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author | Niels Breuker <niels.breuker@hotmail.nl> | 2024-03-22 12:46:11 +0100 |
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committer | Niels Breuker <niels.breuker@hotmail.nl> | 2024-03-22 12:46:11 +0100 |
commit | f9f73ca5d5beb59d59c18b02562b96f7db515806 (patch) | |
tree | 9f4eb8f84364dfde3308be9ac2460efc15aea3a0 | |
parent | Moved end generator back to 3d perlin noise (diff) | |
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-rw-r--r-- | src/Generating/ChunkDesc.h | 18 | ||||
-rw-r--r-- | src/Generating/EndGen.cpp | 14 |
2 files changed, 25 insertions, 7 deletions
diff --git a/src/Generating/ChunkDesc.h b/src/Generating/ChunkDesc.h index d10159dc9..d066660f1 100644 --- a/src/Generating/ChunkDesc.h +++ b/src/Generating/ChunkDesc.h @@ -87,6 +87,24 @@ public: /** Sets the shape in a_Shape to match the heightmap stored currently in m_HeightMap. */ void GetShapeFromHeight(Shape & a_Shape) const; + /** Returns the index into the internal shape array for the specified coords */ + inline static size_t MakeShapeIndex(int a_X, int a_Y, int a_Z) + { + return static_cast<size_t>(a_Y + a_X * cChunkDef::Height + a_Z * cChunkDef::Height * cChunkDef::Width); + } + + inline static void SetShapeIsSolidAt(Shape & a_Shape, int a_X, int a_Y, int a_Z, bool a_IsSolid) + { + auto index = MakeShapeIndex(a_X, a_Y, a_Z); + a_Shape[index] = a_IsSolid ? 1 : 0; + } + + inline static bool GetShapeIsSolidAt(const Shape & a_Shape, int a_X, int a_Y, int a_Z) + { + auto index = MakeShapeIndex(a_X, a_Y, a_Z); + return a_Shape[index]; + } + // tolua_begin // Default generation: diff --git a/src/Generating/EndGen.cpp b/src/Generating/EndGen.cpp index a4a55d74f..4001771b6 100644 --- a/src/Generating/EndGen.cpp +++ b/src/Generating/EndGen.cpp @@ -41,11 +41,11 @@ cEndGen::cEndGen(int a_Seed) : m_MainIslandFrequencyX(100), m_MainIslandFrequencyY(80), m_MainIslandFrequencyZ(100), - m_MainIslandMinThreshold(0.2), + m_MainIslandMinThreshold(0.2f), m_SmallIslandFrequencyX(50), m_SmallIslandFrequencyY(80), m_SmallIslandFrequencyZ(50), - m_SmallIslandMinThreshold(-0.5), + m_SmallIslandMinThreshold(-0.5f), m_LastChunkCoords(0x7fffffff, 0x7fffffff) // Use dummy coords that won't ever be used by real chunks { m_Perlin.AddOctave(1, 1); @@ -112,7 +112,7 @@ void cEndGen::GenerateNoiseArray(void) NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ; NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ; NOISE_DATATYPE StartY = 0; - NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(257) / frequencyY; + NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(cChunkDef::Height) / frequencyY; m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace); // Add distance: @@ -159,15 +159,15 @@ void cEndGen::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape) for (int y = 0; y < m_IslandYOffset; y++) { - a_Shape[y + x * 256 + z * 256 * 16] = 0; + cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, false); } for (int y = m_IslandYOffset; y < MaxY; y++) { - a_Shape[y + x * 256 + z * 256 * 16] = (m_NoiseArray[(y - m_IslandYOffset) * 17 * 17 + z * 17 + x] <= threshold) ? 1 : 0; + cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, m_NoiseArray[(y - m_IslandYOffset) * 17 * 17 + z * 17 + x] <= threshold); } for (int y = MaxY; y < cChunkDef::Height; y++) { - a_Shape[y + x * 256 + z * 256 * 16] = 0; + cChunkDesc::SetShapeIsSolidAt(a_Shape, x, y, z, false); } } // for x } // for z @@ -186,7 +186,7 @@ void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & { for (int y = 0; y < cChunkDef::Height; y++) { - if (a_Shape[(x + 16 * z) * 256 + y] != 0) + if (cChunkDesc::GetShapeIsSolidAt(a_Shape, x, y, z)) { a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_END_STONE); } |