4jcraft/Minecraft.World/WorldGen/Features/BasicTreeFeature.cpp

547 lines
20 KiB
C++

#include "../../Platform/stdafx.h"
#include "../../Headers/net.minecraft.world.level.h"
#include "../../Headers/net.minecraft.world.level.tile.h"
#include "BasicTreeFeature.h"
uint8_t BasicTree::axisConversionArray[] = {2, 0, 0, 1, 2, 1};
BasicTree::~BasicTree() {
delete rnd;
for (int i = 0; i < foliageCoordsLength; i++) {
delete[] foliageCoords[i];
}
delete[] foliageCoords;
}
BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate) {
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;
}
void BasicTree::prepare() {
// Initialize the instance variables.
// Populate the list of foliage cluster locations.
// Designed to be overridden in child classes to change basic
// tree properties (trunk width, branch angle, foliage density, etc..).
trunkHeight = (int)(height * trunkHeightScale);
if (trunkHeight >= height) trunkHeight = height - 1;
int clustersPerY = (int)(1.382 + pow(foliageDensity * height / 13.0, 2));
if (clustersPerY < 1) clustersPerY = 1;
// The foliage coordinates are a list of [x,y,z,y of branch base] values for
// each cluster
int** tempFoliageCoords = new int*[clustersPerY * height];
for (int i = 0; i < clustersPerY * height; i++) {
tempFoliageCoords[i] = new int[4];
}
int y = origin[1] + height - foliageHeight;
int clusterCount = 1;
int trunkTop = origin[1] + trunkHeight;
int relativeY = y - origin[1];
tempFoliageCoords[0][0] = origin[0];
tempFoliageCoords[0][1] = y;
tempFoliageCoords[0][2] = origin[2];
tempFoliageCoords[0][3] = trunkTop;
y--;
while (relativeY >= 0) {
int num = 0;
float shapefac = treeShape(relativeY);
if (shapefac < 0) {
y--;
relativeY--;
continue;
}
// The originOffset is to put the value in the middle of the block.
double originOffset = 0.5;
while (num < clustersPerY) {
double radius =
widthScale * (shapefac * (rnd->nextFloat() + 0.328));
double angle = rnd->nextFloat() * 2.0 * 3.14159;
int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset);
int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset);
int checkStart[] = {x, y, z};
int checkEnd[] = {x, y + foliageHeight, z};
// check the center column of the cluster for obstructions.
if (checkLine(checkStart, checkEnd) == -1) {
// If the cluster can be created, check the branch path
// for obstructions.
int checkBranchBase[] = {origin[0], origin[1], origin[2]};
double distance =
sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) +
pow(abs(origin[2] - checkStart[2]), 2.0));
double branchHeight = distance * branchSlope;
if ((checkStart[1] - branchHeight) > trunkTop) {
checkBranchBase[1] = trunkTop;
} else {
checkBranchBase[1] = (int)(checkStart[1] - branchHeight);
}
// Now check the branch path
if (checkLine(checkBranchBase, checkStart) == -1) {
// If the branch path is clear, add the position to the list
// of foliage positions
tempFoliageCoords[clusterCount][0] = x;
tempFoliageCoords[clusterCount][1] = y;
tempFoliageCoords[clusterCount][2] = z;
tempFoliageCoords[clusterCount][3] = checkBranchBase[1];
clusterCount++;
}
}
num++;
}
y--;
relativeY--;
}
// 4J Stu - Rather than copying the array, we are storing the number of
// valid elements in the array
foliageCoordsLength = clusterCount;
foliageCoords = tempFoliageCoords;
// Delete the rest of the array whilst we still know how big it was
for (int i = clusterCount; i < clustersPerY * height; i++) {
delete[] tempFoliageCoords[i];
tempFoliageCoords[i] = NULL;
}
// 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
// foliageCoords = new int[clusterCount][4];
// System.arraycopy(tempFoliageCoords, 0, foliageCoords, 0,
// clusterCount);
}
void BasicTree::crossection(int x, int y, int z, float radius,
uint8_t direction, int material) {
PIXBeginNamedEvent(0, "BasicTree crossection");
// Create a circular cross section.
//
// Used to nearly everything in the foliage, branches, and trunk.
// This is a good target for performance optimization.
// Passed values:
// x,y,z is the center location of the cross section
// radius is the radius of the section from the center
// direction is the direction the cross section is pointed, 0 for x, 1 for
// y, 2 for z material is the index number for the material to use
int rad = (int)(radius + 0.618);
uint8_t secidx1 = axisConversionArray[direction];
uint8_t secidx2 = axisConversionArray[direction + 3];
int center[] = {x, y, z};
int position[] = {0, 0, 0};
int offset1 = -rad;
int offset2 = -rad;
int thismat;
position[direction] = center[direction];
while (offset1 <= rad) {
position[secidx1] = center[secidx1] + offset1;
offset2 = -rad;
while (offset2 <= rad) {
double thisdistance =
pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2);
if (thisdistance > radius * radius) {
offset2++;
continue;
}
position[secidx2] = center[secidx2] + offset2;
PIXBeginNamedEvent(0, "BasicTree getting tile");
thismat = thisLevel->getTile(position[0], position[1], position[2]);
PIXEndNamedEvent();
if (!((thismat == 0) || (thismat == Tile::leaves_Id))) {
// If the material of the checked block is anything other than
// air or foliage, skip this tile.
offset2++;
continue;
}
PIXBeginNamedEvent(0, "BasicTree placing block");
placeBlock(thisLevel, position[0], position[1], position[2],
material, 0);
PIXEndNamedEvent();
offset2++;
}
offset1++;
}
PIXEndNamedEvent();
}
float BasicTree::treeShape(int y) {
// Take the y position relative to the base of the tree.
// Return the distance the foliage should be from the trunk axis.
// Return a negative number if foliage should not be created at this height.
// This method is intended for overriding in child classes, allowing
// different shaped trees.
// This method should return a consistent value for each y (don't
// randomize).
if (y < (((float)height) * 0.3)) return (float)-1.618;
float radius = ((float)height) / ((float)2.0);
float adjacent = (((float)height) / ((float)2.0)) - y;
float distance;
if (adjacent == 0)
distance = radius;
else if (abs(adjacent) >= radius)
distance = (float)0.0;
else
distance = (float)sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
// Alter this factor to change the overall width of the tree.
distance *= (float)0.5;
return distance;
}
float BasicTree::foliageShape(int y) {
// Take the y position relative to the base of the foliage cluster.
// Return the radius of the cluster at this y
// Return a negative number if no foliage should be created at this level
// this method is intended for overriding in child classes, allowing
// foliage of different sizes and shapes.
if ((y < 0) || (y >= foliageHeight))
return (float)-1;
else if ((y == 0) || (y == (foliageHeight - 1)))
return (float)2;
else
return (float)3;
}
void BasicTree::foliageCluster(int x, int y, int z) {
PIXBeginNamedEvent(0, "BasicTree foliageCluster");
// Generate a cluster of foliage, with the base at x, y, z.
// The shape of the cluster is derived from foliageShape
// crossection is called to make each level.
int topy = y + foliageHeight;
int cury = topy - 1;
float radius;
// 4J Stu - Generate foliage from the top down so that we don't keep
// recalculating heightmaps
while (cury >= y) {
radius = foliageShape(cury - y);
crossection(x, cury, z, radius, (uint8_t)1, Tile::leaves_Id);
cury--;
}
PIXEndNamedEvent();
}
void BasicTree::limb(int* start, int* end, int material) {
// Create a limb from the start position to the end position.
// Used for creating the branches and trunk.
// Populate delta, the difference between start and end for all three axies.
// Set primidx to the index with the largest overall distance traveled.
int delta[] = {0, 0, 0};
uint8_t idx = 0;
uint8_t primidx = 0;
while (idx < 3) {
delta[idx] = end[idx] - start[idx];
if (abs(delta[idx]) > abs(delta[primidx])) {
primidx = idx;
}
idx++;
}
// If the largest distance is zero, don't bother to do anything else.
if (delta[primidx] == 0) return;
// set up the other two axis indices.
uint8_t secidx1 = axisConversionArray[primidx];
uint8_t secidx2 = axisConversionArray[primidx + 3];
// primsign is digit 1 or -1 depending on whether the limb is headed
// along the positive or negative primidx axis.
char primsign;
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;
while (primoffset != endoffset) {
coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5);
coordinate[secidx1] =
Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5);
coordinate[secidx2] =
Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5);
int dir = TreeTile::FACING_Y;
int xdiff = abs(coordinate[0] - start[0]);
int zdiff = abs(coordinate[2] - start[2]);
int maxdiff = std::max(xdiff, zdiff);
if (maxdiff > 0) {
if (xdiff == maxdiff) {
dir = TreeTile::FACING_X;
} else if (zdiff == maxdiff) {
dir = TreeTile::FACING_Z;
}
}
placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2],
material, dir);
primoffset += primsign;
}
}
void BasicTree::makeFoliage() {
// Create the tree foliage.
// Call foliageCluster at the correct locations
int idx = 0;
int finish = foliageCoordsLength;
while (idx < finish) {
int x = foliageCoords[idx][0];
int y = foliageCoords[idx][1];
int z = foliageCoords[idx][2];
foliageCluster(x, y, z);
idx++;
}
}
bool BasicTree::trimBranches(int localY) {
// For larger trees, randomly "prune" the branches so there
// aren't too many.
// Return true if the branch should be created.
// This method is intended for overriding in child classes, allowing
// decent amounts of branches on very large trees.
// Can also be used to disable branches on some tree types, or
// make branches more sparse.
if (localY < (height * 0.2))
return false;
else
return true;
}
void BasicTree::makeTrunk() {
// Create the trunk of the tree.
int x = origin[0];
int startY = origin[1];
int topY = origin[1] + trunkHeight;
int z = origin[2];
int startCoord[] = {x, startY, z};
int endCoord[] = {x, topY, z};
limb(startCoord, endCoord, Tile::treeTrunk_Id);
if (trunkWidth == 2) {
startCoord[0] += 1;
endCoord[0] += 1;
limb(startCoord, endCoord, Tile::treeTrunk_Id);
startCoord[2] += 1;
endCoord[2] += 1;
limb(startCoord, endCoord, Tile::treeTrunk_Id);
startCoord[0] += -1;
endCoord[0] += -1;
limb(startCoord, endCoord, Tile::treeTrunk_Id);
}
}
void BasicTree::makeBranches() {
// Create the tree branches.
// Call trimBranches for each branch to see if you should create it.
// Call taperedLimb to the correct locations
int idx = 0;
int finish = foliageCoordsLength;
int baseCoord[] = {origin[0], origin[1], origin[2]};
while (idx < finish) {
int* coordValues = foliageCoords[idx];
int endCoord[] = {coordValues[0], coordValues[1], coordValues[2]};
baseCoord[1] = coordValues[3];
int localY = baseCoord[1] - origin[1];
if (trimBranches(localY)) {
limb(baseCoord, endCoord, Tile::treeTrunk_Id);
}
idx++;
}
}
int BasicTree::checkLine(int* start, int* end) {
// Check from coordinates start to end (both inclusive) for blocks other
// than air and foliage If a block other than air and foliage is found,
// return the number of steps taken. If no block other than air and foliage
// is found, return -1. Examples: If the third block searched is stone,
// return 2 If the first block searched is lava, return 0
int delta[] = {0, 0, 0};
uint8_t idx = 0;
uint8_t primidx = 0;
while (idx < 3) {
delta[idx] = end[idx] - start[idx];
if (abs(delta[idx]) > abs(delta[primidx])) {
primidx = idx;
}
idx++;
}
// If the largest distance is zero, don't bother to do anything else.
if (delta[primidx] == 0) return -1;
// set up the other two axis indices.
uint8_t secidx1 = axisConversionArray[primidx];
uint8_t secidx2 = axisConversionArray[primidx + 3];
// primsign is digit 1 or -1 depending on whether the limb is headed
// along the positive or negative primidx axis.
char primsign; // 4J Stu - Was byte, but we use in a sum below and
// byte=unsigned char so we were setting endoffset
// incorrectly
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 BasicTree::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]};
// 4J Stu Added to stop tree features generating areas previously place by
// game rule generation
if (app.getLevelGenerationOptions() != NULL) {
LevelGenerationOptions* levelGenOptions =
app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(
startPosition[0], startPosition[1], startPosition[2],
endPosition[0], endPosition[1], endPosition[2]);
if (intersects) {
// app.DebugPrintf("Skipping reeds feature generation as it overlaps
// a game rule structure\n");
return false;
}
}
// 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;
}
}
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;
}