Voxelmanip/perlinmap version
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README.txt
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README.txt
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Release thread http://forum.minetest.net/viewtopic.php?id=5159
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For latest stable Minetest and compatible back to 0.4.3.
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Depends default.
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License WTFPL.
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* Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
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* A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area; by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
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* For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
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* No new nodes, the mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries creating the red stripes. By default the height is 1km, but since i have increased the maximum width to 3x3 chunks the mountain can still look well proportioned when 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
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* There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.
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meru 0.3.0 by paramat
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For latest stable Minetest and compatible back to 0.4.8
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Depends default
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License WTFPL
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262
init.lua
262
init.lua
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-- meru 0.2.0 by paramat.
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-- License WTFPL.
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-- meru 0.3.0 by paramat
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-- For latest stable Minetest and compatible back to 0.4.8
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-- Depends default
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-- License WTFPL
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-- Parameters.
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-- Voxelmanip version
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local ONGEN = true -- (true / false) Enable / disable generation.
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local PROG = true -- Print processing progess to terminal.
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local COORD = false -- Print tower co-ordinates to terminal.
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-- Parameters
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local XMIN = -1024 -- Area for random spawn.
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local COORD = false -- Print tower co-ordinates to terminal (cheat)
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local XMIN = -1024 -- Area for random spawn
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local XMAX = 1024
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local ZMIN = -1024
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local ZMAX = 1024
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local BASRAD = 64 -- -- Average radius y = -32.
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local HEIGHT = 1024 -- -- Approximate height measured from y = -32.
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local CONVEX = 0.6 -- -- Convexity. 0.5 = concave, 1 = perfect cone, 2 = convex.
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local VOID = 0.4 -- -- Void threshold. Controls size of central voids.
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local NOISYRAD = 0.2 -- -- Noisyness of structure at base radius. 0 = smooth geometric form, 0.3 = noisy.
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local NOISYCEN = 0 -- -- Noisyness of structure at centre.
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local FISOFFBAS = 0.02 -- -- Fissure noise offset at base. controls amount / size of fissure entrances on outer surface.
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local FISOFFTOP = 0.04 -- -- Fissure noise offset at top.
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local FISEXPBAS = 0.6 -- -- Fissure expansion rate under surface at base.
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local FISEXPTOP = 1.2 -- -- Fissure expansion rate under surface at top.
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local BASRAD = 64 -- Average radius at y = -32
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local HEIGHT = 2048 -- Approximate height measured from y = -32
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local CONVEX = 0.6 -- Convexity. <1 = concave, 1 = conical, >1 = convex
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local VOID = 0.4 -- Void threshold. Controls size of central void
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local NOISYRAD = 0.2 -- Noisyness of structure at base radius. 0 = smooth geometric form, 0.3 = noisy
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local NOISYCEN = 0 -- Noisyness of structure at centre
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local FISOFFBAS = 0.02 -- Fissure noise offset at base. controls size of fissure entrances on outer surface
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local FISOFFTOP = 0.04 -- Fissure noise offset at top
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local FISEXPBAS = 0.6 -- Fissure expansion rate under surface at base
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local FISEXPTOP = 1.2 -- Fissure expansion rate under surface at top
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local SEEDDIFF1 = 46893 -- 3D noise for primary structure.
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local OCTAVES1 = 5 --
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local PERSISTENCE1 = 0.5 --
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local SCALE1 = 64 --
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-- 3D noise for primary structure
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local SEEDDIFF2 = 92940980987 -- 3D noise for fissures.
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local OCTAVES2 = 4 --
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local PERSISTENCE2 = 0.5 --
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local SCALE2 = 24 --
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local np_structure = {
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offset = 0,
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scale = 1,
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spread = {x=64, y=64, z=64},
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seed = 46893,
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octaves = 5,
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persist = 0.5
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}
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-- End of parameters.
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-- 3D noise for fissures
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meru = {}
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local np_fissure = {
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offset = 0,
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scale = 1,
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spread = {x=24, y=24, z=24},
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seed = 92940980987,
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octaves = 4,
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persist = 0.5
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}
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local SEEDDIFF3 = 9130 -- 9130 -- Values should match minetest mapgen desert perlin.
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local OCTAVES3 = 3 -- 3
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local PERSISTENCE3 = 0.5 -- 0.5
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local SCALE3 = 250 -- 250
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-- End of parameters
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local SEEDDIFF4 = 5839090
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local OCTAVES4 = 2 -- 2
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local PERSISTENCE4 = 0.5 -- 0.5
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local SCALE4 = 3 -- 3
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-- 2D noise for biome. Parameters must match mgv6 biome noise
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local cxmin = math.floor((XMIN + 32) / 80) -- chunk co ordinates
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local np_biome = {
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offset = 0,
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scale = 1,
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spread = {x=250, y=250, z=250},
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seed = 9130,
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octaves = 3,
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persist = 0.5
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}
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local cxmin = math.floor((XMIN + 32) / 80) -- limits in chunk co-ordinates
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local czmin = math.floor((ZMIN + 32) / 80)
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local cxmax = math.floor((XMAX + 32) / 80)
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local czmax = math.floor((ZMAX + 32) / 80)
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local cxav = (cxmin + cxmax) / 2
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local cxav = (cxmin + cxmax) / 2 -- spawn area midpoint in chunk co-ordinates
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local czav = (czmin + czmax) / 2
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local xnom = (cxmax - cxmin) / 4
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local xnom = (cxmax - cxmin) / 4 -- noise multipliers
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local znom = (czmax - czmin) / 4
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-- On generated function.
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-- Nodes
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if ONGEN then
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.x >= XMIN and minp.x <= XMAX
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and maxp.z >= ZMIN and minp.z <= ZMAX then
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local env = minetest.env
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local perlin4 = env:get_perlin(SEEDDIFF4, OCTAVES4, PERSISTENCE4, SCALE4)
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local noisex = perlin4:get2d({x=31,y=23})
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local noisez = perlin4:get2d({x=17,y=11})
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local cx = cxav + math.floor(noisex * xnom) -- chunk co ordinates
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local cz = czav + math.floor(noisez * znom)
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local merux = 80 * cx + 8
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local meruz = 80 * cz + 8
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if COORD then
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print ("[meru] x "..merux.." z "..meruz)
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end
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if minp.x >= merux - 120 and minp.x <= merux + 40
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and minp.z >= meruz - 120 and minp.z <= meruz + 40
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and minp.y >= -32 and minp.y <= HEIGHT * 1.2 then
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local perlin1 = env:get_perlin(SEEDDIFF1, OCTAVES1, PERSISTENCE1, SCALE1)
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local perlin2 = env:get_perlin(SEEDDIFF2, OCTAVES2, PERSISTENCE2, SCALE2)
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local perlin3 = env:get_perlin(SEEDDIFF3, OCTAVES3, PERSISTENCE3, SCALE3)
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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-- Loop through nodes in chunk.
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for x = x0, x1 do
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-- For each plane do.
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if PROG then
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print ("[meru] Plane "..x - x0.." Chunk ("..minp.x.." "..minp.y.." "..minp.z..")")
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end
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for z = z0, z1 do
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-- For each column do.
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local noise3 = perlin3:get2d({x=x+150,y=z+50}) -- Offsets must match minetest mapgen desert perlin.
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local desert = false
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if noise3 > 0.45 or math.random(0,10) > (0.45 - noise3) * 100 then -- Smooth transition 0.35 to 0.45.
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desert = true
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end
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for y = y0, y1 do
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-- For each node do.
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local noise1 = perlin1:get3d({x=x,y=y,z=z})
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local radius = ((x - merux) ^ 2 + (z - meruz) ^ 2) ^ 0.5
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local deprop = (BASRAD - radius) / BASRAD
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local noisy = NOISYRAD + deprop * (NOISYCEN - NOISYRAD)
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local heprop = ((y + 32) / HEIGHT)
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local offset = deprop - heprop ^ CONVEX
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local noise1off = noise1 * noisy + offset
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if noise1off > 0 and noise1off < VOID then
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local noise2 = perlin2:get3d({x=x,y=y,z=z})
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local fisoff = FISOFFBAS + heprop * (FISOFFTOP - FISOFFBAS)
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local fisexp = FISEXPBAS + heprop * (FISEXPTOP - FISEXPBAS)
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if math.abs(noise2) - noise1off * fisexp - fisoff > 0 then
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if desert then
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env:add_node({x=x,y=y,z=z},{name="default:desert_stone"})
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else
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env:add_node({x=x,y=y,z=z},{name="default:stone"})
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end
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end
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end
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minetest.register_node("meru:stone", {
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description = "Stone",
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tiles = {"default_stone.png"},
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is_ground_content = false,
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groups = {cracky=3, stone=1},
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drop = "default:cobble",
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sounds = default.node_sound_stone_defaults(),
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})
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minetest.register_node("meru:destone", {
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description = "Desert Stone",
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tiles = {"default_desert_stone.png"},
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is_ground_content = false,
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groups = {cracky=3, stone=1},
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drop = "default:desert_stone",
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sounds = default.node_sound_stone_defaults(),
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})
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-- On generated function
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.x < XMIN or minp.x > XMAX
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or maxp.z < ZMIN or minp.z > ZMAX then
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return
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end
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local locnoise = minetest.get_perlin(5839090, 2, 0.5, 3)
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local noisex = locnoise:get2d({x=31,y=23})
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local noisez = locnoise:get2d({x=17,y=11})
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local cx = cxav + math.floor(noisex * xnom) -- chunk co ordinates
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local cz = czav + math.floor(noisez * znom)
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local merux = 80 * cx + 8
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local meruz = 80 * cz + 8
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if COORD then
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print ("[meru] at x "..merux.." z "..meruz)
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end
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if minp.x < merux - 120 or minp.x > merux + 40
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or minp.z < meruz - 120 or minp.z > meruz + 40
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or minp.y < -32 or minp.y > HEIGHT * 1.2 then
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return
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end
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local t0 = os.clock()
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local x0 = minp.x
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local y0 = minp.y
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local z0 = minp.z
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local x1 = maxp.x
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local y1 = maxp.y
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local z1 = maxp.z
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print ("[meru] chunk minp ("..x0.." "..y0.." "..z0..")")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local c_stone = minetest.get_content_id("meru:stone")
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local c_destone = minetest.get_content_id("meru:destone")
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local minposxyz = {x=x0, y=y0, z=z0}
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local nvals_structure = minetest.get_perlin_map(np_structure, chulens):get3dMap_flat(minposxyz)
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local nvals_fissure = minetest.get_perlin_map(np_fissure, chulens):get3dMap_flat(minposxyz)
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local nvals_biome = minetest.get_perlin_map(np_biome, chulens):get2dMap_flat({x=x0+150, y=z0+50})
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local nixyz = 1 -- 3D noise index
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local nixz = 1 -- 2D noise index
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for z = z0, z1 do
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for y = y0, y1 do
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local vi = area:index(x0, y, z)
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for x = x0, x1 do
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local n_structure = nvals_structure[nixyz]
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local radius = ((x - merux) ^ 2 + (z - meruz) ^ 2) ^ 0.5
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local deprop = (BASRAD - radius) / BASRAD -- radial depth proportion
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local noisy = NOISYRAD + deprop * (NOISYCEN - NOISYRAD)
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local heprop = ((y + 32) / HEIGHT) -- height proportion
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local offset = deprop - heprop ^ CONVEX
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local n_offstructure = n_structure * noisy + offset
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if n_offstructure > 0 and n_offstructure < VOID then
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local n_absfissure = math.abs(nvals_fissure[nixyz])
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local fisoff = FISOFFBAS + heprop * (FISOFFTOP - FISOFFBAS)
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local fisexp = FISEXPBAS + heprop * (FISEXPTOP - FISEXPBAS)
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if n_absfissure - n_offstructure * fisexp - fisoff > 0 then
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local n_biome = nvals_biome[nixz]
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local desert = n_biome > 0.45
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or math.random(0,10) > (0.45 - n_biome) * 100
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if desert then
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data[vi] = c_destone
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else
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data[vi] = c_stone
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end
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end
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end
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nixyz = nixyz + 1
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nixz = nixz + 1
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vi = vi + 1
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end
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nixz = nixz - sidelen
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end
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end)
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end
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nixz = nixz + sidelen
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end
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vm:set_data(data)
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vm:set_lighting({day=0, night=0})
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vm:calc_lighting()
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vm:write_to_map(data)
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local chugent = math.ceil((os.clock() - t0) * 1000)
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print ("[meru] "..chugent.." ms")
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end)
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