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Initial nether composition generator

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1266 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-03-11 17:15:34 +00:00
parent 9931b5634b
commit d2573b84dd
7 changed files with 164 additions and 8 deletions

View File

@@ -425,3 +425,101 @@ void cCompoGenBiomal::FillColumnPattern(int a_RelX, int a_RelZ, int a_Height, cC
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCompoGenNether:
cCompoGenNether::cCompoGenNether(int a_Seed) :
m_Noise1(a_Seed + 10),
m_Noise2(a_Seed * a_Seed * 10 + a_Seed * 1000 + 6000),
m_Threshold(0)
{
}
void cCompoGenNether::ComposeTerrain(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes, // BlockTypes to be generated
cChunkDef::BlockNibbles & a_BlockMeta, // BlockMetas to be generated
const cChunkDef::HeightMap & a_HeightMap, // The height map to fit
const cChunkDef::BiomeMap & a_BiomeMap, // Biomes to adhere to
cEntityList & a_Entities, // Entitites may be generated along with the terrain
cBlockEntityList & a_BlockEntities // Block entitites may be generated (chests / furnaces / ...)
)
{
HEIGHTTYPE MaxHeight = 0;
for (int i = 0; i < ARRAYCOUNT(a_HeightMap); i++)
{
if (a_HeightMap[i] > MaxHeight)
{
MaxHeight = a_HeightMap[i];
}
}
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 8 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_ChunkX * cChunkDef::Width;
int BaseZ = a_ChunkZ * cChunkDef::Width;
// 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, 0, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
256;
} // for x, z - FloorLo[]
IntArrayLinearInterpolate2D(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
// Interpolate segments:
for (int Segment = 0; 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[]
IntArrayLinearInterpolate2D(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
// Interpolate between FloorLo and FloorHi:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
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;
cChunkDef::SetBlock(a_BlockTypes, x, y + Segment, z, (Val < m_Threshold) ? E_BLOCK_NETHERRACK : E_BLOCK_AIR);
}
}
// Swap the floors:
std::swap(FloorLo, FloorHi);
}
// Bedrock at the bottom and at the top:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
cChunkDef::SetBlock(a_BlockTypes, x, 0, z, E_BLOCK_BEDROCK);
cChunkDef::SetBlock(a_BlockTypes, x, cChunkDef::GetHeight(a_HeightMap, x, z), z, E_BLOCK_BEDROCK);
}
}