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Ported over Spooner Trees (Fancy Trees), Flint and Steel can be used to ignite fire now and modified Forest and Rainforest to generate spooner trees.
This commit is contained in:
593
src/world/level/levelgen/feature/BasicTree.h
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593
src/world/level/levelgen/feature/BasicTree.h
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#ifndef NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
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#define NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__
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//package net.minecraft.world.level.levelgen.feature;
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#include "Feature.h"
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#include "../../../../util/Random.h"
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#include "../../Level.h"
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#include "../../tile/TreeTile.h"
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class Level;
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class BasicTree : public Feature
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{
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typedef Feature super;
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private:
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// The axisConversionArray, when given a primary index, allows easy
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// access to the indices of the other two axies. Access the data at the
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// primary index location to get the horizontal secondary axis.
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// Access the data at the primary location plus three to get the
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// remaining, tertiary, axis.
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// All directions are specified by an index, 0, 1, or 2 which
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// correspond to x, y, and z.
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// The axisConversionArray is used in several places
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// notably the crossection and taperedLimb methods.
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// Example:
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// If the primary axis is z, then the primary index is 2.
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// The secondary index is axisConversionArray[2] which is 0,
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// the index for the x axis.
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// The remaining axis is axisConversionArray[2 + 3] which is 1,
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// the index for the y axis.
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// Using this method, the secondary axis will always be horizontal (x or z),
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// and the tertiary always vertical (y), if possible.
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unsigned char axisConversionArray[6];
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// Set up the pseudorandom number generator
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Random *rnd;
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// Make fields to hold the level data and the random seed
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Level *thisLevel;
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// Field to hold the tree origin, x y and z.
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int origin[3];
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// Field to hold the tree height.
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int height;
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// Other important tree information.
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int trunkHeight;
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double trunkHeightScale;
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double branchDensity;
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double branchSlope;
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double widthScale;
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double foliageDensity;
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int trunkWidth;
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int heightVariance;
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int foliageHeight;
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// The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
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int **foliageCoords;
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int foliageCoordsLength;
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void prepare(){
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// Initialize the instance variables.
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// Populate the list of foliage cluster locations.
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// Designed to be overridden in child classes to change basic
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// tree properties (trunk width, branch angle, foliage density, etc..).
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trunkHeight = (int) (height * trunkHeightScale);
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if (trunkHeight >= height) trunkHeight = height - 1;
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int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2));
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if (clustersPerY < 1) clustersPerY = 1;
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// The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
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int **tempFoliageCoords = new int *[clustersPerY * height];
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for( int i = 0; i < clustersPerY * height; i++ )
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{
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tempFoliageCoords[i] = new int[4];
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}
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int y = origin[1] + height - foliageHeight;
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int clusterCount = 1;
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int trunkTop = origin[1] + trunkHeight;
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int relativeY = y - origin[1];
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tempFoliageCoords[0][0] = origin[0];
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tempFoliageCoords[0][1] = y;
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tempFoliageCoords[0][2] = origin[2];
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tempFoliageCoords[0][3] = trunkTop;
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y--;
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while (relativeY >= 0)
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{
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int num = 0;
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float shapefac = treeShape(relativeY);
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if (shapefac < 0)
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{
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y--;
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relativeY--;
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continue;
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}
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// The originOffset is to put the value in the middle of the block.
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double originOffset = 0.5;
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while (num < clustersPerY)
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{
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double radius = widthScale * (shapefac * (rnd->nextFloat() + 0.328));
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double angle = rnd->nextFloat() * 2.0 * 3.14159;
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int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset);
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int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset);
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int checkStart[] = { x, y, z };
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int checkEnd[] = { x, y + foliageHeight, z };
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// check the center column of the cluster for obstructions.
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if (checkLine(checkStart, checkEnd) == -1) {
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// If the cluster can be created, check the branch path
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// for obstructions.
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int checkBranchBase[] = { origin[0], origin[1], origin[2] };
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double distance = sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) + pow(abs(origin[2] - checkStart[2]), 2.0));
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double branchHeight = distance * branchSlope;
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if ((checkStart[1] - branchHeight) > trunkTop)
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{
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checkBranchBase[1] = trunkTop;
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}
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else
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{
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checkBranchBase[1] = (int) (checkStart[1] - branchHeight);
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}
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// Now check the branch path
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if (checkLine(checkBranchBase, checkStart) == -1)
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{
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// If the branch path is clear, add the position to the list
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// of foliage positions
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tempFoliageCoords[clusterCount][0] = x;
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tempFoliageCoords[clusterCount][1] = y;
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tempFoliageCoords[clusterCount][2] = z;
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tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
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clusterCount++;
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}
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}
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num++;
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}
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y--;
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relativeY--;
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}
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// 4J Stu - Rather than copying the array, we are storing the number of valid elements in the array
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foliageCoordsLength = clusterCount;
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foliageCoords = tempFoliageCoords;
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// Delete the rest of the array whilst we still know how big it was
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for( int i = clusterCount; i < clustersPerY * height; i++ )
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{
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delete [] tempFoliageCoords[i];
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tempFoliageCoords[i] = NULL;
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}
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// 4J - original code for above is the following, it isn't obvious to me why it is doing a copy of the array, so let's not for now
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// foliageCoords = new int[clusterCount][4];
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// System.arraycopy(tempFoliageCoords, 0, foliageCoords, 0, clusterCount);
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}
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void crossection(int x, int y, int z, float radius, byte direction, int material)
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{
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// Create a circular cross section.
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//
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// Used to nearly everything in the foliage, branches, and trunk.
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// This is a good target for performance optimization.
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// Passed values:
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// x,y,z is the center location of the cross section
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// radius is the radius of the section from the center
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// direction is the direction the cross section is pointed, 0 for x, 1 for y, 2 for z
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// material is the index number for the material to use
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int rad = (int) (radius + 0.618);
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byte secidx1 = axisConversionArray[direction];
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byte secidx2 = axisConversionArray[direction + 3];
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int center[] = { x, y, z };
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int position[] = { 0, 0, 0 };
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int offset1 = -rad;
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int offset2 = -rad;
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int thismat;
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position[direction] = center[direction];
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while (offset1 <= rad)
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{
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position[secidx1] = center[secidx1] + offset1;
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offset2 = -rad;
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while (offset2 <= rad)
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{
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double thisdistance = pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2);
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if (thisdistance > radius * radius)
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{
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offset2++;
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continue;
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}
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position[secidx2] = center[secidx2] + offset2;
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thismat = thisLevel->getTile(position[0], position[1], position[2]);
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if (!((thismat == 0) || (thismat == Tile::leaves->id)))
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{
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// If the material of the checked block is anything other than
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// air or foliage, skip this tile.
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offset2++;
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continue;
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}
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placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
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offset2++;
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}
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offset1++;
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}
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}
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float treeShape(int y){
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// Take the y position relative to the base of the tree.
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// Return the distance the foliage should be from the trunk axis.
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// Return a negative number if foliage should not be created at this height.
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// This method is intended for overriding in child classes, allowing
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// different shaped trees.
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// This method should return a consistent value for each y (don't randomize).
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if (y < (((float) height) * 0.3)) return (float) -1.618;
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float radius = ((float) height) / ((float) 2.0);
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float adjacent = (((float) height) / ((float) 2.0)) - y;
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float distance;
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if (adjacent == 0) distance = radius;
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else if (abs(adjacent) >= radius) distance = (float) 0.0;
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else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
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// Alter this factor to change the overall width of the tree.
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distance *= (float) 0.5;
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return distance;
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}
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float foliageShape(int y){
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// Take the y position relative to the base of the foliage cluster.
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// Return the radius of the cluster at this y
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// Return a negative number if no foliage should be created at this level
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// this method is intended for overriding in child classes, allowing
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// foliage of different sizes and shapes.
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if ((y < 0) || (y >= foliageHeight)) return (float) -1;
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else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
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else return (float) 3;
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}
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void foliageCluster(int x, int y, int z){
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// Generate a cluster of foliage, with the base at x, y, z.
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// The shape of the cluster is derived from foliageShape
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// crossection is called to make each level.
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int topy = y + foliageHeight;
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int cury = topy - 1;
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float radius;
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// 4J Stu - Generate foliage from the top down so that we don't keep recalculating heightmaps
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while (cury >= y)
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{
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radius = foliageShape(cury - y);
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crossection(x, cury, z, radius, (byte) 1, Tile::leaves->id);
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cury--;
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}
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}
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void limb(int *start, int *end, int material)
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{
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// Create a limb from the start position to the end position.
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// Used for creating the branches and trunk.
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// Populate delta, the difference between start and end for all three axies.
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// Set primidx to the index with the largest overall distance traveled.
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int delta[] = { 0, 0, 0 };
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byte idx = 0;
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byte primidx = 0;
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while (idx < 3)
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{
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delta[idx] = end[idx] - start[idx];
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if (abs(delta[idx]) > abs(delta[primidx]))
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{
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primidx = idx;
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}
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idx++;
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}
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// If the largest distance is zero, don't bother to do anything else.
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if (delta[primidx] == 0) return;
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// set up the other two axis indices.
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byte secidx1 = axisConversionArray[primidx];
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byte secidx2 = axisConversionArray[primidx + 3];
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// primsign is digit 1 or -1 depending on whether the limb is headed
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// along the positive or negative primidx axis.
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char primsign;
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if (delta[primidx] > 0) primsign = 1;
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else primsign = -1;
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// Initilize the per-step movement for the non-primary axies.
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double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
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double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
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// Initialize the coordinates.
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int coordinate[] = { 0, 0, 0 };
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// Loop through each crossection along the primary axis, from start to end
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int primoffset = 0;
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int endoffset = delta[primidx] + primsign;
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while (primoffset != endoffset)
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{
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coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5);
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coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5);
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coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5);
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int dir = 0;
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int xdiff = abs(coordinate[0] - start[0]);
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int zdiff = abs(coordinate[2] - start[2]);
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int maxdiff = max(xdiff, zdiff);
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if (maxdiff > 0)
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{
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if (xdiff == maxdiff)
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{
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dir = 0;
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}
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else if (zdiff == maxdiff)
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{
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dir = 0;
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}
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}
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placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir);
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primoffset += primsign;
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}
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}
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void makeFoliage(){
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// Create the tree foliage.
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// Call foliageCluster at the correct locations
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int idx = 0;
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int finish = foliageCoordsLength;
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while (idx < finish)
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{
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int x = foliageCoords[idx][0];
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int y = foliageCoords[idx][1];
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int z = foliageCoords[idx][2];
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foliageCluster(x, y, z);
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idx++;
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}
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}
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bool trimBranches(int localY){
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// For larger trees, randomly "prune" the branches so there
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// aren't too many.
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// Return true if the branch should be created.
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// This method is intended for overriding in child classes, allowing
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// decent amounts of branches on very large trees.
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// Can also be used to disable branches on some tree types, or
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// make branches more sparse.
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if (localY < (height * 0.2)) return false;
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else return true;
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}
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void makeTrunk(){
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// Create the trunk of the tree.
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int x = origin[0];
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int startY = origin[1];
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int topY = origin[1] + trunkHeight;
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int z = origin[2];
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int startCoord[] = { x, startY, z };
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int endCoord[] = { x, topY, z };
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limb(startCoord, endCoord, Tile::treeTrunk->id);
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if (trunkWidth == 2)
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{
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startCoord[0] += 1;
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endCoord[0] += 1;
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limb(startCoord, endCoord, Tile::treeTrunk->id);
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startCoord[2] += 1;
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endCoord[2] += 1;
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limb(startCoord, endCoord, Tile::treeTrunk->id);
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startCoord[0] += -1;
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endCoord[0] += -1;
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limb(startCoord, endCoord, Tile::treeTrunk->id);
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}
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}
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void makeBranches(){
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// Create the tree branches.
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// Call trimBranches for each branch to see if you should create it.
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// Call taperedLimb to the correct locations
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int idx = 0;
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int finish = foliageCoordsLength;
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int baseCoord[] = { origin[0], origin[1], origin[2] };
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while (idx < finish)
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{
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int *coordValues = foliageCoords[idx];
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int endCoord[] = { coordValues[0], coordValues[1], coordValues[2] };
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baseCoord[1] = coordValues[3];
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int localY = baseCoord[1] - origin[1];
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if (trimBranches(localY))
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{
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limb(baseCoord, endCoord, Tile::treeTrunk->id);
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}
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idx++;
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}
|
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}
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int checkLine(int *start, int *end){
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// Check from coordinates start to end (both inclusive) for blocks other than air and foliage
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// If a block other than air and foliage is found, return the number of steps taken.
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// If no block other than air and foliage is found, return -1.
|
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// Examples:
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// If the third block searched is stone, return 2
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// If the first block searched is lava, return 0
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|
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int delta[] = { 0, 0, 0 };
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byte idx = 0;
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byte primidx = 0;
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while (idx < 3)
|
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{
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delta[idx] = end[idx] - start[idx];
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if (abs(delta[idx]) > abs(delta[primidx]))
|
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{
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primidx = idx;
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}
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idx++;
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}
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// If the largest distance is zero, don't bother to do anything else.
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if (delta[primidx] == 0) return -1;
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// set up the other two axis indices.
|
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byte secidx1 = axisConversionArray[primidx];
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byte secidx2 = axisConversionArray[primidx + 3];
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// primsign is digit 1 or -1 depending on whether the limb is headed
|
||||
// along the positive or negative primidx axis.
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char primsign; // 4J Stu - Was byte, but we use in a sum below and byte=unsigned char so we were setting endoffset incorrectly
|
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if (delta[primidx] > 0) primsign = 1;
|
||||
else primsign = -1;
|
||||
// Initilize the per-step movement for the non-primary axies.
|
||||
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
|
||||
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
|
||||
// Initialize the coordinates.
|
||||
int coordinate[] = { 0, 0, 0 };
|
||||
// Loop through each crossection along the primary axis, from start to end
|
||||
int primoffset = 0;
|
||||
int endoffset = delta[primidx] + primsign;
|
||||
int thismat;
|
||||
while (primoffset != endoffset)
|
||||
{
|
||||
coordinate[primidx] = start[primidx] + primoffset;
|
||||
coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1));
|
||||
coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2));
|
||||
thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[2]);
|
||||
if (!((thismat == 0) || (thismat == Tile::leaves->id)))
|
||||
{
|
||||
// If the material of the checked block is anything other than
|
||||
// air or foliage, stop looking.
|
||||
break;
|
||||
}
|
||||
primoffset += primsign;
|
||||
}
|
||||
// If you reached the end without finding anything, return -1.
|
||||
if (primoffset == endoffset)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
// Otherwise, return the number of steps you took.
|
||||
else
|
||||
{
|
||||
return abs(primoffset);
|
||||
}
|
||||
}
|
||||
bool checkLocation(){
|
||||
// Return true if the tree can be placed here.
|
||||
// Return false if the tree can not be placed here.
|
||||
|
||||
// Examine the square under the trunk. Is it grass or dirt?
|
||||
// If not, return false
|
||||
// Examine center column for how tall the tree can be.
|
||||
// If the checked height is shorter than height, but taller
|
||||
// than 4, set the tree to the maximum height allowed.
|
||||
// If the space is too short, return false.
|
||||
int startPosition[] = { origin[0], origin[1], origin[2] };
|
||||
int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
|
||||
|
||||
|
||||
// Check the location it is resting on
|
||||
int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
|
||||
if (!((baseMaterial == 2) || (baseMaterial == 3)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
int allowedHeight = checkLine(startPosition, endPosition);
|
||||
// If the set height is good, go with that
|
||||
if (allowedHeight == -1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
// If the space is too short, tell the build to abort
|
||||
else if (allowedHeight < 6)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// If the space is shorter than the set height, but not too short
|
||||
// shorten the height, and tell the build to continue
|
||||
else
|
||||
{
|
||||
height = allowedHeight;
|
||||
//System.out.println("Shortened the tree");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
BasicTree(bool doUpdate){
|
||||
axisConversionArray[0] = 2;
|
||||
axisConversionArray[1] = 0;
|
||||
axisConversionArray[2] = 0;
|
||||
axisConversionArray[3] = 1;
|
||||
axisConversionArray[4] = 2;
|
||||
axisConversionArray[5] = 1;
|
||||
rnd = new Random();
|
||||
origin[0] = 0;
|
||||
origin[1] = 0;
|
||||
origin[2] = 0;
|
||||
// Field to hold the tree height.
|
||||
height = 0;
|
||||
// Other important tree information.
|
||||
trunkHeight = 0;
|
||||
trunkHeightScale = 0.618;
|
||||
branchDensity = 1.0;
|
||||
branchSlope = 0.381;
|
||||
widthScale = 1.0;
|
||||
foliageDensity = 1.0;
|
||||
trunkWidth = 1;
|
||||
heightVariance = 12;
|
||||
foliageHeight = 4;
|
||||
foliageCoords = NULL;
|
||||
foliageCoordsLength = 0;
|
||||
}
|
||||
virtual ~BasicTree(){
|
||||
delete rnd;
|
||||
|
||||
for( int i = 0; i < foliageCoordsLength; i++ )
|
||||
{
|
||||
delete [] foliageCoords[i];
|
||||
}
|
||||
delete [] foliageCoords;
|
||||
}
|
||||
|
||||
virtual void init(double heightInit, double widthInit, double foliageDensityInit){
|
||||
// all of the parameters should be from 0.0 to 1.0
|
||||
// heightInit scales the maximum overall height of the tree (still randomizes height within the possible range)
|
||||
// widthInit scales the maximum overall width of the tree (keep this above 0.3 or so)
|
||||
// foliageDensityInit scales how many foliage clusters are created.
|
||||
//
|
||||
// Note, you can call "place" without calling "init".
|
||||
// This is the same as calling init(1.0,1.0,1.0) and then calling place.
|
||||
heightVariance = (int) (heightInit * 12);
|
||||
if (heightInit > 0.5) foliageHeight = 5;
|
||||
widthScale = widthInit;
|
||||
foliageDensity = foliageDensityInit;
|
||||
}
|
||||
virtual bool place(Level *level, Random *random, int x, int y, int z){
|
||||
// Note to Markus.
|
||||
// currently the following fields are set randomly. If you like, make them
|
||||
// parameters passed into "place".
|
||||
//
|
||||
// height: so the map generator can intelligently set the height of the tree,
|
||||
// and make forests with large trees in the middle and smaller ones on the edges.
|
||||
|
||||
// Initialize the instance fields for the level and the seed.
|
||||
thisLevel = level;
|
||||
__int64 seed = random->nextLong();
|
||||
rnd->setSeed(seed);
|
||||
// Initialize the origin of the tree trunk
|
||||
origin[0] = x;
|
||||
origin[1] = y;
|
||||
origin[2] = z;
|
||||
// Sets the height. Take out this line if height is passed as a parameter
|
||||
if (height == 0)
|
||||
{
|
||||
height = 5 + rnd->nextInt(heightVariance);
|
||||
}
|
||||
if (!(checkLocation()))
|
||||
{
|
||||
//System.out.println("Tree location failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
//System.out.println("The height is");
|
||||
//System.out.println(height);
|
||||
//System.out.println("Trunk Height check done");
|
||||
|
||||
prepare();
|
||||
|
||||
//System.out.println("Prepare done");
|
||||
|
||||
makeFoliage();
|
||||
|
||||
//System.out.println("Foliage done");
|
||||
|
||||
makeTrunk();
|
||||
|
||||
//System.out.println("Trunk done");
|
||||
|
||||
makeBranches();
|
||||
|
||||
//System.out.println("Branches done");
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
#endif /*NET_MINECRAFT_WORLD_LEVEL_LEVELGEN_FEATURE__BasicTree_H__*/
|
||||
Reference in New Issue
Block a user