#include "TreeTemplate.h" TreeTemplate::TreeTemplate(float propability, const BlockType* zWoodType, const BlockType* zLeaveType, int minHeight, int maxHeight) : GenerationTemplate(propability, 0, 1, Framework::Vec3(-2, -2, 0), Framework::Vec3(5, 5, maxHeight)), zWoodType(zWoodType), zLeaveType(zLeaveType), minHeight(minHeight), maxHeight(maxHeight) {} GeneratedStructure* TreeTemplate::generateAt(Framework::Vec3 location, Noise* zNoise) { double noise = zNoise->getNoise((double)location.x + 40, (double)location.y + 70, (double)location.z - 20); int height = (int)(minHeight + (noise * (maxHeight - minHeight))); GeneratedStructure* generated = new GeneratedStructure(dynamic_cast(getThis()), location, Framework::Vec3(5, 5, height), Framework::Vec3(-2, -2, 0) + location); for (int x = 1; x < 4; x++) { for (int y = 1; y < 4; y++) { generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(x, y, height - 1)); generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(x, y, height - 5)); } } for (int z = height - 2; z >= height - 4; z--) { for (int x = 1; x < 4; x++) { generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(x, 0, z)); generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(0, x, z)); generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(x, 4, z)); generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(4, x, z)); for (int y = 1; y < 4; y++) generated->setBlockAt(zLeaveType->getId(), Framework::Vec3(x, y, z)); } } for (int i = 0; i < height - 1; i++) generated->setBlockAt(zWoodType->getId(), Framework::Vec3(2, 2, i)); return generated; }