = 0; x < cChunkDef::Width; x++)
{
NOISE_DATATYPE NoiseX = static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / Frequency;
NOISE_DATATYPE DistortX = m_NoiseX.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
NOISE_DATATYPE DistortY = m_NoiseY.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
NOISE_DATATYPE DistortZ = m_NoiseZ.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * Amount;
int MembraneHeight = 96 - static_cast<int>((DistortY + m_NoiseH.CubicNoise2D(NoiseX + DistortX, NoiseZ + DistortZ)) * 30);
if (MembraneHeight < y)
{
a_ChunkDesc.SetBlockType(x, y, z, ReplacementBlock);
}
} // for y
} // for x
} // for z
}