Пример #1
0
Файл: Oak.cs Проект: heyx3/Elve
    public List<Vector2i> Grow(VoxelTypes[,] worldGrid, GrowData dataBase)
    {
        GrowData_Oak dat = (GrowData_Oak)dataBase;

        List<Vector2i> changed = new List<Vector2i>();

        //Clear out the current leaves.
        changed.Capacity += dat.Leaves.Count;
        for (int i = 0; i < dat.Leaves.Count; ++i)
        {
            worldGrid[dat.Leaves[i].x, dat.Leaves[i].y] = VoxelTypes.Empty;
            changed.Add(dat.Leaves[i]);
        }
        dat.Leaves.Clear();

        //Extend the tree-top upwards.
        Vector2i counter = new Vector2i(dat.SproutPos.x, dat.TopY);
        for (int i = 0; i < GrowthRate && counter.y < worldGrid.GetLength(1) - 1; ++i)
        {
            counter.y += 1;

            if (!WorldVoxels.IsTreeFodder(worldGrid[counter.x, counter.y]))
            {
                break;
            }

            worldGrid[counter.x, counter.y] = dat.TreeType;
            changed.Add(counter);
            dat.TopY = counter.y;
            dat.MaxBoundBox.y = UnityEngine.Mathf.Max(dat.MaxBoundBox.y, counter.y);
        }

        //Add leaves spreading out from the top.
        dat.LeavesRadius += 1;
        AddLeaves(dat, worldGrid);
        changed.Capacity += dat.Leaves.Count;
        changed.AddRange(dat.Leaves);

        return changed;
    }
Пример #2
0
Файл: Oak.cs Проект: heyx3/Elve
 /// <summary>
 /// Adds leaves to the top of the given oak tree.
 /// </summary>
 private static void AddLeaves(GrowData_Oak dat, VoxelTypes[,] worldGrid)
 {
     Vector2i topPos = new Vector2i(dat.SproutPos.x, dat.TopY);
     if (topPos.x > 0)
     {
         AddLeaves_Iterate(topPos.LessX, dat.LeavesRadius, worldGrid, dat);
     }
     if (topPos.x < worldGrid.GetLength(0) - 1)
     {
         AddLeaves_Iterate(topPos.MoreX, dat.LeavesRadius, worldGrid, dat);
     }
     if (topPos.y < worldGrid.GetLength(1) - 1)
     {
         AddLeaves_Iterate(topPos.MoreY, dat.LeavesRadius, worldGrid, dat);
     }
 }
Пример #3
0
Файл: Oak.cs Проект: heyx3/Elve
    /// <summary>
    /// The recursive loop for adding leaves to the top of a tree.
    /// </summary>
    private static void AddLeaves_Iterate(Vector2i pos, int stepsLeft,
										  VoxelTypes[,] worldGrid, GrowData_Oak dat)
    {
        if (WorldVoxels.IsTreeFodder(worldGrid[pos.x, pos.y]))
        {
            worldGrid[pos.x, pos.y] = VoxelTypes.Leaf;
            dat.Leaves.Add(pos);

            dat.MinBoundBox.x = UnityEngine.Mathf.Min(dat.MinBoundBox.x, pos.x);
            dat.MinBoundBox.y = UnityEngine.Mathf.Min(dat.MinBoundBox.y, pos.y);
            dat.MaxBoundBox.x = UnityEngine.Mathf.Max(dat.MaxBoundBox.x, pos.x);
            dat.MaxBoundBox.y = UnityEngine.Mathf.Max(dat.MaxBoundBox.y, pos.y);

            if (stepsLeft > 0)
            {
                stepsLeft -= 1;
                if (pos.x > 0)
                {
                    AddLeaves_Iterate(pos.LessX, stepsLeft, worldGrid, dat);
                }
                if (pos.x < worldGrid.GetLength(0) - 1)
                {
                    AddLeaves_Iterate(pos.MoreX, stepsLeft, worldGrid, dat);
                }
                if (pos.y > 0)
                {
                    AddLeaves_Iterate(pos.LessY, stepsLeft, worldGrid, dat);
                }
                if (pos.y < worldGrid.GetLength(1) - 1)
                {
                    AddLeaves_Iterate(pos.MoreY, stepsLeft, worldGrid, dat);
                }
            }
        }
    }
Пример #4
0
Файл: Oak.cs Проект: heyx3/Elve
    public GrowData Sprout(VoxelTypes[,] worldGrid, VoxelTypes treeType, Vector2i seedPos,
						   List<Vector2i> changedPoses)
    {
        GrowData_Oak dat = new GrowData_Oak(seedPos, treeType);

        worldGrid[seedPos.x, seedPos.y] = treeType;
        changedPoses.Add(seedPos);
        dat.TopY = seedPos.y;

        //If we have room, add another tree block above it.
        if (seedPos.y < worldGrid.GetLength(1) - 1)
        {
            Vector2i above = seedPos.MoreY;
            if (WorldVoxels.IsTreeFodder(worldGrid[above.x, above.y]))
            {
                worldGrid[above.x, above.y] = treeType;
                changedPoses.Add(above);

                dat.TopY = above.y;
                dat.MaxBoundBox.y += 1;
            }
        }

        //Add a few leaves.
        AddLeaves(dat, worldGrid);
        changedPoses.Capacity += dat.Leaves.Count;
        changedPoses.AddRange(dat.Leaves);

        return dat;
    }