forked from Mirrorlandia_minetest/minetest
Cavegen: Move V5-style caves to CavesNoiseIntersection
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6151f7bc4b
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548d99bb45
@ -23,10 +23,106 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "mg_biome.h"
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#include "cavegen.h"
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NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
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////
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//// CavesNoiseIntersection
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////
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CavesNoiseIntersection::CavesNoiseIntersection(
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INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
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NoiseParams *np_cave1, NoiseParams *np_cave2, int seed, float cave_width)
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{
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assert(nodedef);
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assert(biomemgr);
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m_ndef = nodedef;
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m_bmgr = biomemgr;
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m_csize = chunksize;
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m_cave_width = cave_width;
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m_ystride = m_csize.X;
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m_zstride_1d = m_csize.X * (m_csize.Y + 1);
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// Noises are created using 1-down overgeneration
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// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
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// re-carving the solid overtop placed for blocking sunlight
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noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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}
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CavesNoiseIntersection::~CavesNoiseIntersection()
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{
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delete noise_cave1;
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delete noise_cave2;
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}
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void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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v3s16 nmin, v3s16 nmax, u8 *biomemap)
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{
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assert(vm);
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assert(biomemap);
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noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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(x - nmin.X);
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// Biome of column
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
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// Don't excavate the overgenerated stone at nmax.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
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index3d -= m_ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else {
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// Not in tunnel or not ground content
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if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone))
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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}
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////
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//// CavesRandomWalk
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////
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@ -25,6 +25,43 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class GenerateNotifier;
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/*
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CavesNoiseIntersection is a cave digging algorithm that carves smooth,
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web-like, continuous tunnels at points where the density of the intersection
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between two separate 3d noises is above a certain value. This value,
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cave_width, can be modified to set the effective width of these tunnels.
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This algorithm is relatively heavyweight, taking ~80ms to generate an
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80x80x80 chunk of map on a modern processor. Use sparingly!
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TODO(hmmmm): Remove dependency on biomes
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TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
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*/
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class CavesNoiseIntersection {
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public:
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CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
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v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
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int seed, float cave_width);
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~CavesNoiseIntersection();
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void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
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private:
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INodeDefManager *m_ndef;
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BiomeManager *m_bmgr;
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// configurable parameters
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v3s16 m_csize;
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float m_cave_width;
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// intermediate state variables
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u16 m_ystride;
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u16 m_zstride_1d;
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Noise *noise_cave1;
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Noise *noise_cave2;
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};
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/*
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CavesRandomWalk is an implementation of a cave-digging algorithm that
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operates on the principle of a "random walk" to approximate the stochiastic
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@ -542,56 +542,10 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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CavesNoiseIntersection caves_noise(ndef, bmgr, csize,
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&np_cave1, &np_cave2, seed, cave_width);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index3d -= ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else {
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// Not in tunnel or not ground content
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if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone))
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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caves_noise.generateCaves(vm, node_min, node_max, biomemap);
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if (node_max.Y > large_cave_depth)
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return;
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@ -220,8 +220,6 @@ public:
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BiomeManager *bmgr;
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Noise *noise_filler_depth;
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Noise *noise_cave1;
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Noise *noise_cave2;
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v3s16 node_min;
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v3s16 node_max;
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@ -235,7 +233,8 @@ public:
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content_t c_sandstone;
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int ystride;
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int zstride_1d;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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float cave_width;
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MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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@ -58,8 +58,6 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->heightmap = new s16[csize.X * csize.Z];
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@ -78,10 +76,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D noise
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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MapgenBasic::np_cave1 = sp->np_cave1;
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MapgenBasic::np_cave2 = sp->np_cave2;
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//// Initialize biome generator
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biomegen = emerge->biomemgr->createBiomeGen(
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@ -119,8 +115,6 @@ MapgenFlat::~MapgenFlat()
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{
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delete noise_terrain;
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delete noise_filler_depth;
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delete noise_cave1;
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delete noise_cave2;
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delete biomegen;
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@ -56,8 +56,6 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->heightmap = new s16[csize.X * csize.Z];
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@ -79,10 +77,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D terrain noise
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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MapgenBasic::np_cave1 = sp->np_cave1;
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MapgenBasic::np_cave2 = sp->np_cave2;
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//// Initialize biome generator
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biomegen = emerge->biomemgr->createBiomeGen(
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@ -123,8 +119,6 @@ MapgenFractal::~MapgenFractal()
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{
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delete noise_seabed;
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delete noise_filler_depth;
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delete noise_cave1;
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delete noise_cave2;
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delete biomegen;
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@ -54,8 +54,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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// amount of elements to skip for the next index
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// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->heightmap = new s16[csize.X * csize.Z];
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@ -72,9 +70,9 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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// 3D terrain noise
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// 1-up 1-down overgeneration
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noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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MapgenBasic::np_cave1 = sp->np_cave1;
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MapgenBasic::np_cave2 = sp->np_cave2;
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//// Initialize biome generator
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biomegen = emerge->biomemgr->createBiomeGen(
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@ -113,8 +111,6 @@ MapgenV5::~MapgenV5()
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delete noise_filler_depth;
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delete noise_factor;
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delete noise_height;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_ground;
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delete biomegen;
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@ -61,8 +61,6 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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this->ystride = csize.X;
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// 1-up 1-down overgeneration
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this->zstride_1u1d = csize.X * (csize.Y + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->heightmap = new s16[csize.X * csize.Z];
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this->ridge_heightmap = new s16[csize.X * csize.Z];
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@ -85,9 +83,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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// 1-up 1-down overgeneration
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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MapgenBasic::np_cave1 = sp->np_cave1;
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MapgenBasic::np_cave2 = sp->np_cave2;
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// TODO(hmmmm): should we have a way to disable biomemanager biomes?
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//// Initialize biome generator
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@ -133,8 +131,6 @@ MapgenV7::~MapgenV7()
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delete noise_ridge_uwater;
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delete noise_mountain;
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delete noise_ridge;
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delete noise_cave1;
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delete noise_cave2;
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delete biomegen;
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@ -100,6 +100,7 @@ private:
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BiomeGenOriginal *m_bgen;
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int zstride;
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int zstride_1d;
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float map_gen_limit;
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@ -120,6 +121,8 @@ private:
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Noise *noise_inter_valley_fill;
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Noise *noise_inter_valley_slope;
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Noise *noise_rivers;
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Noise *noise_cave1;
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Noise *noise_cave2;
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Noise *noise_massive_caves;
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Noise *noise_terrain_height;
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Noise *noise_valley_depth;
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