TreeTemplate.cpp 1.9 KB

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  1. #include "TreeTemplate.h"
  2. TreeTemplate::TreeTemplate( float propability, const BlockType* zWoodType, const BlockType* zLeaveType, int minHeight, int maxHeight )
  3. : GenerationTemplate( propability, 0, 1, Framework::Vec3<int>( -2, -2, 0 ), Framework::Vec3<int>( 5, 5, maxHeight ) ),
  4. zWoodType( zWoodType ),
  5. zLeaveType( zLeaveType ),
  6. minHeight( minHeight ),
  7. maxHeight( maxHeight )
  8. {}
  9. GeneratedStructure* TreeTemplate::generateAt( Framework::Vec3<int> location, Noise* zNoise )
  10. {
  11. double noise = zNoise->getNoise( (double)location.x + 40, (double)location.y + 70, (double)location.z - 20 );
  12. int height = (int)(minHeight + (noise * (maxHeight - minHeight)));
  13. GeneratedStructure* generated = new GeneratedStructure( dynamic_cast<GenerationTemplate*>(getThis()), location, Framework::Vec3<int>( 5, 5, height ), Framework::Vec3<int>( -2, -2, 0 ) + location );
  14. for( int x = 1; x < 4; x++ )
  15. {
  16. for( int y = 1; y < 4; y++ )
  17. {
  18. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( x, y, height - 1 ) );
  19. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( x, y, height - 5 ) );
  20. }
  21. }
  22. for( int z = height - 2; z >= height - 4; z-- )
  23. {
  24. for( int x = 1; x < 4; x++ )
  25. {
  26. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( x, 0, z ) );
  27. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( 0, x, z ) );
  28. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( x, 4, z ) );
  29. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( 4, x, z ) );
  30. for( int y = 1; y < 4; y++ )
  31. generated->setBlockAt( zLeaveType->getId(), Framework::Vec3<int>( x, y, z ) );
  32. }
  33. }
  34. for( int i = 0; i < height - 1; i++ )
  35. generated->setBlockAt( zWoodType->getId(), Framework::Vec3<int>( 2, 2, i ) );
  36. return generated;
  37. }