mirror of
https://github.com/minetest-mods/nether.git
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596aafff9d
localise math functions
222 lines
7.7 KiB
Lua
222 lines
7.7 KiB
Lua
--[[
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Nether mod for minetest
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This file contains helper functions for generating geode interiors,
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a proof-of-concept to demonstrate how the secondary/spare region
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in the nether might be put to use by someone.
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Copyright (C) 2021 Treer
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Permission to use, copy, modify, and/or distribute this software for
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any purpose with or without fee is hereby granted, provided that the
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above copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
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BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
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OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
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ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
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SOFTWARE.
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]]--
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local debugf = nether.debug
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local mapgen = nether.mapgen
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-- Content ids
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local c_air = minetest.get_content_id("air")
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local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
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local c_netherrack = minetest.get_content_id("nether:rack")
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local c_glowstone = minetest.get_content_id("nether:glowstone")
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-- Math funcs (avoid needing table lookups each time a common math function is invoked)
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local math_max, math_min, math_abs, math_floor, math_pi = math.max, math.min, math.abs, math.floor, math.pi
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local math_cos, math_sin = math.cos, math.sin
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-- Create a tiling space of close-packed spheres, using Hexagonal close packing
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-- of spheres with radius 0.5.
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-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
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-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
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-- and the pack-y distance between each layer will be sqrt(6) / 3,
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-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
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local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
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local xPack2 = xPack * 2 -- 1.732
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local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
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local yPack2 = yPack * 2
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local yPack3 = yPack * 3
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local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
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local layer3offsetx = xPack2 / 3 -- 0.577
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local structureSize = 50 -- magic numbers may need retuning if this changes too much
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local layer1 = {
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{0, 0, 0},
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{0, 0, 1},
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{xPack, 0, -0.5},
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{xPack, 0, 0.5},
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{xPack, 0, 1.5},
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{xPack2, 0, 0},
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{xPack2, 0, 1},
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}
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local layer2 = {
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{layer2offsetx - xPack, yPack, 0},
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{layer2offsetx - xPack, yPack, 1},
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{layer2offsetx, yPack, -0.5},
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{layer2offsetx, yPack, 0.5},
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{layer2offsetx, yPack, 1.5},
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{layer2offsetx + xPack, yPack, 0},
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{layer2offsetx + xPack, yPack, 1},
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{layer2offsetx + xPack2, yPack, -0.5},
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{layer2offsetx + xPack2, yPack, 0.5},
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{layer2offsetx + xPack2, yPack, 1.5},
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}
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local layer3 = {
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{layer3offsetx - xPack, yPack2, -0.5},
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{layer3offsetx - xPack, yPack2, 0.5},
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{layer3offsetx - xPack, yPack2, 1.5},
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{layer3offsetx, yPack2, 0},
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{layer3offsetx, yPack2, 1},
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{layer3offsetx + xPack, yPack2, -0.5},
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{layer3offsetx + xPack, yPack2, 0.5},
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{layer3offsetx + xPack, yPack2, 1.5},
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{layer3offsetx + xPack2, yPack2, 0},
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{layer3offsetx + xPack2, yPack2, 1},
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}
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local layer4 = {
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{0, yPack3, 0},
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{0, yPack3, 1},
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{xPack, yPack3, -0.5},
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{xPack, yPack3, 0.5},
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{xPack, yPack3, 1.5},
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{xPack2, yPack3, 0},
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{xPack2, yPack3, 1},
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}
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local layers = {
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{y = layer1[1][2], points = layer1}, -- layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
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{y = layer2[1][2], points = layer2},
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{y = layer3[1][2], points = layer3},
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{y = layer4[1][2], points = layer4},
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}
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-- Geode mapgen functions (AKA proof of secondary/spare region concept)
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-- fast for small lists
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function insertionSort(array)
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local i
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for i = 2, #array do
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local key = array[i]
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local j = i - 1
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while j > 0 and array[j] > key do
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array[j + 1] = array[j]
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j = j - 1
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end
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array[j + 1] = key
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end
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return array
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end
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local distSquaredList = {}
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local adj_x = 0
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local adj_y = 0
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local adj_z = 0
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local lasty, lastz
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local warpx, warpz
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-- It's quite a lot to calculate for each air node, but its not terribly slow and
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-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
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mapgen.getGeodeInteriorNodeId = function(x, y, z)
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if z ~= lastz then
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lastz = z
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-- Calculate structure warping
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-- To avoid calculating this for each node there's no warping as you look along the x axis :(
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adj_y = math_sin(math_pi / 222 * y) * 30
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if y ~= lasty then
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lasty = y
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warpx = math_sin(math_pi / 100 * y) * 10
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warpz = math_sin(math_pi / 43 * y) * 15
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end
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local twistRadians = math_pi / 73 * y
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local sinTwist, cosTwist = math_sin(twistRadians), math_cos(twistRadians)
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adj_x = cosTwist * warpx - sinTwist * warpz
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adj_z = sinTwist * warpx + cosTwist * warpz
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end
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-- convert x, y, z into a position in the tessellating space
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local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
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local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
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local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
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local iOut = 1
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local i, j
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local canSkip = false
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for i = 1, #layers do
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local layer = layers[i]
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local dy = cell_y - layer.y
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if dy > -0.71 and dy < 0.71 then -- optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
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local points = layer.points
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for j = 1, #points do
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local point = points[j]
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local dx = cell_x - point[1]
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local dz = cell_z - point[3]
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local distSquared = dx*dx + dy*dy + dz*dz
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if distSquared < 0.25 then
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-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
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return c_air
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end
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distSquaredList[iOut] = distSquared
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iOut = iOut + 1
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end
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end
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end
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-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
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while distSquaredList[iOut] ~= nil do
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rawset(distSquaredList, iOut, nil)
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iOut = iOut + 1
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end
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insertionSort(distSquaredList)
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local d3_1 = distSquaredList[3] - distSquaredList[1]
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local d3_2 = distSquaredList[3] - distSquaredList[2]
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--local d4_1 = distSquaredList[4] - distSquaredList[1]
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--local d4_3 = distSquaredList[4] - distSquaredList[3]
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-- Some shape formulas (tuned for a structureSize of 50)
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-- (d3_1 < 0.05) gives connective lines
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-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
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-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
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-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
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-- (d4_1 < 0.1) produces spherish balls at intersections
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-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
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-- In this case we use squared distances to avoid calculating square roots.
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if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
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return c_crystal
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elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
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return c_glowstone
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else
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return c_air
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end
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end
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