minetest/src/mapgen_fractal.h

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/*
Minetest
Copyright (C) 2015-2017 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
by Paul Nylander, and from http://www.fractalforums.com, thank you.
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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.
*/
#ifndef MAPGEN_FRACTAL_HEADER
#define MAPGEN_FRACTAL_HEADER
#include "mapgen.h"
#define MGFRACTAL_LARGE_CAVE_DEPTH -33
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class BiomeManager;
extern FlagDesc flagdesc_mapgen_fractal[];
struct MapgenFractalParams : public MapgenParams
{
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u32 spflags;
float cave_width;
u16 fractal;
u16 iterations;
v3f scale;
v3f offset;
float slice_w;
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float julia_x;
float julia_y;
float julia_z;
float julia_w;
NoiseParams np_seabed;
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NoiseParams np_filler_depth;
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NoiseParams np_cave1;
NoiseParams np_cave2;
MapgenFractalParams();
~MapgenFractalParams() {}
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
};
class MapgenFractal : public MapgenBasic
{
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public:
MapgenFractal(int mapgenid, 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;
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u16 fractal;
u16 iterations;
v3f scale;
v3f offset;
float slice_w;
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float julia_x;
float julia_y;
float julia_z;
float julia_w;
Noise *noise_seabed;
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};
#endif