本文整理汇总了C++中cChunkDesc::FillBlocks方法的典型用法代码示例。如果您正苦于以下问题:C++ cChunkDesc::FillBlocks方法的具体用法?C++ cChunkDesc::FillBlocks怎么用?C++ cChunkDesc::FillBlocks使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cChunkDesc
的用法示例。
在下文中一共展示了cChunkDesc::FillBlocks方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ComposeTerrain
void cEndGen::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
if (IsChunkOutsideRange(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ()))
{
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
return;
}
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
int MaxY = std::min((int)(1.75 * m_IslandSizeY + 1), cChunkDef::Height - 1);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
for (int y = MaxY; y > 0; y--)
{
if (m_NoiseArray[y * 17 * 17 + z * 17 + x] <= 0)
{
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_END_STONE, 0);
}
else
{
a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_AIR, 0);
}
} // for y
} // for x
} // for z
}
示例2: ComposeTerrain
void cCompoGenSameBlock::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape)
{
a_ChunkDesc.SetHeightFromShape(a_Shape);
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Start;
if (m_IsBedrocked)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
Start = 1;
}
else
{
Start = 0;
}
for (int y = a_ChunkDesc.GetHeight(x, z); y >= Start; y--)
{
a_ChunkDesc.SetBlockType(x, y, z, m_BlockType);
} // for y
} // for z
} // for x
}
示例3: ComposeTerrain
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override
{
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
ComposeColumn(a_ChunkDesc, x, z, &(a_Shape[x * 256 + z * 16 * 256]));
} // for x
} // for z
}
示例4:
void cNoise3DComposable::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
GenerateNoiseArrayIfNeeded(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
// Make basic terrain composition:
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir; y < m_SeaLevel; y++)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
}
for (int y = LastAir - 1; y > 0; y--)
{
if (m_NoiseArray[x + 17 * z + 17 * 17 * y] > m_AirThreshold)
{
// "air" part
LastAir = y;
if (y < m_SeaLevel)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
HasHadWater = true;
}
continue;
}
// "ground" part:
if (LastAir - y > 4)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
continue;
}
if (HasHadWater)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
}
else
{
a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
}
} // for y
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);
} // for x
} // for z
}
示例5: ComposeTerrain
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
// Prepare the internal state for generating this chunk:
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
// Compose:
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
ComposeColumn(a_ChunkDesc, x, z);
} // for x
} // for z
}
示例6: ComposeTerrain
void cDistortedHeightmap::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
// Frequencies for the ocean floor selecting noise:
NOISE_DATATYPE FrequencyX = 3;
NOISE_DATATYPE FrequencyZ = 3;
// Prepare the internal state for generating this chunk:
PrepareState(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ());
// Compose:
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int NoiseArrayIdx = x + 17 * 257 * z;
int LastAir = a_ChunkDesc.GetHeight(x, z) + 1;
bool HasHadWater = false;
for (int y = LastAir - 1; y > 0; y--)
{
int HeightMapHeight = (int)m_DistortedHeightmap[NoiseArrayIdx + 17 * y];
if (y >= HeightMapHeight)
{
// "air" part
LastAir = y;
if (y < m_SeaLevel)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STATIONARY_WATER);
HasHadWater = true;
}
continue;
}
// "ground" part:
if (y < LastAir - 4)
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_STONE);
continue;
}
if (HasHadWater)
{
// Decide between clay, sand and dirt
NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(m_CurChunkX * cChunkDef::Width + x)) / FrequencyX;
NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(m_CurChunkZ * cChunkDef::Width + z)) / FrequencyZ;
NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
if (Val < -0.95)
{
// Clay:
switch (LastAir - y)
{
case 0:
case 1:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_CLAY);
break;
}
case 2:
case 3:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SAND);
break;
}
case 4:
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_SANDSTONE);
break;
}
} // switch (floor depth)
}
else if (Val < 0)
{
a_ChunkDesc.SetBlockType(x, y, z, (y < LastAir - 3) ? E_BLOCK_SANDSTONE : E_BLOCK_SAND);
}
else
{
a_ChunkDesc.SetBlockType(x, y, z, E_BLOCK_DIRT);
}
}
else
{
switch (a_ChunkDesc.GetBiome(x, z))
{
case biOcean:
case biPlains:
case biExtremeHills:
case biForest:
case biTaiga:
case biSwampland:
case biRiver:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlains:
case biIceMountains:
case biForestHills:
case biTaigaHills:
case biExtremeHillsEdge:
case biJungle:
case biJungleHills:
{
a_ChunkDesc.SetBlockType(x, y, z, (y == LastAir - 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
//.........这里部分代码省略.........
示例7: ComposeTerrain
void cCompoGenBiomal::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{
a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0);
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
/*
_X 2013_04_22:
There's no point in generating the whole cubic noise at once, because the noise values are used in
only about 20 % of the cases, so the speed gained by precalculating is lost by precalculating too much data
*/
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
int Height = a_ChunkDesc.GetHeight(x, z);
if (Height > m_SeaLevel)
{
switch (a_ChunkDesc.GetBiome(x, z))
{
case biOcean:
case biPlains:
case biExtremeHills:
case biForest:
case biTaiga:
case biSwampland:
case biRiver:
case biFrozenOcean:
case biFrozenRiver:
case biIcePlains:
case biIceMountains:
case biForestHills:
case biTaigaHills:
case biExtremeHillsEdge:
case biJungle:
case biJungleHills:
case biJungleEdge:
case biDeepOcean:
case biStoneBeach:
case biColdBeach:
case biBirchForest:
case biBirchForestHills:
case biRoofedForest:
case biColdTaiga:
case biColdTaigaHills:
case biExtremeHillsPlus:
case biSavanna:
case biSavannaPlateau:
case biSunflowerPlains:
case biExtremeHillsM:
case biFlowerForest:
case biTaigaM:
case biSwamplandM:
case biIcePlainsSpikes:
case biJungleM:
case biJungleEdgeM:
case biBirchForestM:
case biBirchForestHillsM:
case biRoofedForestM:
case biColdTaigaM:
case biExtremeHillsPlusM:
case biSavannaM:
case biSavannaPlateauM:
{
FillColumnGrass(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biMesa:
case biMesaPlateauF:
case biMesaPlateau:
case biMesaBryce:
case biMesaPlateauFM:
case biMesaPlateauM:
{
FillColumnClay(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biMegaTaiga:
case biMegaTaigaHills:
case biMegaSpruceTaiga:
case biMegaSpruceTaigaHills:
{
FillColumnDirt(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biDesertHills:
case biDesert:
case biDesertM:
case biBeach:
{
FillColumnSand(x, z, Height, a_ChunkDesc.GetBlockTypes());
break;
}
case biMushroomIsland:
case biMushroomShore:
//.........这里部分代码省略.........