Noise3D made into Composable - both a HeightGen and a CompositionGen
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1419 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -12,6 +12,9 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise3DGenerator:
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cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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super(a_ChunkGenerator),
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m_Noise1(1000),
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@@ -286,3 +289,229 @@ void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise3DComposable:
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cNoise3DComposable::cNoise3DComposable(int a_Seed) :
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m_Noise1(a_Seed + 1000),
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m_Noise2(a_Seed + 2000),
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m_Noise3(a_Seed + 3000)
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{
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}
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void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
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{
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// Params:
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
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m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0);
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m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 10);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 10);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 10);
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m_AirThreshold = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DAirThreshold", 0.5);
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}
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void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
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{
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if ((a_ChunkX == m_LastChunkX) && (a_ChunkZ == m_LastChunkZ))
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{
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// The noise for this chunk is already generated in m_Noise
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return;
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}
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m_LastChunkX = a_ChunkX;
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m_LastChunkZ = a_ChunkZ;
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// Parameters:
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const int INTERPOL_X = 8;
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const int INTERPOL_Y = 4;
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const int INTERPOL_Z = 8;
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// Precalculate a "height" array:
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NOISE_DATATYPE Height[17 * 17]; // x + 17 * z
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
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NOISE_DATATYPE val = abs(m_Noise1.CubicNoise2D(NoiseX / 5, NoiseZ / 5)) * m_HeightAmplification + 1;
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Height[x + 17 * z] = val * val * val;
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}
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}
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int idx = 0;
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for (int y = 0; y < 257; y += INTERPOL_Y)
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{
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)y) / m_FrequencyY;
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NOISE_DATATYPE AddHeight = (y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]);
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for (int z = 0; z < 17; z += INTERPOL_Z)
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{
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NOISE_DATATYPE NoiseZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + z)) / m_FrequencyZ;
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for (int x = 0; x < 17; x += INTERPOL_X)
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{
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + x)) / m_FrequencyX;
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CurFloor[x + 17 * z] =
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m_Noise1.CubicNoise3D(NoiseX, NoiseY, NoiseZ) * (NOISE_DATATYPE)0.5 +
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m_Noise2.CubicNoise3D(NoiseX / 2, NoiseY / 2, NoiseZ / 2) +
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m_Noise3.CubicNoise3D(NoiseX / 4, NoiseY / 4, NoiseZ / 4) * 2 +
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AddHeight / Height[x + 17 * z];
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}
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}
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// Linear-interpolate this XZ floor:
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ArrayLinearInterpolate2D(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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}
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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for (int y = 1; y < cChunkDef::Height; y++)
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{
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if ((y % INTERPOL_Y) == 0)
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{
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// This is the interpolation source floor, already calculated
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continue;
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}
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int LoFloorY = (y / INTERPOL_Y) * INTERPOL_Y;
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int HiFloorY = LoFloorY + INTERPOL_Y;
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NOISE_DATATYPE * LoFloor = &(m_NoiseArray[LoFloorY * 17 * 17]);
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NOISE_DATATYPE * HiFloor = &(m_NoiseArray[HiFloorY * 17 * 17]);
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NOISE_DATATYPE * CurFloor = &(m_NoiseArray[y * 17 * 17]);
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NOISE_DATATYPE Ratio = ((NOISE_DATATYPE)(y % INTERPOL_Y)) / INTERPOL_Y;
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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CurFloor[idx] = LoFloor[idx] + (HiFloor[idx] - LoFloor[idx]) * Ratio;
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idx += 1;
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}
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idx += 1; // Skipping one X column
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}
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}
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// The noise array is now fully interpolated
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/*
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// DEBUG: Output two images of the array, sliced by XY and XZ:
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cFile f1;
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if (f1.Open(Printf("Chunk_%d_%d_XY.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++]))));
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}
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f1.Write(buf, 16);
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} // for y
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} // for z
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} // if (XY file open)
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cFile f2;
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if (f2.Open(Printf("Chunk_%d_%d_XZ.raw", a_ChunkX, a_ChunkZ), cFile::fmWrite))
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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int idx = y * 17 * 17 + z * 17;
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unsigned char buf[16];
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 128 * m_Noise[idx++]))));
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}
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f2.Write(buf, 16);
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} // for z
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} // for y
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} // if (XZ file open)
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*/
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}
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void cNoise3DComposable::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, m_SeaLevel);
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for (int y = cChunkDef::Height - 1; y > m_SeaLevel; y--)
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{
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if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= m_AirThreshold)
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{
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cChunkDef::SetHeight(a_HeightMap, x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
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// Make basic terrain composition:
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
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bool HasHadWater = false;
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for (int y = LastAir - 1; y > 0; y--)
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{
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if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
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{
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// "air" part
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LastAir = y;
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if (y < m_SeaLevel)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
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HasHadWater = true;
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}
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continue;
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}
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// "ground" part:
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if (LastAir - y > 4)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
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continue;
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}
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if (HasHadWater)
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{
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a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
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}
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else
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{
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a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
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}
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} // for y
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a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
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} // for x
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} // for z
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}
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