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Diffstat (limited to 'src/main/java/bloodasp/galacticgreg/generators/GenEllipsoid.java')
-rw-r--r--src/main/java/bloodasp/galacticgreg/generators/GenEllipsoid.java136
1 files changed, 136 insertions, 0 deletions
diff --git a/src/main/java/bloodasp/galacticgreg/generators/GenEllipsoid.java b/src/main/java/bloodasp/galacticgreg/generators/GenEllipsoid.java
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+++ b/src/main/java/bloodasp/galacticgreg/generators/GenEllipsoid.java
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+package bloodasp.galacticgreg.generators;
+
+import java.util.ArrayList;
+import java.util.List;
+import java.util.Random;
+
+import bloodasp.galacticgreg.GalacticGreg;
+import bloodasp.galacticgreg.api.Enums.SpaceObjectType;
+import bloodasp.galacticgreg.api.Enums.TargetBlockPosition;
+import bloodasp.galacticgreg.api.ISpaceObjectGenerator;
+import bloodasp.galacticgreg.api.StructureInformation;
+import net.minecraft.init.Blocks;
+import net.minecraft.util.MathHelper;
+import net.minecraft.util.Vec3;
+import net.minecraft.world.World;
+
+/**
+ * Simple ellipsoid-generator. Based on the formular created by Chrysator.
+ * Thanks for the help!
+ *
+ * Generates a simple ellipsoid with dynamic rotation, random size-values, random noise for the surface, etc.
+ * Can probably be tweaked even more, but works for now...
+ */
+public class GenEllipsoid implements ISpaceObjectGenerator {
+ private Vec3 _mEllipsoidCenter;
+ private Random _mRandom;
+ private List<StructureInformation> _mStructure;
+
+ private double _mCoreDensity = 0.7D;
+ private double _mSineFactor = 0.05D;
+ private float _mRandomInfluence;
+ private float _mRandomAngleX;
+ private float _mRandomAngleY;
+ private float _mRandomAngleZ;
+
+ private int _mSizeA;
+ private int _mSizeB;
+ private int _mSizeC;
+
+ public GenEllipsoid()
+ {
+ reset();
+ }
+
+ @Override
+ public SpaceObjectType getType() {
+ return SpaceObjectType.OreAsteroid;
+ }
+
+ @Override
+ public void randomize(int pSizeMin, int pSizeMax)
+ {
+ _mRandom = new Random(System.currentTimeMillis());
+ _mRandomAngleX = (float) (_mRandom.nextFloat() * Math.PI);
+ _mRandomAngleY = (float) (_mRandom.nextFloat() * Math.PI);
+ _mRandomAngleZ = (float) (_mRandom.nextFloat() * Math.PI);
+
+ _mRandomInfluence = _mRandom.nextFloat();
+
+ _mSizeA = pSizeMin + _mRandom.nextInt(pSizeMax - pSizeMin) + 10;
+ _mSizeB = pSizeMin + _mRandom.nextInt(pSizeMax - pSizeMin) + 10;
+ _mSizeC = pSizeMin + _mRandom.nextInt(pSizeMax - pSizeMin) + 10;
+ }
+
+
+ @Override
+ public void setCenterPoint(int pX, int pY, int pZ) {
+ _mEllipsoidCenter = Vec3.createVectorHelper(pX, pY, pZ);
+ }
+
+ @Override
+ public void setCenterPoint(Vec3 pCenter)
+ {
+ _mEllipsoidCenter = pCenter;
+ }
+
+ @Override
+ public Vec3 getCenterPoint()
+ {
+ return _mEllipsoidCenter;
+ }
+
+ @Override
+ public List<StructureInformation> getStructure() {
+ return _mStructure;
+ }
+
+ @Override
+ public void calculate()
+ {
+ int Xmin = (int) (_mEllipsoidCenter.xCoord - _mSizeA);
+ int Xmax = (int) (_mEllipsoidCenter.xCoord + _mSizeA);
+ int Ymin = (int) (_mEllipsoidCenter.yCoord - _mSizeB);
+ int Ymax = (int) (_mEllipsoidCenter.yCoord + _mSizeB);
+ int Zmin = (int) (_mEllipsoidCenter.zCoord - _mSizeC);
+ int Zmax = (int) (_mEllipsoidCenter.zCoord + _mSizeC);
+
+ for (int iX = Xmin; iX <= Xmax; iX++) {
+ for (int iY = Ymin; iY <= Ymax; iY++) {
+ for (int iZ = Zmin; iZ <= Zmax; iZ++)
+ {
+ double tmpX = Math.pow(_mEllipsoidCenter.xCoord - iX, 2) / Math.pow(_mSizeA, 2);
+ double tmpY = Math.pow(_mEllipsoidCenter.yCoord - iY, 2) / Math.pow(_mSizeB, 2);
+ double tmpZ = Math.pow(_mEllipsoidCenter.zCoord - iZ, 2) / Math.pow(_mSizeC, 2);
+ double val = (tmpX + tmpY + tmpZ);
+
+ Vec3 tPoint = Vec3.createVectorHelper(iX, iY, iZ);
+ tPoint.rotateAroundX(_mRandomAngleX);
+ tPoint.rotateAroundY(_mRandomAngleY);
+ tPoint.rotateAroundZ(_mRandomAngleZ);
+
+ TargetBlockPosition tbp = TargetBlockPosition.Invalid;
+
+ if (val <= 0.01D)
+ tbp = TargetBlockPosition.AsteroidInnerCore;
+
+ else if (val > 0.01D && val < _mCoreDensity)
+ tbp = TargetBlockPosition.AsteroidCore;
+
+ else if (val >= _mCoreDensity && val <= (1.0D - (_mSineFactor * MathHelper.sin((iZ + iX + iY - _mRandom.nextFloat() * _mRandomInfluence)))))
+ tbp = TargetBlockPosition.AsteroidShell;
+
+ if (tbp != TargetBlockPosition.Invalid)
+ _mStructure.add(new StructureInformation(Vec3.createVectorHelper(iX, iY, iZ), tbp));
+
+ }
+ }
+ }
+ }
+
+ @Override
+ public void reset() {
+ _mStructure = new ArrayList<StructureInformation>();
+ _mEllipsoidCenter = Vec3.createVectorHelper(0, 0, 0);
+ }
+}