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			719 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			719 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| 
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| #include "mapgen.h"
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| #include "voxel.h"
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| #include "noise.h"
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| #include "mapblock.h"
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| #include "mapnode.h"
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| #include "map.h"
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| #include "content_sao.h"
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| #include "nodedef.h"
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| #include "voxelalgorithms.h"
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| #include "profiler.h"
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| #include "settings.h" // For g_settings
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| #include "main.h" // For g_profiler
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| #include "emerge.h"
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| #include "dungeongen.h"
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| #include "cavegen.h"
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| #include "treegen.h"
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| #include "biome.h"
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| #include "mapgen_v7.h"
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| 
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| 
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| /////////////////// Mapgen V7 perlin noise default values
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| NoiseParams nparams_v7_def_terrain_base =
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| 	{4, 70, v3f(300, 300, 300), 82341, 6, 0.7};
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| NoiseParams nparams_v7_def_terrain_alt =
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| 	{4, 25, v3f(600, 600, 600), 5934, 5, 0.6};
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| NoiseParams nparams_v7_def_terrain_persist =
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| 	{0.6, 0.1, v3f(500, 500, 500), 539, 3, 0.6};
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| NoiseParams nparams_v7_def_height_select =
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| 	{-0.5, 1, v3f(250, 250, 250), 4213, 5, 0.69};
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| 	
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| NoiseParams nparams_v7_def_filler_depth =
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| 	{0, 1.2, v3f(150, 150, 150), 261, 4, 0.7};
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| 
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| NoiseParams nparams_v7_def_mount_height =
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| 	{100, 30, v3f(500, 500, 500), 72449, 4, 0.6};	
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| NoiseParams nparams_v7_def_ridge_uwater =
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| 	{0, 1, v3f(500, 500, 500), 85039, 4, 0.6};
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| NoiseParams nparams_v7_def_mountain =
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| 	{0, 1, v3f(250, 350, 250), 5333, 5, 0.68};
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| NoiseParams nparams_v7_def_ridge =
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| 	{0, 1, v3f(100, 100, 100), 6467, 4, 0.75};
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| 
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| 
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| ///////////////////////////////////////////////////////////////////////////////
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| 
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| 
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| MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge) {
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| 	this->generating  = false;
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| 	this->id     = mapgenid;
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| 	this->emerge = emerge;
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| 	this->bmgr   = emerge->biomedef;
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| 
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| 	this->seed     = (int)params->seed;
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| 	this->water_level = params->water_level;
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| 	this->flags    = params->flags | MGV7_MOUNTAINS | MGV7_RIDGES;
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| 
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| 	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
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| 
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| 	// amount of elements to skip for the next index
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| 	// for noise/height/biome maps (not vmanip)
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| 	this->ystride = csize.X;
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| 	this->zstride = csize.X * csize.Y;
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| 
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| 	this->biomemap  = new u8[csize.X * csize.Z];
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| 	this->heightmap = new s16[csize.X * csize.Z];
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| 	this->ridge_heightmap = new s16[csize.X * csize.Z];
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| 
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| 	// Terrain noise
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| 	noise_terrain_base    = new Noise(¶ms->np_terrain_base,    seed, csize.X, csize.Z);
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| 	noise_terrain_alt     = new Noise(¶ms->np_terrain_alt,     seed, csize.X, csize.Z);
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| 	noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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| 	noise_height_select   = new Noise(¶ms->np_height_select,   seed, csize.X, csize.Z);
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| 	noise_filler_depth    = new Noise(¶ms->np_filler_depth,    seed, csize.X, csize.Z);
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| 	noise_mount_height    = new Noise(¶ms->np_mount_height,    seed, csize.X, csize.Z);
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| 	noise_ridge_uwater    = new Noise(¶ms->np_ridge_uwater,    seed, csize.X, csize.Z);
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| 	
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| 	// 3d terrain noise
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| 	noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y, csize.Z);
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| 	noise_ridge    = new Noise(¶ms->np_ridge,    seed, csize.X, csize.Y, csize.Z);
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| 	
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| 	// Biome noise
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| 	noise_heat     = new Noise(bmgr->np_heat,     seed, csize.X, csize.Z);
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| 	noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);	
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| }
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| 
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| 
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| MapgenV7::~MapgenV7() {
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| 	delete noise_terrain_base;
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| 	delete noise_terrain_persist;
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| 	delete noise_height_select;
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| 	delete noise_terrain_alt;
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| 	delete noise_filler_depth;
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| 	delete noise_mount_height;
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| 	delete noise_ridge_uwater;
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| 	delete noise_mountain;
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| 	delete noise_ridge;
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| 
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| 	delete noise_heat;
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| 	delete noise_humidity;
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| 	
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| 	delete[] ridge_heightmap;
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| 	delete[] heightmap;
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| 	delete[] biomemap;
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| }
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| 
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| 
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| int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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| 	// Base terrain calculation
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| 	s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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| 	
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| 	// Ridge/river terrain calculation
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| 	float width = 0.3;
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| 	float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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| 	// actually computing the depth of the ridge is much more expensive;
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| 	// if inside a river, simply guess
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| 	if (uwatern >= -width && uwatern <= width)
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| 		return water_level - 10;
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| 	
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| 	// Mountain terrain calculation
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| 	int iters = 128; // don't even bother iterating more than 128 times..
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| 	while (iters--) {
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| 		//current point would have been air
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| 		if (!getMountainTerrainAtPoint(p.X, y, p.Y))
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| 			return y;
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| 			
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| 		y++;
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| 	}
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| 
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| 	return y;
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| }
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| 
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| 
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| void MapgenV7::makeChunk(BlockMakeData *data) {
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| 	assert(data->vmanip);
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| 	assert(data->nodedef);
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| 	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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| 		   data->blockpos_requested.Y >= data->blockpos_min.Y &&
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| 		   data->blockpos_requested.Z >= data->blockpos_min.Z);
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| 	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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| 		   data->blockpos_requested.Y <= data->blockpos_max.Y &&
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| 		   data->blockpos_requested.Z <= data->blockpos_max.Z);
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| 			
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| 	this->generating = true;
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| 	this->vm   = data->vmanip;	
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| 	this->ndef = data->nodedef;
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| 	//TimeTaker t("makeChunk");
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| 	
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| 	v3s16 blockpos_min = data->blockpos_min;
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| 	v3s16 blockpos_max = data->blockpos_max;
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| 	node_min = blockpos_min * MAP_BLOCKSIZE;
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| 	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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| 	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 
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| 	blockseed = emerge->getBlockSeed(full_node_min);  //////use getBlockSeed2()!
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| 	
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| 	c_stone           = ndef->getId("mapgen_stone");
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| 	c_dirt            = ndef->getId("mapgen_dirt");
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| 	c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
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| 	c_sand            = ndef->getId("mapgen_sand");
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| 	c_water_source    = ndef->getId("mapgen_water_source");
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| 	c_lava_source     = ndef->getId("mapgen_lava_source");
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| 	c_ice             = ndef->getId("default:ice");
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| 	if (c_ice == CONTENT_IGNORE)
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| 		c_ice = CONTENT_AIR;
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| 	
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| 	// Make some noise
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| 	calculateNoise();
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| 	
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| 	// Generate base terrain, mountains, and ridges with initial heightmaps
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| 	s16 stone_surface_max_y = generateTerrain();
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| 	
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| 	updateHeightmap(node_min, node_max);
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| 	
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| 	// Calculate biomes
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| 	BiomeNoiseInput binput;
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| 	binput.mapsize      = v2s16(csize.X, csize.Z);
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| 	binput.heat_map     = noise_heat->result;
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| 	binput.humidity_map = noise_humidity->result;
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| 	binput.height_map   = heightmap;
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| 	bmgr->calcBiomes(&binput, biomemap);
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| 	
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| 	// Actually place the biome-specific nodes and what not
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| 	generateBiomes();
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| 
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| 	if (flags & MG_CAVES)
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| 		generateCaves(stone_surface_max_y);
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| 
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| 	if (flags & MG_DUNGEONS) {
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| 		DungeonGen dgen(ndef, data->seed, water_level, NULL);
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| 		dgen.generate(vm, blockseed, full_node_min, full_node_max);
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| 	}
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| 
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| 	for (size_t i = 0; i != emerge->decorations.size(); i++) {
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| 		Decoration *deco = emerge->decorations[i];
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| 		deco->placeDeco(this, blockseed + i, node_min, node_max);
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| 	}
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| 
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| 	for (size_t i = 0; i != emerge->ores.size(); i++) {
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| 		Ore *ore = emerge->ores[i];
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| 		ore->placeOre(this, blockseed + i, node_min, node_max);
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| 	}
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| 	
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| 	// Sprinkle some dust on top after everything else was generated
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| 	dustTopNodes();
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| 	
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| 	//printf("makeChunk: %dms\n", t.stop());
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| 	
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| 	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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| 	
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| 	if (!(flags & MG_NOLIGHT))
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| 		calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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| 					 node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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| 	//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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| 	//			node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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| 	
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| 	this->generating = false;
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| }
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| 
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| 
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| void MapgenV7::calculateNoise() {
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| 	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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| 	int x = node_min.X;
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| 	int y = node_min.Y;
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| 	int z = node_min.Z;
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| 	
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| 	noise_height_select->perlinMap2D(x, z);
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| 	noise_height_select->transformNoiseMap();
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| 	
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| 	noise_terrain_persist->perlinMap2D(x, z);
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| 	noise_terrain_persist->transformNoiseMap();
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| 	float *persistmap = noise_terrain_persist->result;
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| 	for (int i = 0; i != csize.X * csize.Z; i++)
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| 		persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
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| 	
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| 	noise_terrain_base->perlinMap2DModulated(x, z, persistmap);
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| 	noise_terrain_base->transformNoiseMap();
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| 	
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| 	noise_terrain_alt->perlinMap2DModulated(x, z, persistmap);
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| 	noise_terrain_alt->transformNoiseMap();
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| 	
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| 	noise_filler_depth->perlinMap2D(x, z);
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| 	
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| 	if (flags & MGV7_MOUNTAINS) {
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| 		noise_mountain->perlinMap3D(x, y, z);
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| 		noise_mount_height->perlinMap2D(x, z);
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| 		noise_mount_height->transformNoiseMap();
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| 	}
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| 
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| 	if (flags & MGV7_RIDGES) {
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| 		noise_ridge->perlinMap3D(x, y, z);
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| 		noise_ridge_uwater->perlinMap2D(x, z);
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| 	}
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| 	
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| 	noise_heat->perlinMap2D(x, z);
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| 	noise_humidity->perlinMap2D(x, z);
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| 	
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| 	//printf("calculateNoise: %dus\n", t.stop());
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| }
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| 
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| 
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| Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
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| 	float heat      = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
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| 	float humidity  = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
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| 	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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| 	
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| 	return bmgr->getBiome(heat, humidity, groundlevel);
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| }
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| 
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| //needs to be updated
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| float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
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| 	float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
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| 	hselect = rangelim(hselect, 0.0, 1.0);
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| 	
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| 	float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
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| 	persist = rangelim(persist, 0.4, 0.9);
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| 
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| 	noise_terrain_base->np->persist = persist;
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| 	float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
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| 
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| 	noise_terrain_alt->np->persist = persist;
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| 	float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
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| 
 | |
| 	if (height_alt > height_base)
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| 		return height_alt;
 | |
| 		
 | |
| 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
 | |
| }
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| 
 | |
| 
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| float MapgenV7::baseTerrainLevelFromMap(int index) {
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| 	float hselect     = rangelim(noise_height_select->result[index], 0.0, 1.0);
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| 	float height_base = noise_terrain_base->result[index];
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| 	float height_alt  = noise_terrain_alt->result[index];
 | |
| 	
 | |
| 	if (height_alt > height_base)
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| 		return height_alt;
 | |
| 
 | |
| 	return (height_base * hselect) + (height_alt * (1.0 - hselect));
 | |
| }
 | |
| 
 | |
| 
 | |
| bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
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| 	float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
 | |
| 	float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
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| 	float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
 | |
| 
 | |
| 	return mnt_n + height_modifier >= 0.6;
 | |
| }
 | |
| 
 | |
| 
 | |
| bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) {
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| 	float mounthn = noise_mount_height->result[idx_xz];
 | |
| 	float height_modifier = -((float)y / rangelim(mounthn, 80.0, 150.0));
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| 	return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6);
 | |
| }
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| 
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| 
 | |
| #if 0
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| void MapgenV7::carveRivers() {
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| 	MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	u32 index = 0;
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| 	
 | |
| 	int river_depth = 4;
 | |
| 
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 | |
| 		float terrain_mod  = noise_terrain_mod->result[index];
 | |
| 		NoiseParams *np = noise_terrain_river->np;
 | |
| 		np->persist = noise_terrain_persist->result[index];
 | |
| 		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
 | |
| 		float height = terrain_river * (1 - abs(terrain_mod)) *
 | |
| 						noise_terrain_river->np->scale;
 | |
| 		height = log(height * height); //log(h^3) is pretty interesting for terrain
 | |
| 		
 | |
| 		s16 y = heightmap[index];
 | |
| 		if (height < 1.0 && y > river_depth &&
 | |
| 			y - river_depth >= node_min.Y && y <= node_max.Y) {
 | |
| 			
 | |
| 			for (s16 ry = y; ry != y - river_depth; ry--) {
 | |
| 				u32 vi = vm->m_area.index(x, ry, z);
 | |
| 				vm->m_data[vi] = n_air;
 | |
| 			}
 | |
| 			
 | |
| 			u32 vi = vm->m_area.index(x, y - river_depth, z);
 | |
| 			vm->m_data[vi] = n_water_source;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| #endif
 | |
| 
 | |
| 
 | |
| int MapgenV7::generateTerrain() {
 | |
| 	int ymax = generateBaseTerrain();
 | |
| 
 | |
| 	if (flags & MGV7_MOUNTAINS)
 | |
| 		generateMountainTerrain();
 | |
| 
 | |
| 	if (flags & MGV7_RIDGES)
 | |
| 		generateRidgeTerrain();
 | |
| 		
 | |
| 	return ymax;
 | |
| }
 | |
| 
 | |
| 
 | |
| int MapgenV7::generateBaseTerrain() {
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	MapNode n_water(c_water_source);
 | |
| 	
 | |
| 	int stone_surface_max_y = -MAP_GENERATION_LIMIT;
 | |
| 	v3s16 em = vm->m_area.getExtent();
 | |
| 	u32 index = 0;
 | |
| 	
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 | |
| 		float surface_height = baseTerrainLevelFromMap(index);
 | |
| 		s16 surface_y = (s16)surface_height;
 | |
| 		
 | |
| 		heightmap[index]       = surface_y; 
 | |
| 		ridge_heightmap[index] = surface_y;
 | |
| 		
 | |
| 		if (surface_y > stone_surface_max_y)
 | |
| 			stone_surface_max_y = surface_y;
 | |
| 
 | |
| 		u32 i = vm->m_area.index(x, node_min.Y, z);		
 | |
| 		for (s16 y = node_min.Y; y <= node_max.Y; y++) {
 | |
| 			if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
 | |
| 				if (y <= surface_y)
 | |
| 					vm->m_data[i] = n_stone;
 | |
| 				else if (y <= water_level)
 | |
| 					vm->m_data[i] = n_water;
 | |
| 				else
 | |
| 					vm->m_data[i] = n_air;
 | |
| 			}
 | |
| 			vm->m_area.add_y(em, i, 1);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	return stone_surface_max_y;
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateMountainTerrain() {
 | |
| 	if (node_max.Y <= water_level)
 | |
| 		return;
 | |
| 		
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	u32 j = 0;
 | |
| 	
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
 | |
| 		u32 vi = vm->m_area.index(node_min.X, y, z);
 | |
| 		for (s16 x = node_min.X; x <= node_max.X; x++) {
 | |
| 			int index = (z - node_min.Z) * csize.X + (x - node_min.X);
 | |
| 
 | |
| 			if (getMountainTerrainFromMap(j, index, y))
 | |
| 				vm->m_data[vi] = n_stone;
 | |
| 				
 | |
| 			vi++;
 | |
| 			j++;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateRidgeTerrain() {
 | |
| 	MapNode n_water(c_water_source);
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	u32 index = 0;
 | |
| 	
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 y = node_min.Y; y <= node_max.Y; y++) {
 | |
| 		u32 vi = vm->m_area.index(node_min.X, y, z);
 | |
| 		for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
 | |
| 			int j = (z - node_min.Z) * csize.X + (x - node_min.X);
 | |
| 			
 | |
| 			if (heightmap[j] < water_level - 4)
 | |
| 				continue;
 | |
| 			
 | |
| 			float widthn = (noise_terrain_persist->result[j] - 0.6) / 0.1;
 | |
| 			//widthn = rangelim(widthn, -0.05, 0.5);
 | |
| 			
 | |
| 			float width = 0.3; // TODO: figure out acceptable perlin noise values
 | |
| 			float uwatern = noise_ridge_uwater->result[j] * 2;
 | |
| 			if (uwatern < -width || uwatern > width)
 | |
| 				continue;
 | |
| 			
 | |
| 			float height_mod = (float)(y + 17) / 2.5;
 | |
| 			float width_mod  = (width - fabs(uwatern));
 | |
| 			float nridge = noise_ridge->result[index] * (float)y / 7.0;
 | |
| 
 | |
| 			if (y < water_level)
 | |
| 				nridge = -fabs(nridge) * 3.0 * widthn * 0.3;
 | |
| 			
 | |
| 			if (nridge + width_mod * height_mod < 0.6)
 | |
| 				continue;
 | |
| 			
 | |
| 			if (y < ridge_heightmap[j])
 | |
| 				ridge_heightmap[j] = y - 1; 
 | |
| 
 | |
| 			vm->m_data[vi] = (y > water_level) ? n_air : n_water;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::generateBiomes() {
 | |
| 	if (node_max.Y < water_level)
 | |
| 		return;
 | |
| 
 | |
| 	MapNode n_air(CONTENT_AIR);
 | |
| 	MapNode n_stone(c_stone);
 | |
| 	MapNode n_water(c_water_source);
 | |
| 
 | |
| 	v3s16 em = vm->m_area.getExtent();
 | |
| 	u32 index = 0;
 | |
| 	
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 | |
| 		Biome *biome  = bmgr->biomes[biomemap[index]];
 | |
| 		s16 dfiller   = biome->depth_filler + noise_filler_depth->result[index];
 | |
| 		s16 y0_top    = biome->depth_top;
 | |
| 		s16 y0_filler = biome->depth_filler + biome->depth_top + dfiller;
 | |
| 		
 | |
| 		s16 nplaced = 0;
 | |
| 		u32 i = vm->m_area.index(x, node_max.Y, z);	
 | |
| 
 | |
| 		content_t c_above = vm->m_data[i + em.X].getContent();
 | |
| 		bool have_air = c_above == CONTENT_AIR;
 | |
| 		
 | |
| 		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
 | |
| 			content_t c = vm->m_data[i].getContent();
 | |
| 			
 | |
| 			// It could be the case that the elevation is equal to the chunk
 | |
| 			// boundary, but the chunk above has not been generated yet
 | |
| 			if (y == node_max.Y && c_above == CONTENT_IGNORE &&
 | |
| 				y == heightmap[index] && c == c_stone) {
 | |
| 				int j = (z - node_min.Z) * zstride +
 | |
| 						(y - node_min.Y) * ystride +
 | |
| 						(x - node_min.X);
 | |
| 				have_air = !getMountainTerrainFromMap(j, index, y);
 | |
| 			}
 | |
| 			
 | |
| 			if (c == c_stone && have_air) {
 | |
| 				content_t c_below = vm->m_data[i - em.X].getContent();
 | |
| 				
 | |
| 				if (c_below != CONTENT_AIR) {
 | |
| 					if (nplaced < y0_top) {
 | |
| 						// A hack to prevent dirt_with_grass from being
 | |
| 						// placed below water.  TODO: fix later
 | |
| 						content_t c_place = ((y < water_level) &&
 | |
| 								(biome->c_top == c_dirt_with_grass)) ?
 | |
| 								 c_dirt : biome->c_top;
 | |
| 						
 | |
| 						vm->m_data[i] = MapNode(c_place);
 | |
| 						nplaced++;
 | |
| 					} else if (nplaced < y0_filler && nplaced >= y0_top) {
 | |
| 						vm->m_data[i] = MapNode(biome->c_filler);
 | |
| 						nplaced++;
 | |
| 					} else {
 | |
| 						have_air = false;
 | |
| 						nplaced  = 0;
 | |
| 					}
 | |
| 				}
 | |
| 			} else if (c == c_water_source) {
 | |
| 				have_air = true;
 | |
| 				nplaced = 0;
 | |
| 				vm->m_data[i] = MapNode(biome->c_water);
 | |
| 			} else if (c == CONTENT_AIR) {
 | |
| 				have_air = true;
 | |
| 				nplaced = 0;
 | |
| 			}
 | |
| 			
 | |
| 			vm->m_area.add_y(em, i, -1);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void MapgenV7::dustTopNodes() {
 | |
| 	v3s16 em = vm->m_area.getExtent();
 | |
| 	u32 index = 0;
 | |
| 	
 | |
| 	if (water_level > node_max.Y)
 | |
| 		return;
 | |
| 
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 | |
| 		Biome *biome = bmgr->biomes[biomemap[index]];
 | |
| 	
 | |
| 		if (biome->c_dust == CONTENT_IGNORE)
 | |
| 			continue;
 | |
| 
 | |
| 		s16 y = node_max.Y;
 | |
| 		u32 vi = vm->m_area.index(x, y, z);
 | |
| 		for (; y >= node_min.Y; y--) {
 | |
| 			if (vm->m_data[vi].getContent() != CONTENT_AIR)
 | |
| 				break;
 | |
| 
 | |
| 			vm->m_area.add_y(em, vi, -1);
 | |
| 		}
 | |
| 			
 | |
| 		content_t c = vm->m_data[vi].getContent();
 | |
| 		if (c == biome->c_water && biome->c_dust_water != CONTENT_IGNORE) {
 | |
| 			if (y < node_min.Y)
 | |
| 				continue;
 | |
| 				
 | |
| 			vm->m_data[vi] = MapNode(biome->c_dust_water);
 | |
| 		} else if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE) {
 | |
| 			if (y == node_max.Y)
 | |
| 				continue;
 | |
| 				
 | |
| 			vm->m_area.add_y(em, vi, 1);
 | |
| 			vm->m_data[vi] = MapNode(biome->c_dust);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| #if 0
 | |
| void MapgenV7::addTopNodes() {
 | |
| 	v3s16 em = vm->m_area.getExtent();
 | |
| 	s16 ntopnodes;
 | |
| 	u32 index = 0;
 | |
| 
 | |
| 	for (s16 z = node_min.Z; z <= node_max.Z; z++)
 | |
| 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 | |
| 		Biome *biome = bmgr->biomes[biomemap[index]];
 | |
| 		
 | |
| 		//////////////////// First, add top nodes below the ridge
 | |
| 		s16 y = ridge_heightmap[index];
 | |
| 		
 | |
| 		// This cutoff is good enough, but not perfect.
 | |
| 		// It will cut off potentially placed top nodes at chunk boundaries
 | |
| 		if (y < node_min.Y)
 | |
| 			continue;
 | |
| 		if (y > node_max.Y) {
 | |
| 			y = node_max.Y; // Let's see if we can still go downward anyway
 | |
| 			u32 vi = vm->m_area.index(x, y, z);
 | |
| 			content_t c = vm->m_data[vi].getContent();
 | |
| 			if (ndef->get(c).walkable)
 | |
| 				continue;
 | |
| 		}
 | |
| 		
 | |
| 		// N.B.  It is necessary to search downward since ridge_heightmap[i]
 | |
| 		// might not be the actual height, just the lowest part in the chunk
 | |
| 		// where a ridge had been carved
 | |
| 		u32 i = vm->m_area.index(x, y, z);
 | |
| 		for (; y >= node_min.Y; y--) {
 | |
| 			content_t c = vm->m_data[i].getContent();
 | |
| 			if (ndef->get(c).walkable)
 | |
| 				break;
 | |
| 			vm->m_area.add_y(em, i, -1);
 | |
| 		}
 | |
| 
 | |
| 		if (y != node_min.Y - 1 && y >= water_level) {
 | |
| 			ridge_heightmap[index] = y; //update ridgeheight
 | |
| 			ntopnodes = biome->top_depth;
 | |
| 			for (; y <= node_max.Y && ntopnodes; y++) {
 | |
| 				ntopnodes--;
 | |
| 				vm->m_data[i] = MapNode(biome->c_top);
 | |
| 				vm->m_area.add_y(em, i, 1);
 | |
| 			}
 | |
| 			// If dirt, grow grass on it.
 | |
| 			if (y > water_level - 10 &&
 | |
| 				vm->m_data[i].getContent() == CONTENT_AIR) {
 | |
| 				vm->m_area.add_y(em, i, -1);
 | |
| 				if (vm->m_data[i].getContent() == c_dirt)
 | |
| 					vm->m_data[i] = MapNode(c_dirt_with_grass);
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		//////////////////// Now, add top nodes on top of the ridge
 | |
| 		y = heightmap[index];
 | |
| 		if (y > node_max.Y) {
 | |
| 			y = node_max.Y; // Let's see if we can still go downward anyway
 | |
| 			u32 vi = vm->m_area.index(x, y, z);
 | |
| 			content_t c = vm->m_data[vi].getContent();
 | |
| 			if (ndef->get(c).walkable)
 | |
| 				continue;
 | |
| 		}
 | |
| 
 | |
| 		i = vm->m_area.index(x, y, z);
 | |
| 		for (; y >= node_min.Y; y--) {
 | |
| 			content_t c = vm->m_data[i].getContent();
 | |
| 			if (ndef->get(c).walkable)
 | |
| 				break;
 | |
| 			vm->m_area.add_y(em, i, -1);
 | |
| 		}
 | |
| 
 | |
| 		if (y != node_min.Y - 1) {
 | |
| 			ntopnodes = biome->top_depth;
 | |
| 			// Let's see if we've already added it...
 | |
| 			if (y == ridge_heightmap[index] + ntopnodes - 1)
 | |
| 				continue;
 | |
| 
 | |
| 			for (; y <= node_max.Y && ntopnodes; y++) {
 | |
| 				ntopnodes--;
 | |
| 				vm->m_data[i] = MapNode(biome->c_top);
 | |
| 				vm->m_area.add_y(em, i, 1);
 | |
| 			}
 | |
| 			// If dirt, grow grass on it.
 | |
| 			if (y > water_level - 10 &&
 | |
| 				vm->m_data[i].getContent() == CONTENT_AIR) {
 | |
| 				vm->m_area.add_y(em, i, -1);
 | |
| 				if (vm->m_data[i].getContent() == c_dirt)
 | |
| 					vm->m_data[i] = MapNode(c_dirt_with_grass);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| #endif
 | |
| 
 | |
| 
 | |
| #include "mapgen_v6.h"
 | |
| void MapgenV7::generateCaves(int max_stone_y) {
 | |
| 	PseudoRandom ps(blockseed + 21343);
 | |
| 
 | |
| 	int volume_nodes = (node_max.X - node_min.X + 1) *
 | |
| 					   (node_max.Y - node_min.Y + 1) *
 | |
| 					   (node_max.Z - node_min.Z + 1);
 | |
| 	float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
 | |
| 								node_min.X, node_min.Y, seed);
 | |
| 
 | |
| 	u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
 | |
| 	for (u32 i = 0; i < caves_count; i++) {
 | |
| 		CaveV7 cave(this, &ps, false);
 | |
| 		cave.makeCave(node_min, node_max, max_stone_y);
 | |
| 	}
 | |
| 
 | |
| 	u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
 | |
| 	for (u32 i = 0; i < bruises_count; i++) {
 | |
| 		CaveV7 cave(this, &ps, true);
 | |
| 		cave.makeCave(node_min, node_max, max_stone_y);
 | |
| 	}	
 | |
| }
 |