This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
565 lines
20 KiB
C++
565 lines
20 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "BasicTree.h"
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byte BasicTree::axisConversionArray[] = { 2, 0, 0, 1, 2, 1 };
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BasicTree::~BasicTree()
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{
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delete rnd;
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for( int i = 0; i < foliageCoordsLength; i++ )
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{
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delete [] foliageCoords[i];
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}
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delete [] foliageCoords;
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}
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BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate)
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{
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rnd = new Random();
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origin[0] = 0;
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origin[1] = 0;
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origin[2] = 0;
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// Field to hold the tree height.
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height = 0;
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// Other important tree information.
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trunkHeight = 0;
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trunkHeightScale = 0.618;
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branchDensity = 1.0;
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branchSlope = 0.381;
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widthScale = 1.0;
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foliageDensity = 1.0;
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trunkWidth = 1;
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heightVariance = 12;
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foliageHeight = 4;
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foliageCoords = NULL;
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foliageCoordsLength = 0;
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}
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void BasicTree::prepare()
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{
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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 BasicTree::crossection(int x, int y, int z, float radius, byte direction, int material)
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{
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PIXBeginNamedEvent(0, "BasicTree crossection");
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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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PIXBeginNamedEvent(0,"BasicTree getting tile");
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thismat = thisLevel->getTile(position[0], position[1], position[2]);
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PIXEndNamedEvent();
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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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PIXBeginNamedEvent(0,"BasicTree placing block");
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placeBlock(thisLevel, position[0], position[1], position[2], material, 0);
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PIXEndNamedEvent();
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offset2++;
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}
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offset1++;
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}
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PIXEndNamedEvent();
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}
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float BasicTree::treeShape(int y)
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{
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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 BasicTree::foliageShape(int y)
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{
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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 BasicTree::foliageCluster(int x, int y, int z)
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{
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PIXBeginNamedEvent(0,"BasicTree foliageCluster");
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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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PIXEndNamedEvent();
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}
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void BasicTree::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 = TreeTile::FACING_Y;
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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 = TreeTile::FACING_X;
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}
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else if (zdiff == maxdiff)
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{
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dir = TreeTile::FACING_Z;
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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 BasicTree::makeFoliage()
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{
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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 BasicTree::trimBranches(int localY)
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{
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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 BasicTree::makeTrunk()
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{
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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 BasicTree::makeBranches()
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{
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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 BasicTree::checkLine(int *start, int *end)
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{
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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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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
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// 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;
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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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int thismat;
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while (primoffset != endoffset)
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{
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coordinate[primidx] = start[primidx] + primoffset;
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coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1));
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coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2));
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thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[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, stop looking.
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break;
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}
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primoffset += primsign;
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}
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// If you reached the end without finding anything, return -1.
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if (primoffset == endoffset)
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{
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return -1;
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}
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// Otherwise, return the number of steps you took.
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else
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{
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return abs(primoffset);
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}
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}
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bool BasicTree::checkLocation()
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{
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// Return true if the tree can be placed here.
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// Return false if the tree can not be placed here.
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// Examine the square under the trunk. Is it grass or dirt?
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// If not, return false
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// Examine center column for how tall the tree can be.
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// If the checked height is shorter than height, but taller
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// than 4, set the tree to the maximum height allowed.
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// If the space is too short, return false.
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int startPosition[] = { origin[0], origin[1], origin[2] };
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int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
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// 4J Stu Added to stop tree features generating areas previously place by game rule generation
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if(app.getLevelGenerationOptions() != NULL)
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{
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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bool intersects = levelGenOptions->checkIntersects(startPosition[0], startPosition[1], startPosition[2], endPosition[0], endPosition[1], endPosition[2]);
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if(intersects)
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{
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//app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n");
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return false;
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}
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}
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// Check the location it is resting on
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int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]);
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if (!((baseMaterial == 2) || (baseMaterial == 3)))
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{
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|
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;
|
|
}
|
|
}
|
|
|
|
void BasicTree::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;
|
|
}
|
|
|
|
bool BasicTree::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_t 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;
|
|
}
|
|
PIXBeginNamedEvent(0, "Placing BasicTree");
|
|
//System.out.println("The height is");
|
|
//System.out.println(height);
|
|
//System.out.println("Trunk Height check done");
|
|
PIXBeginNamedEvent(0, "Preparing tree");
|
|
prepare();
|
|
PIXEndNamedEvent();
|
|
//System.out.println("Prepare done");
|
|
PIXBeginNamedEvent(0, "Making foliage");
|
|
makeFoliage();
|
|
PIXEndNamedEvent();
|
|
//System.out.println("Foliage done");
|
|
PIXBeginNamedEvent(0, "Making trunk");
|
|
makeTrunk();
|
|
PIXEndNamedEvent();
|
|
//System.out.println("Trunk done");
|
|
PIXBeginNamedEvent(0, "Making branches");
|
|
makeBranches();
|
|
PIXEndNamedEvent();
|
|
//System.out.println("Branches done");
|
|
PIXEndNamedEvent();
|
|
return true;
|
|
} |