#include "stdafx.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.tile.h" #include "BasicTree.h" byte BasicTree::axisConversionArray[] = { 2, 0, 0, 1, 2, 1 }; BasicTree::~BasicTree() { delete rnd; for( int i = 0; i < foliageCoordsLength; i++ ) { delete [] foliageCoords[i]; } delete [] foliageCoords; } BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate) { rnd = new Random(); origin[0] = 0; origin[1] = 0; origin[2] = 0; // Field to hold the tree height. height = 0; // Other important tree information. trunkHeight = 0; trunkHeightScale = 0.618; branchDensity = 1.0; branchSlope = 0.381; widthScale = 1.0; foliageDensity = 1.0; trunkWidth = 1; heightVariance = 12; foliageHeight = 4; foliageCoords = NULL; foliageCoordsLength = 0; } void BasicTree::prepare() { // Initialize the instance variables. // Populate the list of foliage cluster locations. // Designed to be overridden in child classes to change basic // tree properties (trunk width, branch angle, foliage density, etc..). trunkHeight = (int) (height * trunkHeightScale); if (trunkHeight >= height) trunkHeight = height - 1; int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2)); if (clustersPerY < 1) clustersPerY = 1; // The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster int **tempFoliageCoords = new int *[clustersPerY * height]; for( int i = 0; i < clustersPerY * height; i++ ) { tempFoliageCoords[i] = new int[4]; } int y = origin[1] + height - foliageHeight; int clusterCount = 1; int trunkTop = origin[1] + trunkHeight; int relativeY = y - origin[1]; tempFoliageCoords[0][0] = origin[0]; tempFoliageCoords[0][1] = y; tempFoliageCoords[0][2] = origin[2]; tempFoliageCoords[0][3] = trunkTop; y--; while (relativeY >= 0) { int num = 0; float shapefac = treeShape(relativeY); if (shapefac < 0) { y--; relativeY--; continue; } // The originOffset is to put the value in the middle of the block. double originOffset = 0.5; while (num < clustersPerY) { double radius = widthScale * (shapefac * (rnd->nextFloat() + 0.328)); double angle = rnd->nextFloat() * 2.0 * 3.14159; int x = Mth::floor(radius * sin(angle) + origin[0] + originOffset); int z = Mth::floor(radius * cos(angle) + origin[2] + originOffset); int checkStart[] = { x, y, z }; int checkEnd[] = { x, y + foliageHeight, z }; // check the center column of the cluster for obstructions. if (checkLine(checkStart, checkEnd) == -1) { // If the cluster can be created, check the branch path // for obstructions. int checkBranchBase[] = { origin[0], origin[1], origin[2] }; double distance = sqrt(pow(abs(origin[0] - checkStart[0]), 2.0) + pow(abs(origin[2] - checkStart[2]), 2.0)); double branchHeight = distance * branchSlope; if ((checkStart[1] - branchHeight) > trunkTop) { checkBranchBase[1] = trunkTop; } else { checkBranchBase[1] = (int) (checkStart[1] - branchHeight); } // Now check the branch path if (checkLine(checkBranchBase, checkStart) == -1) { // If the branch path is clear, add the position to the list // of foliage positions tempFoliageCoords[clusterCount][0] = x; tempFoliageCoords[clusterCount][1] = y; tempFoliageCoords[clusterCount][2] = z; tempFoliageCoords[clusterCount][3] = checkBranchBase[1]; clusterCount++; } } num++; } y--; relativeY--; } // 4J Stu - Rather than copying the array, we are storing the number of valid elements in the array foliageCoordsLength = clusterCount; foliageCoords = tempFoliageCoords; // Delete the rest of the array whilst we still know how big it was for( int i = clusterCount; i < clustersPerY * height; i++ ) { delete [] tempFoliageCoords[i]; tempFoliageCoords[i] = NULL; } // 4J - original code for above is the following, it isn't obvious to me why it is doing a copy of the array, so let's not for now // foliageCoords = new int[clusterCount][4]; // System.arraycopy(tempFoliageCoords, 0, foliageCoords, 0, clusterCount); } void BasicTree::crossection(int x, int y, int z, float radius, byte direction, int material) { PIXBeginNamedEvent(0, "BasicTree crossection"); // Create a circular cross section. // // Used to nearly everything in the foliage, branches, and trunk. // This is a good target for performance optimization. // Passed values: // x,y,z is the center location of the cross section // radius is the radius of the section from the center // direction is the direction the cross section is pointed, 0 for x, 1 for y, 2 for z // material is the index number for the material to use int rad = (int) (radius + 0.618); byte secidx1 = axisConversionArray[direction]; byte secidx2 = axisConversionArray[direction + 3]; int center[] = { x, y, z }; int position[] = { 0, 0, 0 }; int offset1 = -rad; int offset2 = -rad; int thismat; position[direction] = center[direction]; while (offset1 <= rad) { position[secidx1] = center[secidx1] + offset1; offset2 = -rad; while (offset2 <= rad) { double thisdistance = pow(abs(offset1) + 0.5, 2) + pow(abs(offset2) + 0.5, 2); if (thisdistance > radius * radius) { offset2++; continue; } position[secidx2] = center[secidx2] + offset2; PIXBeginNamedEvent(0,"BasicTree getting tile"); thismat = thisLevel->getTile(position[0], position[1], position[2]); PIXEndNamedEvent(); if (!((thismat == 0) || (thismat == Tile::leaves_Id))) { // If the material of the checked block is anything other than // air or foliage, skip this tile. offset2++; continue; } PIXBeginNamedEvent(0,"BasicTree placing block"); placeBlock(thisLevel, position[0], position[1], position[2], material, 0); PIXEndNamedEvent(); offset2++; } offset1++; } PIXEndNamedEvent(); } float BasicTree::treeShape(int y) { // Take the y position relative to the base of the tree. // Return the distance the foliage should be from the trunk axis. // Return a negative number if foliage should not be created at this height. // This method is intended for overriding in child classes, allowing // different shaped trees. // This method should return a consistent value for each y (don't randomize). if (y < (((float) height) * 0.3)) return (float) -1.618; float radius = ((float) height) / ((float) 2.0); float adjacent = (((float) height) / ((float) 2.0)) - y; float distance; if (adjacent == 0) distance = radius; else if (abs(adjacent) >= radius) distance = (float) 0.0; else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2)); // Alter this factor to change the overall width of the tree. distance *= (float) 0.5; return distance; } float BasicTree::foliageShape(int y) { // Take the y position relative to the base of the foliage cluster. // Return the radius of the cluster at this y // Return a negative number if no foliage should be created at this level // this method is intended for overriding in child classes, allowing // foliage of different sizes and shapes. if ((y < 0) || (y >= foliageHeight)) return (float) -1; else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2; else return (float) 3; } void BasicTree::foliageCluster(int x, int y, int z) { PIXBeginNamedEvent(0,"BasicTree foliageCluster"); // Generate a cluster of foliage, with the base at x, y, z. // The shape of the cluster is derived from foliageShape // crossection is called to make each level. int topy = y + foliageHeight; int cury = topy - 1; float radius; // 4J Stu - Generate foliage from the top down so that we don't keep recalculating heightmaps while (cury >= y) { radius = foliageShape(cury - y); crossection(x, cury, z, radius, (byte) 1, Tile::leaves_Id); cury--; } PIXEndNamedEvent(); } void BasicTree::limb(int *start, int *end, int material) { // Create a limb from the start position to the end position. // Used for creating the branches and trunk. // Populate delta, the difference between start and end for all three axies. // Set primidx to the index with the largest overall distance traveled. int delta[] = { 0, 0, 0 }; byte idx = 0; byte primidx = 0; while (idx < 3) { delta[idx] = end[idx] - start[idx]; if (abs(delta[idx]) > abs(delta[primidx])) { primidx = idx; } idx++; } // If the largest distance is zero, don't bother to do anything else. if (delta[primidx] == 0) return; // set up the other two axis indices. byte secidx1 = axisConversionArray[primidx]; byte secidx2 = axisConversionArray[primidx + 3]; // primsign is digit 1 or -1 depending on whether the limb is headed // along the positive or negative primidx axis. char primsign; if (delta[primidx] > 0) primsign = 1; else primsign = -1; // Initilize the per-step movement for the non-primary axies. double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]); double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]); // Initialize the coordinates. int coordinate[] = { 0, 0, 0 }; // Loop through each crossection along the primary axis, from start to end int primoffset = 0; int endoffset = delta[primidx] + primsign; while (primoffset != endoffset) { coordinate[primidx] = Mth::floor(start[primidx] + primoffset + 0.5); coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1) + 0.5); coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2) + 0.5); int dir = TreeTile::FACING_Y; int xdiff = abs(coordinate[0] - start[0]); int zdiff = abs(coordinate[2] - start[2]); int maxdiff = max(xdiff, zdiff); if (maxdiff > 0) { if (xdiff == maxdiff) { dir = TreeTile::FACING_X; } else if (zdiff == maxdiff) { dir = TreeTile::FACING_Z; } } placeBlock(thisLevel, coordinate[0], coordinate[1], coordinate[2], material, dir); primoffset += primsign; } } void BasicTree::makeFoliage() { // Create the tree foliage. // Call foliageCluster at the correct locations int idx = 0; int finish = foliageCoordsLength; while (idx < finish) { int x = foliageCoords[idx][0]; int y = foliageCoords[idx][1]; int z = foliageCoords[idx][2]; foliageCluster(x, y, z); idx++; } } bool BasicTree::trimBranches(int localY) { // For larger trees, randomly "prune" the branches so there // aren't too many. // Return true if the branch should be created. // This method is intended for overriding in child classes, allowing // decent amounts of branches on very large trees. // Can also be used to disable branches on some tree types, or // make branches more sparse. if (localY < (height * 0.2)) return false; else return true; } void BasicTree::makeTrunk() { // Create the trunk of the tree. int x = origin[0]; int startY = origin[1]; int topY = origin[1] + trunkHeight; int z = origin[2]; int startCoord[] = { x, startY, z }; int endCoord[] = { x, topY, z }; limb(startCoord, endCoord, Tile::treeTrunk_Id); if (trunkWidth == 2) { startCoord[0] += 1; endCoord[0] += 1; limb(startCoord, endCoord, Tile::treeTrunk_Id); startCoord[2] += 1; endCoord[2] += 1; limb(startCoord, endCoord, Tile::treeTrunk_Id); startCoord[0] += -1; endCoord[0] += -1; limb(startCoord, endCoord, Tile::treeTrunk_Id); } } void BasicTree::makeBranches() { // Create the tree branches. // Call trimBranches for each branch to see if you should create it. // Call taperedLimb to the correct locations int idx = 0; int finish = foliageCoordsLength; int baseCoord[] = { origin[0], origin[1], origin[2] }; while (idx < finish) { int *coordValues = foliageCoords[idx]; int endCoord[] = { coordValues[0], coordValues[1], coordValues[2] }; baseCoord[1] = coordValues[3]; int localY = baseCoord[1] - origin[1]; if (trimBranches(localY)) { limb(baseCoord, endCoord, Tile::treeTrunk_Id); } idx++; } } int BasicTree::checkLine(int *start, int *end) { // Check from coordinates start to end (both inclusive) for blocks other than air and foliage // If a block other than air and foliage is found, return the number of steps taken. // If no block other than air and foliage is found, return -1. // Examples: // If the third block searched is stone, return 2 // If the first block searched is lava, return 0 int delta[] = { 0, 0, 0 }; byte idx = 0; byte primidx = 0; while (idx < 3) { delta[idx] = end[idx] - start[idx]; if (abs(delta[idx]) > abs(delta[primidx])) { primidx = idx; } idx++; } // If the largest distance is zero, don't bother to do anything else. if (delta[primidx] == 0) return -1; // set up the other two axis indices. byte secidx1 = axisConversionArray[primidx]; byte secidx2 = axisConversionArray[primidx + 3]; // primsign is digit 1 or -1 depending on whether the limb is headed // along the positive or negative primidx axis. char primsign; // 4J Stu - Was byte, but we use in a sum below and byte=unsigned char so we were setting endoffset incorrectly if (delta[primidx] > 0) primsign = 1; else primsign = -1; // Initilize the per-step movement for the non-primary axies. double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]); double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]); // Initialize the coordinates. int coordinate[] = { 0, 0, 0 }; // Loop through each crossection along the primary axis, from start to end int primoffset = 0; int endoffset = delta[primidx] + primsign; int thismat; while (primoffset != endoffset) { coordinate[primidx] = start[primidx] + primoffset; coordinate[secidx1] = Mth::floor(start[secidx1] + (primoffset * secfac1)); coordinate[secidx2] = Mth::floor(start[secidx2] + (primoffset * secfac2)); thismat = thisLevel->getTile(coordinate[0], coordinate[1], coordinate[2]); if (!((thismat == 0) || (thismat == Tile::leaves_Id))) { // If the material of the checked block is anything other than // air or foliage, stop looking. break; } primoffset += primsign; } // If you reached the end without finding anything, return -1. if (primoffset == endoffset) { return -1; } // Otherwise, return the number of steps you took. else { return abs(primoffset); } } bool BasicTree::checkLocation() { // Return true if the tree can be placed here. // Return false if the tree can not be placed here. // Examine the square under the trunk. Is it grass or dirt? // If not, return false // Examine center column for how tall the tree can be. // If the checked height is shorter than height, but taller // than 4, set the tree to the maximum height allowed. // If the space is too short, return false. int startPosition[] = { origin[0], origin[1], origin[2] }; int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] }; // 4J Stu Added to stop tree features generating areas previously place by game rule generation if(app.getLevelGenerationOptions() != NULL) { LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions(); bool intersects = levelGenOptions->checkIntersects(startPosition[0], startPosition[1], startPosition[2], endPosition[0], endPosition[1], endPosition[2]); if(intersects) { //app.DebugPrintf("Skipping reeds feature generation as it overlaps a game rule structure\n"); return false; } } // Check the location it is resting on int baseMaterial = thisLevel->getTile(origin[0], origin[1] - 1, origin[2]); if (!((baseMaterial == 2) || (baseMaterial == 3))) { return false; } int allowedHeight = checkLine(startPosition, endPosition); // If the set height is good, go with that if (allowedHeight == -1) { return true; } // If the space is too short, tell the build to abort else if (allowedHeight < 6) { return false; } // If the space is shorter than the set height, but not too short // shorten the height, and tell the build to continue else { height = allowedHeight; //System.out.println("Shortened the tree"); return true; } } void BasicTree::init(double heightInit, double widthInit, double foliageDensityInit) { // all of the parameters should be from 0.0 to 1.0 // heightInit scales the maximum overall height of the tree (still randomizes height within the possible range) // widthInit scales the maximum overall width of the tree (keep this above 0.3 or so) // foliageDensityInit scales how many foliage clusters are created. // // Note, you can call "place" without calling "init". // This is the same as calling init(1.0,1.0,1.0) and then calling place. heightVariance = (int) (heightInit * 12); if (heightInit > 0.5) foliageHeight = 5; widthScale = widthInit; foliageDensity = foliageDensityInit; } bool BasicTree::place(Level *level, Random *random, int x, int y, int z) { // Note to Markus. // currently the following fields are set randomly. If you like, make them // parameters passed into "place". // // height: so the map generator can intelligently set the height of the tree, // and make forests with large trees in the middle and smaller ones on the edges. // Initialize the instance fields for the level and the seed. thisLevel = level; __int64 seed = random->nextLong(); rnd->setSeed(seed); // Initialize the origin of the tree trunk origin[0] = x; origin[1] = y; origin[2] = z; // Sets the height. Take out this line if height is passed as a parameter if (height == 0) { height = 5 + rnd->nextInt(heightVariance); } if (!(checkLocation())) { //System.out.println("Tree location failed"); return false; } PIXBeginNamedEvent(0, "Placing BasicTree"); //System.out.println("The height is"); //System.out.println(height); //System.out.println("Trunk Height check done"); PIXBeginNamedEvent(0, "Preparing tree"); prepare(); PIXEndNamedEvent(); //System.out.println("Prepare done"); PIXBeginNamedEvent(0, "Making foliage"); makeFoliage(); PIXEndNamedEvent(); //System.out.println("Foliage done"); PIXBeginNamedEvent(0, "Making trunk"); makeTrunk(); PIXEndNamedEvent(); //System.out.println("Trunk done"); PIXBeginNamedEvent(0, "Making branches"); makeBranches(); PIXEndNamedEvent(); //System.out.println("Branches done"); PIXEndNamedEvent(); return true; }