forked from Mirrorlandia_minetest/minetest
Mgvalleys: Code cleanup
Split some long lines. Edit comments. Remove unnecessary comments and unnecessary commented-out code. Use std::fmax/fmin instead of MYMAX/MYMIN. Remove scope-limiting braces. Consistently define literals as floats, except in noise parameters. Cleanup literals in noise parameters. Remove unnecessary 'near_cavern' line. Reduce max spawn y to be consistent with other mapgens.
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@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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@ -43,26 +44,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cmath>
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//#undef NDEBUG
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//#include "assert.h"
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//#include "util/timetaker.h"
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//#include "profiler.h"
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//static Profiler mapgen_prof;
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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{"altitude_chill", MGVALLEYS_ALT_CHILL},
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{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
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EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
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@ -72,8 +65,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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spflags = params->spflags;
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altitude_chill = params->altitude_chill;
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river_depth_bed = params->river_depth + 1.f;
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river_size_factor = params->river_size / 100.f;
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river_depth_bed = params->river_depth + 1.0f;
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river_size_factor = params->river_size / 100.0f;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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@ -94,7 +87,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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//// 3D Terrain noise
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// 1-up 1-down overgeneration
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noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
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seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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@ -102,7 +96,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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humidity_adjust = bp->np_humidity.offset - 50.f;
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humidity_adjust = bp->np_humidity.offset - 50.0f;
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}
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@ -119,16 +113,16 @@ MapgenValleys::~MapgenValleys()
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MapgenValleysParams::MapgenValleysParams():
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np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
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np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
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np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
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np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
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np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
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np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
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np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_cavern (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f)
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np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
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np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
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np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
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np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
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np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
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np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
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np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
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np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
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{
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}
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@ -191,7 +185,7 @@ void MapgenValleysParams::writeParams(Settings *settings) const
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}
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///////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void MapgenValleys::makeChunk(BlockMakeData *data)
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@ -206,12 +200,12 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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//TimeTaker t("makeChunk");
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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@ -221,7 +215,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate biome noises. Note this must be executed strictly before
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// Generate biome noises. Note this must be executed strictly before
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// generateTerrain, because generateTerrain depends on intermediate
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// biome-related noises.
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m_bgen->calcBiomeNoise(node_min);
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@ -241,9 +235,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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bool near_cavern = false;
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// Generate caverns
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near_cavern = generateCaverns(stone_surface_max_y);
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bool near_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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if (near_cavern)
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// Disable classic caves in this mapchunk by setting
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@ -269,36 +262,24 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//TimeTaker tll("liquid_lighting");
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(
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node_min - v3s16(0, 1, 0),
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node_max + v3s16(0, 1, 0),
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full_node_min,
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full_node_max);
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//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
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//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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this->generating = false;
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//printf("makeChunk: %lums\n", t.stop());
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}
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// Populate the noise tables and do most of the
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// calculation necessary to determine terrain height.
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void MapgenValleys::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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//TimeTaker tcn("actualNoise");
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noise_inter_valley_slope->perlinMap2D(x, z);
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noise_rivers->perlinMap2D(x, z);
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noise_terrain_height->perlinMap2D(x, z);
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@ -307,19 +288,14 @@ void MapgenValleys::calculateNoise()
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noise_inter_valley_fill->perlinMap3D(x, y, z);
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//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
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float heat_offset = 0.f;
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float humidity_scale = 1.f;
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float heat_offset = 0.0f;
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float humidity_scale = 1.0f;
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// Altitude chill tends to reduce the average heat.
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if (use_altitude_chill)
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heat_offset = 5.f;
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heat_offset = 5.0f;
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// River humidity tends to increase the humidity range.
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if (humid_rivers) {
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if (humid_rivers)
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humidity_scale = 0.8f;
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}
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for (s32 index = 0; index < csize.X * csize.Z; index++) {
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m_bgen->heatmap[index] += heat_offset;
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@ -331,21 +307,19 @@ void MapgenValleys::calculateNoise()
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u32 index = 0;
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for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
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for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
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// The parameters that we actually need to generate terrain
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// are passed by address (and the return value).
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// The parameters that we actually need to generate terrain are passed
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// by address (and the return value).
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tn.terrain_height = noise_terrain_height->result[index];
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// River noise is replaced with base terrain, which
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// is basically the height of the water table.
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// River noise is replaced with base terrain, which is basically the
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// height of the water table.
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tn.rivers = &noise_rivers->result[index];
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// Valley depth noise is replaced with the valley
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// number that represents the height of terrain
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// over rivers and is used to determine about
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// how close a river is for humidity calculation.
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// Valley depth noise is replaced with the valley number that represents
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// the height of terrain over rivers and is used to determine how close
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// a river is for humidity calculation.
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tn.valley = &noise_valley_depth->result[index];
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tn.valley_profile = noise_valley_profile->result[index];
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// Slope noise is replaced by the calculated slope
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// which is used to get terrain height in the slow
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// method, to create sharper mountains.
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// Slope noise is replaced by the calculated slope which is used to get
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// terrain height in the slow method, to create sharper mountains.
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tn.slope = &noise_inter_valley_slope->result[index];
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tn.inter_valley_fill = noise_inter_valley_fill->result[index];
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@ -356,75 +330,69 @@ void MapgenValleys::calculateNoise()
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}
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// This keeps us from having to maintain two similar sets of
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// complicated code to determine ground level.
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float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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{
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// The square function changes the behaviour of this noise:
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// very often small, and sometimes very high.
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// The square function changes the behaviour of this noise: very often
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// small, and sometimes very high.
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float valley_d = MYSQUARE(*tn->valley);
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// valley_d is here because terrain is generally higher where valleys
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// are deep (mountains). base represents the height of the
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// rivers, most of the surface is above.
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// valley_d is here because terrain is generally higher where valleys are
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// deep (mountains). base represents the height of the rivers, most of the
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// surface is above.
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float base = tn->terrain_height + valley_d;
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// "river" represents the distance from the river, in arbitrary units.
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// "river" represents the distance from the river
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float river = std::fabs(*tn->rivers) - river_size_factor;
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// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
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// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
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// Try it with a geometry software !
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// (here x = "river" and a = valley_profile).
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// "valley" represents the height of the terrain, from the rivers.
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{
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float t = std::fmax(river / tn->valley_profile, 0.0f);
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*tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
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}
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// "valley" represents the height of the terrain, from the rivers.
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float tv = std::fmax(river / tn->valley_profile, 0.0f);
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*tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv)));
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// approximate height of the terrain at this point
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// Approximate height of the terrain at this point
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float mount = base + *tn->valley;
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*tn->slope *= *tn->valley;
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// Rivers are placed where "river" is negative, so where the original
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// noise value is close to zero.
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// Base ground is returned as rivers since it's basically the water table.
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*tn->rivers = base;
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if (river < 0.f) {
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// Use the the function -sqrt(1-x^2) which models a circle.
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float depth;
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{
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float t = river / river_size_factor + 1;
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depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
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}
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// Rivers are placed where "river" is negative, so where the original noise
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// value is close to zero.
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if (river < 0.0f) {
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// Use the the function -sqrt(1-x^2) which models a circle
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float tr = river / river_size_factor + 1.0f;
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float depth = (river_depth_bed *
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std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
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// base - depth : height of the bottom of the river
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// water_level - 3 : don't make rivers below 3 nodes under the surface
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// water_level - 3 : don't make rivers below 3 nodes under the surface.
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// We use three because that's as low as the swamp biomes go.
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// There is no logical equivalent to this using rangelim.
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mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
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mount =
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std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
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// Slope has no influence on rivers.
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*tn->slope = 0.f;
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// Slope has no influence on rivers
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*tn->slope = 0.0f;
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}
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return mount;
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}
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// This avoids duplicating the code in terrainLevelFromNoise, adding
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// only the final step of terrain generation without a noise map.
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// This avoids duplicating the code in terrainLevelFromNoise, adding only the
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// final step of terrain generation without a noise map.
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float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
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{
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float mount = terrainLevelFromNoise(tn);
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s16 y_start = myround(mount);
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for (s16 y = y_start; y <= y_start + 1000; y++) {
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float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
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float fill =
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NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
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if (fill * *tn->slope < y - mount) {
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mount = MYMAX(y - 1, mount);
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mount = std::fmax((float)(y - 1), mount);
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break;
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}
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}
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@ -435,14 +403,14 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
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int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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// Check to make sure this isn't a request for a location in a river.
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// Check if in a river
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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if (std::fabs(rivers) < river_size_factor)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
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if (level_at_point <= water_level ||
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level_at_point > water_level + 32)
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level_at_point > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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return level_at_point;
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@ -455,7 +423,8 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
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float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
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float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
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float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
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float inter_valley_slope =
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NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
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tn.x = x;
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tn.z = z;
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@ -464,7 +433,7 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
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tn.valley = &valley;
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tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
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tn.slope = &inter_valley_slope;
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tn.inter_valley_fill = 0.f;
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tn.inter_valley_fill = 0.0f;
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return adjustedTerrainLevelFromNoise(&tn);
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}
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@ -472,14 +441,13 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
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int MapgenValleys::generateTerrain()
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{
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// Raising this reduces the rate of evaporation.
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static const float evaporation = 300.f;
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// from the lua
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static const float humidity_dropoff = 4.f;
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// constant to convert altitude chill (compatible with lua) to heat
|
||||
static const float alt_to_heat = 20.f;
|
||||
// humidity reduction by altitude
|
||||
static const float alt_to_humid = 10.f;
|
||||
// Raising this reduces the rate of evaporation
|
||||
static const float evaporation = 300.0f;
|
||||
static const float humidity_dropoff = 4.0f;
|
||||
// Constant to convert altitude chill to heat
|
||||
static const float alt_to_heat = 20.0f;
|
||||
// Humidity reduction by altitude
|
||||
static const float alt_to_humid = 10.0f;
|
||||
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
MapNode n_river_water(c_river_water_source);
|
||||
@ -505,42 +473,39 @@ int MapgenValleys::generateTerrain()
|
||||
if (humid_rivers) {
|
||||
// Derive heat from (base) altitude. This will be most correct
|
||||
// at rivers, since other surface heights may vary below.
|
||||
if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
|
||||
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
|
||||
if (use_altitude_chill && (surface_y > 0.0f || river_y > 0.0f))
|
||||
t_heat -= alt_to_heat *
|
||||
std::fmax(surface_y, river_y) / altitude_chill;
|
||||
|
||||
// If humidity is low or heat is high, lower the water table.
|
||||
float delta = m_bgen->humidmap[index_2d] - 50.f;
|
||||
if (delta < 0.f) {
|
||||
float t_evap = (t_heat - 32.f) / evaporation;
|
||||
river_y += delta * MYMAX(t_evap, 0.08f);
|
||||
// If humidity is low or heat is high, lower the water table
|
||||
float delta = m_bgen->humidmap[index_2d] - 50.0f;
|
||||
if (delta < 0.0f) {
|
||||
float t_evap = (t_heat - 32.0f) / evaporation;
|
||||
river_y += delta * std::fmax(t_evap, 0.08f);
|
||||
}
|
||||
}
|
||||
|
||||
u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
||||
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
|
||||
|
||||
// Mapgens concern themselves with stone and water.
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
|
||||
float fill = noise_inter_valley_fill->result[index_3d];
|
||||
float surface_delta = (float)y - surface_y;
|
||||
bool river = y + 1 < river_y;
|
||||
bool river = y < river_y - 1;
|
||||
|
||||
if (slope * fill > surface_delta) {
|
||||
// ground
|
||||
vm->m_data[index_data] = n_stone;
|
||||
vm->m_data[index_data] = n_stone; // Stone
|
||||
if (y > heightmap[index_2d])
|
||||
heightmap[index_2d] = y;
|
||||
if (y > surface_max_y)
|
||||
surface_max_y = y;
|
||||
} else if (y <= water_level) {
|
||||
// sea
|
||||
vm->m_data[index_data] = n_water;
|
||||
vm->m_data[index_data] = n_water; // Water
|
||||
} else if (river) {
|
||||
// river
|
||||
vm->m_data[index_data] = n_river_water;
|
||||
} else { // air
|
||||
vm->m_data[index_data] = n_air;
|
||||
vm->m_data[index_data] = n_river_water; // River water
|
||||
} else {
|
||||
vm->m_data[index_data] = n_air; // Air
|
||||
}
|
||||
}
|
||||
|
||||
@ -550,29 +515,29 @@ int MapgenValleys::generateTerrain()
|
||||
|
||||
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
|
||||
s16 surface_y_int = myround(surface_y);
|
||||
if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
|
||||
// If surface_y is outside the chunk, it's good enough.
|
||||
|
||||
if (surface_y_int > node_max.Y + 1 ||
|
||||
surface_y_int < node_min.Y - 1) {
|
||||
// If surface_y is outside the chunk, it's good enough
|
||||
heightmap[index_2d] = surface_y_int;
|
||||
} else {
|
||||
// If the ground is outside of this chunk, but surface_y
|
||||
// is within the chunk, give a value outside.
|
||||
// If the ground is outside of this chunk, but surface_y is
|
||||
// within the chunk, give a value outside.
|
||||
heightmap[index_2d] = node_min.Y - 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (humid_rivers) {
|
||||
// Use base ground (water table) in a riverbed, to
|
||||
// avoid an unnatural rise in humidity.
|
||||
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
||||
// Use base ground (water table) in a riverbed, to avoid an
|
||||
// unnatural rise in humidity.
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
float humid = m_bgen->humidmap[index_2d];
|
||||
float water_depth = (t_alt - river_y) / humidity_dropoff;
|
||||
humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
|
||||
humid *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
|
||||
|
||||
// Reduce humidity with altitude (ignoring riverbeds).
|
||||
// This is similar to the lua version's seawater adjustment,
|
||||
// but doesn't increase the base humidity, which causes
|
||||
// problems with the default biomes.
|
||||
if (t_alt > 0.f)
|
||||
// Reduce humidity with altitude (ignoring riverbeds)
|
||||
if (t_alt > 0.0f)
|
||||
humid -= alt_to_humid * t_alt / altitude_chill;
|
||||
|
||||
m_bgen->humidmap[index_2d] = humid;
|
||||
@ -581,13 +546,16 @@ int MapgenValleys::generateTerrain()
|
||||
// Assign the heat adjusted by any changed altitudes.
|
||||
// The altitude will change about half the time.
|
||||
if (use_altitude_chill) {
|
||||
// ground height ignoring riverbeds
|
||||
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
||||
// Ground height ignoring riverbeds
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
|
||||
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
|
||||
// The altitude hasn't changed. Use the first result.
|
||||
// The altitude hasn't changed. Use the first result
|
||||
m_bgen->heatmap[index_2d] = t_heat;
|
||||
else if (t_alt > 0.f)
|
||||
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
|
||||
else if (t_alt > 0.0f)
|
||||
m_bgen->heatmap[index_2d] -=
|
||||
alt_to_heat * t_alt / altitude_chill;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -32,23 +32,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#define MGVALLEYS_ALT_CHILL 0x01
|
||||
#define MGVALLEYS_HUMID_RIVERS 0x02
|
||||
|
||||
// Feed only one variable into these.
|
||||
// Feed only one variable into these
|
||||
#define MYSQUARE(x) (x) * (x)
|
||||
#define MYCUBE(x) (x) * (x) * (x)
|
||||
|
||||
class BiomeManager;
|
||||
class BiomeGenOriginal;
|
||||
|
||||
// Global profiler
|
||||
//class Profiler;
|
||||
//extern Profiler *mapgen_profiler;
|
||||
|
||||
|
||||
struct MapgenValleysParams : public MapgenParams {
|
||||
u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
|
||||
u16 altitude_chill = 90; // The altitude at which temperature drops by 20C.
|
||||
u16 river_depth = 4; // How deep to carve river channels.
|
||||
u16 river_size = 5; // How wide to make rivers.
|
||||
u16 altitude_chill = 90; // The altitude at which temperature drops by 20C
|
||||
u16 river_depth = 4; // How deep to carve river channels
|
||||
u16 river_size = 5; // How wide to make rivers
|
||||
|
||||
float cave_width = 0.09f;
|
||||
s16 large_cave_depth = -33;
|
||||
@ -122,9 +118,7 @@ private:
|
||||
Noise *noise_valley_profile;
|
||||
|
||||
float terrainLevelAtPoint(s16 x, s16 z);
|
||||
|
||||
void calculateNoise();
|
||||
|
||||
virtual int generateTerrain();
|
||||
float terrainLevelFromNoise(TerrainNoise *tn);
|
||||
float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
|
||||
|
Loading…
Reference in New Issue
Block a user