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