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-rw-r--r--src/Generating/Trees.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp
index 8fce61b95..7fd6d6f07 100644
--- a/src/Generating/Trees.cpp
+++ b/src/Generating/Trees.cpp
@@ -408,6 +408,7 @@ void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
+ // Calculate a base height
int Height = 2 + (a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 11 % 3);
// Create the trunk
@@ -416,6 +417,7 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
a_LogBlocks.push_back(sSetBlock(a_BlockX, a_BlockY + i, a_BlockZ, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
}
+ // Array with possible directions for a branch to go to.
const Vector3i AvailableDirections[] =
{
{ -1, 1, 0 }, { 0, 1, -1 },
@@ -424,35 +426,51 @@ void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
{ 1, 1, 0 }, { 0, 1, 1 },
};
+ // Set the starting point of the branch
Vector3i BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ);
+
+ // Get a direction for the trunk to go to.
Vector3i BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 8];
+ // Calculate a height for the branch between 1 and 3
int BranchHeight = a_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) % 3 + 1;
+
+ // Place the logs of the branch.
for (int i = 0; i < BranchHeight; i++)
{
BranchPos = BranchPos + BranchDirection;
a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
}
+ // Add the leaves to the top of the branch
PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));
+ // Choose if we have to add another branch
bool TwoTop = (a_Noise.IntNoise3D(a_BlockX, a_BlockY, a_BlockZ) < 0 ? true : false);
if (!TwoTop)
{
return;
}
+ // Reset the starting point of the branch
BranchPos = Vector3i(a_BlockX, a_BlockY + Height - 1, a_BlockZ);
+
+ // Invert the direction of the previous branch.
BranchDirection = Vector3d(-BranchDirection.x, 1, -BranchDirection.z);
+
+ // Calculate a new height for the second branch
BranchHeight = a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq * 10, a_BlockZ * a_Seq) % 3 + 1;
+
+ // Place the logs in the same way as the first branch
for (int i = 0; i < BranchHeight; i++)
{
BranchPos = BranchPos + BranchDirection;
a_LogBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y, BranchPos.z, E_BLOCK_NEW_LOG, E_META_NEW_LOG_ACACIA_WOOD));
}
+ // And add the leaves ontop of the second branch
PushCoordBlocks(BranchPos.x, BranchPos.y, BranchPos.z, a_OtherBlocks, BigO2, ARRAYCOUNT(BigO2), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
PushCoordBlocks(BranchPos.x, BranchPos.y + 1, BranchPos.z, a_OtherBlocks, BigO1, ARRAYCOUNT(BigO1), E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD);
a_OtherBlocks.push_back(sSetBlock(BranchPos.x, BranchPos.y + 1, BranchPos.z, E_BLOCK_NEW_LEAVES, E_META_NEW_LEAVES_ACACIA_WOOD));