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C++ cChunkDesc::FillBlocks方法代码示例

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
}
开发者ID:stpinker,项目名称:MCServer,代码行数:29,代码来源:EndGen.cpp

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
}
开发者ID:AddictXQ,项目名称:cuberite,代码行数:25,代码来源:CompoGen.cpp

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
	}
开发者ID:36451,项目名称:MCServer,代码行数:12,代码来源:CompoGenBiomal.cpp

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
}
开发者ID:Noraaron1,项目名称:MCServer,代码行数:49,代码来源:Noise3DGenerator.cpp

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
}
开发者ID:rwcherry,项目名称:MCServer,代码行数:15,代码来源:DistortedHeightmap.cpp

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.........
开发者ID:stpinker,项目名称:MCServer,代码行数:101,代码来源:DistortedHeightmap.cpp

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.........
开发者ID:Solexid,项目名称:MCServer,代码行数:101,代码来源:CompoGen.cpp


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