/* Minetest Copyright (C) 2015-2019 paramat Copyright (C) 2015-2016 kwolekr, Ryan Kwolek Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html by Paul Nylander, and from http://www.fractalforums.com, thank you. This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "mapgen.h" ///////////// Mapgen Fractal flags #define MGFRACTAL_TERRAIN 0x01 class BiomeManager; extern FlagDesc flagdesc_mapgen_fractal[]; struct MapgenFractalParams : public MapgenParams { u32 spflags = MGFRACTAL_TERRAIN; float cave_width = 0.09f; s16 large_cave_depth = -33; u16 small_cave_num_min = 0; u16 small_cave_num_max = 0; u16 large_cave_num_min = 0; u16 large_cave_num_max = 2; float large_cave_flooded = 0.5f; s16 dungeon_ymin = -31000; s16 dungeon_ymax = 31000; u16 fractal = 1; u16 iterations = 11; v3f scale = v3f(4096.0, 1024.0, 4096.0); v3f offset = v3f(1.52, 0.0, 0.0); float slice_w = 0.0f; float julia_x = 0.267f; float julia_y = 0.2f; float julia_z = 0.133f; float julia_w = 0.067f; NoiseParams np_seabed; NoiseParams np_filler_depth; NoiseParams np_cave1; NoiseParams np_cave2; NoiseParams np_dungeons; MapgenFractalParams(); ~MapgenFractalParams() = default; void readParams(const Settings *settings); void writeParams(Settings *settings) const; }; class MapgenFractal : public MapgenBasic { public: MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge); ~MapgenFractal(); virtual MapgenType getType() const { return MAPGEN_FRACTAL; } virtual void makeChunk(BlockMakeData *data); int getSpawnLevelAtPoint(v2s16 p); bool getFractalAtPoint(s16 x, s16 y, s16 z); s16 generateTerrain(); private: u16 formula; bool julia; u16 fractal; u16 iterations; v3f scale; v3f offset; float slice_w; float julia_x; float julia_y; float julia_z; float julia_w; Noise *noise_seabed = nullptr; };