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https://github.com/luanti-org/luanti.git
synced 2025-10-14 00:55:20 +02:00
Rename perlin noise to value noise (#15858)
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@@ -289,13 +289,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
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if (spflags & MGV6_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
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float terrain_base = NoiseFractal2D_PO(&noise_terrain_base->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
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float terrain_higher = NoiseFractal2D_PO(&noise_terrain_higher->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2D_PO(&noise_steepness->np,
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float steepness = NoiseFractal2D_PO(&noise_steepness->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2D_PO(&noise_height_select->np,
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float height_select = NoiseFractal2D_PO(&noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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@@ -355,7 +355,7 @@ BiomeV6Type MapgenV6::getBiome(v2s16 p)
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float MapgenV6::getHumidity(v2s16 p)
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{
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/*double noise = noise2d_perlin(
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/*double noise = noise2d_fractal(
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0.5+(float)p.X/500, 0.5+(float)p.Y/500,
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seed+72384, 4, 0.66);
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noise = (noise + 1.0)/2.0;*/
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@@ -374,11 +374,11 @@ float MapgenV6::getHumidity(v2s16 p)
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float MapgenV6::getTreeAmount(v2s16 p)
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{
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/*double noise = noise2d_perlin(
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/*double noise = noise2d_fractal(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);*/
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float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
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float noise = NoiseFractal2D(np_trees, p.X, p.Y, seed);
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float zeroval = -0.39;
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if (noise < zeroval)
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return 0;
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@@ -389,11 +389,11 @@ float MapgenV6::getTreeAmount(v2s16 p)
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bool MapgenV6::getHaveAppleTree(v2s16 p)
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{
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/*is_apple_tree = noise2d_perlin(
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/*is_apple_tree = noise2d_fractal(
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0.5+(float)p.X/100, 0.5+(float)p.Z/100,
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data->seed+342902, 3, 0.45) > 0.2;*/
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float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
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float noise = NoiseFractal2D(np_apple_trees, p.X, p.Y, seed);
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return noise > 0.2;
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}
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@@ -404,7 +404,7 @@ float MapgenV6::getMudAmount(int index)
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if (spflags & MGV6_FLAT)
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return MGV6_AVERAGE_MUD_AMOUNT;
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
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/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_fractal(
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0.5+(float)p.X/200, 0.5+(float)p.Y/200,
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seed+91013, 3, 0.55));*/
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@@ -415,7 +415,7 @@ float MapgenV6::getMudAmount(int index)
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bool MapgenV6::getHaveBeach(int index)
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{
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// Determine whether to have sand here
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/*double sandnoise = noise2d_perlin(
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/*double sandnoise = noise2d_fractal(
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0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
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seed+59420, 3, 0.50);*/
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@@ -427,7 +427,7 @@ bool MapgenV6::getHaveBeach(int index)
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BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
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{
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// Just do something very simple as for now
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/*double d = noise2d_perlin(
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/*double d = noise2d_fractal(
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0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
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seed+9130, 3, 0.50);*/
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@@ -547,7 +547,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
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full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
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u16 num_dungeons = std::fmax(std::floor(
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NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
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NoiseFractal3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
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if (num_dungeons >= 1) {
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PseudoRandom ps(blockseed + 4713);
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@@ -633,17 +633,17 @@ void MapgenV6::calculateNoise()
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int fz = full_node_min.Z;
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if (!(spflags & MGV6_FLAT)) {
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noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_terrain_base->noiseMap2D_PO(x, 0.5, z, 0.5);
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noise_terrain_higher->noiseMap2D_PO(x, 0.5, z, 0.5);
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noise_steepness->noiseMap2D_PO(x, 0.5, z, 0.5);
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noise_height_select->noiseMap2D_PO(x, 0.5, z, 0.5);
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noise_mud->noiseMap2D_PO(x, 0.5, z, 0.5);
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}
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noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
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noise_beach->noiseMap2D_PO(x, 0.2, z, 0.7);
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noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
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noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
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noise_biome->noiseMap2D_PO(fx, 0.6, fz, 0.2);
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noise_humidity->noiseMap2D_PO(fx, 0.0, fz, 0.0);
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// Humidity map does not need range limiting 0 to 1,
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// only humidity at point does
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}
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@@ -1075,7 +1075,7 @@ void MapgenV6::growGrass() // Add surface nodes
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void MapgenV6::generateCaves(int max_stone_y)
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{
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float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
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float cave_amount = NoiseFractal2D(np_cave, node_min.X, node_min.Y, seed);
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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cave_amount = MYMAX(0.0, cave_amount);
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