Bulk clearing of whitespace
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@@ -18,7 +18,7 @@ class cRoughRavine :
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public cGridStructGen::cStructure
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{
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typedef cGridStructGen::cStructure super;
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public:
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cRoughRavine(
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int a_Seed, size_t a_Size,
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@@ -44,15 +44,15 @@ public:
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m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1);
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m_DefPoints[Half].Set(static_cast<float>(a_OriginX), static_cast<float>(a_OriginZ), a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter);
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m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2);
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// Calculate the points in between, recursively:
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SubdivideLine(0, Half);
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SubdivideLine(Half, Max);
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// Initialize the per-height radius modifiers:
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InitPerHeightRadius(a_GridX, a_GridZ);
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}
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protected:
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struct sRavineDefPoint
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{
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@@ -61,7 +61,7 @@ protected:
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float m_Radius;
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float m_Top;
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float m_Bottom;
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void Set(float a_X, float a_Z, float a_Radius, float a_Top, float a_Bottom)
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{
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m_X = a_X;
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@@ -72,21 +72,21 @@ protected:
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}
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};
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typedef std::vector<sRavineDefPoint> sRavineDefPoints;
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int m_Seed;
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cNoise m_Noise;
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int m_MaxSize;
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sRavineDefPoints m_DefPoints;
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float m_Roughness;
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/** Number to add to the radius based on the height. This creates the "ledges" in the ravine walls. */
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float m_PerHeightRadius[cChunkDef::Height];
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/** Recursively subdivides the line between the points of the specified index.
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Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
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of the new line. */
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@@ -116,7 +116,7 @@ protected:
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}
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size_t MidIdx = (a_Idx1 + a_Idx2) / 2;
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m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB);
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// Recurse the two halves, if they are worth recursing:
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if (MidIdx - a_Idx1 > 1)
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{
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@@ -127,8 +127,8 @@ protected:
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SubdivideLine(MidIdx, a_Idx2);
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}
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}
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void InitPerHeightRadius(int a_GridX, int a_GridZ)
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{
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int h = 0;
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@@ -150,8 +150,8 @@ protected:
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h += NumBlocks;
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}
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}
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virtual void DrawIntoChunk(cChunkDesc & a_ChunkDesc) override
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{
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int BlockStartX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
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@@ -170,7 +170,7 @@ protected:
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// Cannot intersect, bail out early
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continue;
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}
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// Carve out a cylinder around the xz point, up to (m_Radius + 2) in diameter, from Bottom to Top:
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// On each height level, use m_PerHeightRadius[] to modify the actual radius used
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// EnlargedRadiusSq is the square of the radius enlarged by the maximum m_PerHeightRadius offset - anything outside it will never be touched.
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@@ -186,14 +186,14 @@ protected:
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a_ChunkDesc.SetBlockType(x, 4, z, E_BLOCK_LAPIS_ORE);
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}
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#endif // _DEBUG
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// If the column is outside the enlarged radius, bail out completely
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float DistSq = (DifX + x) * (DifX + x) + (DifZ + z) * (DifZ + z);
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if (DistSq > RadiusSq)
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{
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continue;
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}
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int Top = std::min(static_cast<int>(ceilf(itr->m_Top)), +cChunkDef::Height);
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for (int y = std::max(static_cast<int>(floorf(itr->m_Bottom)), 1); y <= Top; y++)
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{
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@@ -284,7 +284,7 @@ cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_
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float CeilingHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 60, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
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float CeilingHeightEdge2 = m_Noise.IntNoise2DInRange(a_GridX + 70, a_GridZ, m_MinCeilingHeightEdge, m_MaxCeilingHeightEdge);
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float CeilingHeightCenter = m_Noise.IntNoise2DInRange(a_GridX + 80, a_GridZ, m_MinCeilingHeightCenter, m_MaxCeilingHeightCenter);
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// Create a ravine:
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return cStructurePtr(new cRoughRavine(
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m_Seed,
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