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#include "Decoration.hpp"
#include <iostream>
namespace MC::World::Generation {
void Decorator::put_block(Chunk& chunk, Pos pos, BlockType block) {
if (!Chunk::is_valid_position(pos)) {
return;
}
auto& place = chunk.at(pos);
if (place.empty()) {
place = {block};
}
}
void Decorator::draw_column(Chunk& chunk, Pos pos, UInt height, BlockType block) {
Pos current_pos = pos;
for (UInt i = 0; i < height; i++) {
put_block(chunk, current_pos, block);
current_pos += Pos::up();
}
}
void Decorator::draw_circle(Chunk& chunk, Pos pos, Vector<3> axis, Real radius, BlockType block) {
auto normalized_axis = axis.normalize();
auto ortho1 = normalized_axis.any_orthogonal();
auto ortho2 = normalized_axis.cross(ortho1);
auto r = [](const Real x) { return static_cast<UInt>(std::round(x)); };
Int radius_round = std::round(radius);
for (I32 d1 = -radius_round; d1 <= radius_round; d1++) {
Real height = std::sqrt(radius * radius - d1 * d1);
for (I32 d2 = -height; d2 <= (Int)height; d2++) {
auto p = ortho1 * d1 + ortho2 * d2;
Pos block_pos = pos + Pos{r(p.x()), r(p.y()), r(p.z())};
put_block(chunk, block_pos, block);
}
}
}
void TreeDecorator::decorate_chunk(Chunk& chunk) {
Pos last_tree = Pos::max();
chunk.for_each_by_column([&](Pos pos, Chunk::BlockData& block) {
auto pos_above = pos + Pos::up();
if (!is_valid_position(pos_above))
return Chunk::ColumnIteration::Continue;
if (block.empty())
return Chunk::ColumnIteration::Continue;
auto type = block.type;
if (type != BlockType::Snow && type != BlockType::Grass && type != BlockType::Dirt)
return Chunk::ColumnIteration::SkipColumn;
auto noise = m_tree_noise.at({TO(Real, pos.x()), TO(Real, pos.z())});
if (noise < 0.8f)
return Chunk::ColumnIteration::Continue;
if (last_tree.distance(pos_above) < s_tree_radius * 3)
return Chunk::ColumnIteration::Continue;
draw_tree(chunk, pos_above);
block = {BlockType::Dirt};
last_tree = pos_above;
return Chunk::ColumnIteration::SkipColumn;
});
}
void TreeDecorator::draw_tree(Chunk& chunk, Pos pos) const {
auto noise = m_tree_noise.at({(Real)pos.x(), (Real)pos.z()});
UInt height = std::round(10 * noise - 4.75f);
draw_column(chunk, pos, height, BlockType::Wood);
UInt max_leaf_height = 4;
for (Int x = 0; x < max_leaf_height; x++) {
Pos p{pos.x(), pos.y() + height + x - 2, pos.z()};
Real radius = s_tree_radius - 0.5f + x * ((0.3f * x - 1.45f) * x + 1.25f);
draw_circle(chunk, p, Vector<3>::up(), radius, BlockType::Leaves);
}
}
Bool TreeDecorator::is_valid_position(Pos pos) {
Int tree_radius = s_tree_radius;
return (Int)pos.x() - tree_radius >= 0
&& pos.x() + tree_radius <= Chunk::Width
&& (Int)pos.z() - tree_radius >= 0
&& pos.z() + tree_radius <= Chunk::Width;
}
void DefaultLightDecorator::decorate_chunk(Chunk& chunk) {
chunk.for_each_by_column([&](Pos pos, Chunk::BlockData& block) {
if (!block.type.is_translucent()) return Chunk::ColumnIteration::Break;
block.light = 200;
return Chunk::ColumnIteration::Continue;
});
}
}
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