Bulk clearing of whitespace
This commit is contained in:
@@ -171,7 +171,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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}
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return;
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}
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case biTaiga:
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case biIcePlains:
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case biIceMountains:
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@@ -181,7 +181,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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GetConiferTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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return;
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}
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case biSwamplandM:
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case biSwampland:
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{
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@@ -189,7 +189,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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GetSwampTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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return;
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}
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case biJungle:
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case biJungleHills:
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case biJungleEdge:
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@@ -206,7 +206,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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}
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return;
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}
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case biBirchForest:
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case biBirchForestHills:
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{
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@@ -259,7 +259,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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GetDarkoakTreeImage(a_BlockX, a_BlockY, a_BlockZ, a_Noise, a_Seq, a_LogBlocks, a_OtherBlocks);
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return;
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}
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case biMesa:
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case biMesaPlateauF:
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case biMesaPlateau:
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@@ -288,7 +288,7 @@ void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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return;
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}
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}
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ASSERT(!"Invalid biome type!");
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}
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@@ -320,24 +320,24 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
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- 2 layers of BigO2 + random corners (log)
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- 1 to 3 blocks of trunk
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*/
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int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
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HEIGHTTYPE Heights[] = {1, 2, 2, 3} ;
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HEIGHTTYPE Height = 1 + Heights[Random & 3];
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Random >>= 2;
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// Pre-alloc so that we don't realloc too often later:
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a_LogBlocks.reserve(static_cast<size_t>(Height + 5));
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a_OtherBlocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
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// Trunk:
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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}
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int Hei = a_BlockY + Height;
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// 2 BigO2 + corners layers:
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for (int i = 0; i < 2; i++)
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{
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@@ -346,7 +346,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
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a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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Hei++;
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} // for i - 2*
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// Optional BigO1 + corners layer:
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if ((Random & 1) == 0)
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{
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@@ -355,7 +355,7 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
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a_LogBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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Hei++;
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}
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// Top plus:
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PushCoordBlocks(a_BlockX, Hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, Hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
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@@ -479,28 +479,28 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
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void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(80);
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// The entire trunk, out of logs:
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for (int i = Height - 1; i >= 0; --i)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
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}
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int h = a_BlockY + Height;
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// Top layer - just the Plus:
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PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
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h--;
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// Second layer - log, Plus and maybe Corners:
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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// Third and fourth layers - BigO2 and maybe 2 * Corners:
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for (int Row = 0; Row < 2; Row++)
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{
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@@ -518,7 +518,7 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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{
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// Calculate a base height
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int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3);
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// Create the trunk
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for (int i = 0; i < Height; i++)
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{
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@@ -653,28 +653,28 @@ void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(80);
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// The entire trunk, out of logs:
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for (int i = Height - 1; i >= 0; --i)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_BIRCH));
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}
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int h = a_BlockY + Height;
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// Top layer - just the Plus:
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PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, h, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH)); // There's no log at this layer
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h--;
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// Second layer - log, Plus and maybe Corners:
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PushCoordBlocks (a_BlockX, h, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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PushCornerBlocks(a_BlockX, h, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 1, E_BLOCK_LEAVES, E_META_LEAVES_BIRCH);
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h--;
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// Third and fourth layers - BigO2 and maybe 2 * Corners:
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for (int Row = 0; Row < 2; Row++)
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{
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@@ -710,11 +710,11 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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// Spruces have a top section with layer sizes of (0, 1, 0) or only (1, 0),
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// then 1 - 3 sections of ascending sizes (1, 2) [most often], (1, 3) or (1, 2, 3)
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// and an optional bottom section of size 1, followed by 1 - 3 clear trunk blocks
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// We'll use bits from this number as partial random numbers; but the noise function has mod8 irregularities
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// (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
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int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
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static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3};
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HEIGHTTYPE Height = sHeights[MyRandom & 3];
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MyRandom >>= 2;
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@@ -722,14 +722,14 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(180);
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// Clear trunk blocks:
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_CONIFER));
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}
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Height += a_BlockY;
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// Optional size-1 bottom leaves layer:
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if ((MyRandom & 1) == 0)
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{
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@@ -738,7 +738,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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Height++;
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}
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MyRandom >>= 1;
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// 1 to 3 sections of leaves layers:
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static const int sNumSections[] = {1, 2, 2, 3};
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int NumSections = sNumSections[MyRandom & 3];
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@@ -780,7 +780,7 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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} // switch (SectionType)
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MyRandom >>= 2;
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} // for i - Sections
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if ((MyRandom & 1) == 0)
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{
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// (0, 1, 0) top:
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@@ -806,7 +806,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
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{
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// Tall, little leaves on top. The top leaves are arranged in a shape of two cones joined by their bases.
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// There can be one or two layers representing the cone bases (SameSizeMax)
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int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8;
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int TrunkHeight = 8 + (MyRandom % 3);
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int SameSizeMax = ((MyRandom & 8) == 0) ? 1 : 0;
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@@ -816,7 +816,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
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{
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SameSizeMax = 0;
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}
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// Pre-allocate the vector:
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a_LogBlocks.reserve(static_cast<size_t>(TrunkHeight));
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a_OtherBlocks.reserve(static_cast<size_t>(NumLeavesLayers * 25));
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@@ -867,19 +867,19 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
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} ;
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int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 20);
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_APPLE));
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}
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int hei = a_BlockY + Height - 2;
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// Put vines around the lowermost leaves layer:
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PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
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// The lower two leaves layers are BigO3 with log in the middle and possibly corners:
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for (int i = 0; i < 2; i++)
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{
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@@ -905,16 +905,16 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
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void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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a_OtherBlocks.reserve(3 + ARRAYCOUNT(BigO2) + ARRAYCOUNT(BigO1));
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int hei = a_BlockY;
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a_LogBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
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PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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hei++;
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
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PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_APPLE);
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hei++;
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_APPLE));
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}
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@@ -951,12 +951,12 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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{-5, -2, 8}, {-5, -1, 8}, {-5, 0, 8}, {-5, 1, 8}, {-5, 2, 8}, // West face
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// TODO: vines around the trunk, proper metas and height
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} ;
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int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
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a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 50);
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
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@@ -965,10 +965,10 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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a_LogBlocks.push_back(sSetBlock(a_BlockX + 1, a_BlockY + i, a_BlockZ + 1, E_BLOCK_LOG, E_META_LOG_JUNGLE));
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}
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int hei = a_BlockY + Height - 2;
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// Put vines around the lowermost leaves layer:
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PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
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// The lower two leaves layers are BigO4 with log in the middle and possibly corners:
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for (int i = 0; i < 2; i++)
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{
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@@ -1000,7 +1000,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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} ;
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int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3;
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(
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2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x
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@@ -1009,16 +1009,16 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + // Vines
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50 // some safety
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);
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for (int i = 0; i < Height; i++)
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{
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a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_LOG, E_META_LOG_JUNGLE));
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}
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int hei = a_BlockY + Height - 3;
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// Put vines around the lowermost leaves layer:
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PushSomeColumns(a_BlockX, hei, a_BlockZ, Height, a_Seq, a_Noise, 0x3fffffff, a_OtherBlocks, Vines, ARRAYCOUNT(Vines), E_BLOCK_VINES);
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// The lower two leaves layers are BigO3 with log in the middle and possibly corners:
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for (int i = 0; i < 2; i++)
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{
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@@ -1034,7 +1034,7 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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PushCornerBlocks(a_BlockX, hei, a_BlockZ, a_Seq, a_Noise, 0x5fffffff, a_OtherBlocks, 2, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
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hei++;
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} // for i - 2*
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// Top plus, all leaves:
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PushCoordBlocks(a_BlockX, hei, a_BlockZ, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE);
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a_OtherBlocks.push_back(sSetBlock(a_BlockX, hei, a_BlockZ, E_BLOCK_LEAVES, E_META_LEAVES_JUNGLE));
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Reference in New Issue
Block a user