mapgen_rivers = {} local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/' dofile(modpath .. 'settings.lua') local blocksize = mapgen_rivers.blocksize local sea_level = mapgen_rivers.sea_level local riverbed_slope = mapgen_rivers.riverbed_slope local make_polygons = dofile(modpath .. 'polygons.lua') local transform_quadri = dofile(modpath .. 'geometry.lua') -- Linear interpolation local function interp(v00, v01, v11, v10, xf, zf) local v0 = v01*xf + v00*(1-xf) local v1 = v11*xf + v10*(1-xf) return v1*zf + v0*(1-zf) end local data = {} local function generate(minp, maxp, seed) local c_stone = minetest.get_content_id("default:stone") local c_dirt = minetest.get_content_id("default:dirt") local c_lawn = minetest.get_content_id("default:dirt_with_grass") local c_sand = minetest.get_content_id("default:sand") local c_water = minetest.get_content_id("default:water_source") local c_rwater = minetest.get_content_id("default:river_water_source") local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm:get_data(data) local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index. local polygons = make_polygons(minp, maxp) local i = 1 for x = minp.x, maxp.x do for z = minp.z, maxp.z do local poly = polygons[i] if poly then local xf, zf = transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize) local i00, i01, i11, i10 = unpack(poly.i) -- Test the 4 edges to see whether we are in a river or not local is_river = false local depth_factor = 0 local r_west, r_north, r_east, r_south = unpack(poly.rivers) if xf > r_east then is_river = true depth_factor = xf-r_east xf = 1 elseif xf < r_west then is_river = true depth_factor = r_west-xf xf = 0 end if zf > r_south then is_river = true depth_factor = zf-r_south zf = 1 elseif zf < r_north then is_river = true depth_factor = r_north-zf zf = 0 end if not is_river then -- Test corners also local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners) if xf+zf < c_NW then is_river = true depth_factor = c_NW-xf-zf xf, zf = 0, 0 elseif 1-xf+zf < c_NE then is_river = true depth_factor = c_NE-1+xf-zf xf, zf = 1, 0 elseif 2-xf-zf < c_SE then is_river = true depth_factor = c_SE-2+xf+zf xf, zf = 1, 1 elseif xf+1-zf < c_SW then is_river = true depth_factor = c_SW-xf-1+zf xf, zf = 0, 1 end end if not is_river then -- Redefine indicesto have 0/1 on the riverbanks (avoids ugly edge cuts, at least for small rivers) xf = (xf-r_west) / (r_east-r_west) zf = (zf-r_north) / (r_south-r_north) end local vdem = poly.dem local terrain_height = math.floor(0.5+interp( vdem[1], vdem[2], vdem[3], vdem[4], xf, zf )) local lake_height = math.max(math.floor(poly.lake), terrain_height) if is_river then terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor*riverbed_slope), terrain_height) end local is_lake = lake_height > terrain_height local ivm = a:index(x, minp.y-1, z) if terrain_height >= minp.y then for y=minp.y, math.min(maxp.y, terrain_height) do if y == terrain_height then if is_lake or y <= sea_level then data[ivm] = c_sand else data[ivm] = c_lawn end else data[ivm] = c_stone end ivm = ivm + ystride end end if lake_height > sea_level then if is_lake and lake_height > minp.y then for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, lake_height) do data[ivm] = c_rwater ivm = ivm + ystride end end else for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, sea_level) do data[ivm] = c_water ivm = ivm + ystride end end end i = i + 1 end end vm:set_data(data) minetest.generate_ores(vm, minp, maxp) vm:set_lighting({day = 0, night = 0}) vm:calc_lighting() vm:update_liquids() vm:write_to_map() end minetest.register_on_generated(generate)