forked from Mirrorlandia_minetest/minetest
FIxed floating isle generation at chunk boundaries
A mapgen fix authored by paramat, as mentioned here: https://github.com/minetest/minetest/issues/989
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@ -348,10 +348,10 @@ void MapgenIndev::generateFloatIslands(int min_y) {
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if (node_min.Y < min_y) return;
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if (node_min.Y < min_y) return;
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PseudoRandom pr(blockseed + 985);
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PseudoRandom pr(blockseed + 985);
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// originally from http://forum.minetest.net/viewtopic.php?id=4776
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// originally from http://forum.minetest.net/viewtopic.php?id=4776
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float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
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float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity.
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float AMPY = 24; // 24; // Amplitude of island centre y variation.
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float AMPY = 24; // 24; // Amplitude of island centre y variation.
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float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
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float TGRAD = 24; // 24; // Noise gradient to create top surface.
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float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
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float BGRAD = 24; // 24; // Noise gradient to create bottom surface.
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v3s16 p0(node_min.X, node_min.Y, node_min.Z);
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v3s16 p0(node_min.X, node_min.Y, node_min.Z);
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MapNode n1(c_stone);
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MapNode n1(c_stone);
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@ -359,17 +359,19 @@ void MapgenIndev::generateFloatIslands(int min_y) {
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float xl = node_max.X - node_min.X;
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float xl = node_max.X - node_min.X;
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float yl = node_max.Y - node_min.Y;
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float yl = node_max.Y - node_min.Y;
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float zl = node_max.Z - node_min.Z;
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float zl = node_max.Z - node_min.Z;
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u32 zstride = xl + 1;
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float midy = node_min.Y + yl * 0.5;
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float midy = node_min.Y + yl * 0.5;
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u32 index = 0, index2d = 0;
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u32 index = 0;
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for (int x1 = 0; x1 <= xl; ++x1)
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for (int z1 = 0; z1 <= zl; ++z1)
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{
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{
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for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
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for (int y1 = 0; y1 <= yl; ++y1)
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{
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{
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float noise3 = noiseindev_float_islands3->result[index2d];
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for (int x1 = 0; x1 <= xl; ++x1, ++index)
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float pmidy = midy + noise3 / 1.5 * AMPY;
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for (int y1 = 0; y1 <= yl; ++y1, ++index)
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{
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{
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int y = y1 + node_min.Y;
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int y = y1 + node_min.Y;
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u32 index2d = z1 * zstride + x1;
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float noise3 = noiseindev_float_islands3->result[index2d];
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float pmidy = midy + noise3 / 1.5 * AMPY;
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float noise1 = noiseindev_float_islands1->result[index];
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float noise1 = noiseindev_float_islands1->result[index];
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float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
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float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
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float noise1off = noise1 - offset - RAR;
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float noise1off = noise1 - offset - RAR;
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