forked from Mirrorlandia_minetest/minetest
Valleys mapgen code rewrite (#8101)
Shorter, simpler, clearer and more consistent with other mapgens, while preserving functionality. Base terrain shape is unchanged. With the 'vary river depth' option disabled, river surface level is unchanged. Behaviour of the 4 heat/humidity/river depth options is very slightly changed due to bugfixes and code cleanup (the mapgen is 'unstable'). Apply heat and humidity gradients above water_level instead of above y = 0.
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@ -1,7 +1,7 @@
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/*
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Minetest
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Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
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Copyright (C) 2016-2018 paramat
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Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com>
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Copyright (C) 2016-2019 paramat
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Based on Valleys Mapgen by Gael de Sailly
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(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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@ -53,9 +54,6 @@ FlagDesc flagdesc_mapgen_valleys[] = {
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};
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////////////////////////////////////////////////////////////////////////////////
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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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@ -63,8 +61,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
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// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
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m_bgen = (BiomeGenOriginal *)biomegen;
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BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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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 + 1.0f;
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@ -95,8 +91,6 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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humidity_adjust = bp->np_humidity.offset - 50.0f;
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}
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@ -185,9 +179,6 @@ void MapgenValleysParams::writeParams(Settings *settings) const
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}
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////////////////////////////////////////////////////////////////////////////////
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void MapgenValleys::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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@ -220,19 +211,16 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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// biome-related noises.
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m_bgen->calcBiomeNoise(node_min);
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// Generate noise maps and base terrain height.
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// Modify heat and humidity maps.
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calculateNoise();
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// Generate base terrain with initial heightmaps
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// Generate terrain
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s16 stone_surface_max_y = generateTerrain();
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// Recalculate heightmap
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Place biome-specific nodes and build biomemap
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if (flags & MG_BIOMES)
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if (flags & MG_BIOMES) {
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generateBiomes();
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}
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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@ -281,244 +269,151 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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}
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void MapgenValleys::calculateNoise()
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{
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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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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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noise_valley_depth->perlinMap2D(x, z);
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noise_valley_profile->perlinMap2D(x, z);
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noise_inter_valley_fill->perlinMap3D(x, y, z);
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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 (spflags & MGVALLEYS_ALT_CHILL)
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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 (spflags & MGVALLEYS_HUMID_RIVERS)
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humidity_scale = 0.8f;
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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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m_bgen->humidmap[index] *= humidity_scale;
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}
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TerrainNoise tn;
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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 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 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 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 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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// This is the actual terrain height.
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float mount = terrainLevelFromNoise(&tn);
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noise_terrain_height->result[index] = mount;
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}
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}
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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: 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 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
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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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// "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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float mount = base + *tn->valley;
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*tn->slope *= *tn->valley;
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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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// 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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// 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 =
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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 = 0.0f;
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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 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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float result = mount;
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s16 y_start = myround(mount);
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float fill =
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NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y_start, tn->z, seed);
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bool is_ground = fill * *tn->slope >= y_start - mount;
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s16 search_direction = is_ground ? 1 : -1;
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for (s16 i = 1; i <= 1000; i++) {
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s16 y = y_start + i * search_direction;
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fill =
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NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
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bool was_ground = is_ground;
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is_ground = fill * *tn->slope >= y - mount;
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if (is_ground)
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result = y;
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if (is_ground != was_ground)
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break;
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}
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return result;
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}
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int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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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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// Check if in a river channel
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float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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if (std::fabs(n_rivers) <= river_size_factor)
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// Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT;
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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 + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
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float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed);
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float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed);
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float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed);
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// +1 to account for biome dust that can be 1 node deep
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return level_at_point + 1;
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}
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float valley_d = n_valley * n_valley;
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float base = n_terrain_height + valley_d;
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float river = std::fabs(n_rivers) - river_size_factor;
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float tv = std::fmax(river / n_valley_profile, 0.0f);
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float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
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float surface_y = base + valley_h;
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float slope = n_slope * valley_h;
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float river_y = base - 1.0f;
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// Raising the maximum spawn level above 'water_level + 16' is necessary for custom
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// parameters that set average terrain level much higher than water_level.
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s16 max_spawn_y = std::fmax(
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noise_terrain_height->np.offset +
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noise_valley_depth->np.offset * noise_valley_depth->np.offset,
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water_level + 16);
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float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
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{
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TerrainNoise tn;
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// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
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// space above spawn position. Avoids spawning in possibly sealed voids.
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for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
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float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
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float surface_delta = (float)y - surface_y;
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float density = slope * n_fill - surface_delta;
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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 =
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NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
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if (density > 0.0f) { // If solid
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// Sometimes surface level is below river water level in places that are not
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// river channels.
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if (y < water_level || y > max_spawn_y || y < (s16)river_y)
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// Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT;
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tn.x = x;
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tn.z = z;
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tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
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tn.rivers = &rivers;
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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 = 0.0f;
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return adjustedTerrainLevelFromNoise(&tn);
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// y + 2 because y is surface and due to biome 'dust' nodes.
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return y + 2;
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}
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}
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// Unsuitable spawn position, no ground found
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return MAX_MAP_GENERATION_LIMIT;
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}
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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 = 300.0f;
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static const float humidity_dropoff = 4.0f;
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// Constant to convert altitude chill to heat
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static const float alt_to_heat = 20.0f;
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// Humidity reduction by altitude
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static const float alt_to_humid = 10.0f;
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MapNode n_air(CONTENT_AIR);
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MapNode n_river_water(c_river_water_source);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z);
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noise_rivers->perlinMap2D(node_min.X, node_min.Z);
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noise_terrain_height->perlinMap2D(node_min.X, node_min.Z);
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noise_valley_depth->perlinMap2D(node_min.X, node_min.Z);
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noise_valley_profile->perlinMap2D(node_min.X, node_min.Z);
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noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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const v3s16 &em = vm->m_area.getExtent();
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s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index_2d = 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++, index_2d++) {
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float river_y = noise_rivers->result[index_2d];
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float surface_y = noise_terrain_height->result[index_2d];
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float slope = noise_inter_valley_slope->result[index_2d];
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float t_heat = m_bgen->heatmap[index_2d];
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float n_slope = noise_inter_valley_slope->result[index_2d];
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float n_rivers = noise_rivers->result[index_2d];
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float n_terrain_height = noise_terrain_height->result[index_2d];
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float n_valley = noise_valley_depth->result[index_2d];
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float n_valley_profile = noise_valley_profile->result[index_2d];
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heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
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float valley_d = n_valley * n_valley;
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// 'base' represents the level of the river banks
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float base = n_terrain_height + valley_d;
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// 'river' represents the distance from the river edge
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float river = std::fabs(n_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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// 'valley_h' represents the height of the terrain, from the rivers.
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float tv = std::fmax(river / n_valley_profile, 0.0f);
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float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
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// Approximate height of the terrain
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float surface_y = base + valley_h;
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float slope = n_slope * valley_h;
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// River water surface is 1 node below river banks
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float river_y = base - 1.0f;
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if (surface_y > surface_max_y)
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surface_max_y = std::ceil(surface_y);
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// Rivers are placed where 'river' is negative
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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 - tr * tr)));
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// There is no logical equivalent to this using rangelim
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surface_y = std::fmin(
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std::fmax(base - depth, (float)(water_level - 3)),
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surface_y);
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slope = 0.0f;
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}
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// Optionally vary river depth according to heat and humidity
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if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) {
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float heat = ((spflags & MGVALLEYS_ALT_CHILL) &&
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(surface_y > 0.0f || river_y > 0.0f)) ?
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t_heat - alt_to_heat *
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std::fmax(surface_y, river_y) / altitude_chill :
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float t_heat = m_bgen->heatmap[index_2d];
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float heat = (spflags & MGVALLEYS_ALT_CHILL) ?
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// Match heat value calculated below in
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// 'Optionally decrease heat with altitude'.
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// In rivers, 'ground height ignoring riverbeds' is 'base'.
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// As this only affects river water we can assume y > water_level.
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t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill :
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t_heat;
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float delta = m_bgen->humidmap[index_2d] - 50.0f;
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if (delta < 0.0f) {
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float t_evap = (heat - 32.0f) / evaporation;
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float t_evap = (heat - 32.0f) / 300.0f;
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river_y += delta * std::fmax(t_evap, 0.08f);
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}
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}
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// Highest solid node in column
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s16 column_max_y = surface_y;
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u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
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u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
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float fill = noise_inter_valley_fill->result[index_3d];
|
||||
float n_fill = noise_inter_valley_fill->result[index_3d];
|
||||
float surface_delta = (float)y - surface_y;
|
||||
bool river = y < river_y - 1;
|
||||
// Density = density noise + density gradient
|
||||
float density = slope * n_fill - surface_delta;
|
||||
|
||||
if (slope * fill > surface_delta) {
|
||||
if (density > 0.0f) {
|
||||
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;
|
||||
if (y > column_max_y)
|
||||
column_max_y = y;
|
||||
} else if (y <= water_level) {
|
||||
vm->m_data[index_data] = n_water; // Water
|
||||
} else if (river) {
|
||||
} else if (y <= (s16)river_y) {
|
||||
vm->m_data[index_data] = n_river_water; // River water
|
||||
} else {
|
||||
vm->m_data[index_data] = n_air; // Air
|
||||
@ -529,26 +424,13 @@ int MapgenValleys::generateTerrain()
|
||||
index_3d += ystride;
|
||||
}
|
||||
|
||||
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
|
||||
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.
|
||||
heightmap[index_2d] = node_min.Y - 2;
|
||||
}
|
||||
}
|
||||
|
||||
// Optionally increase humidity around rivers
|
||||
if (spflags & MGVALLEYS_HUMID_RIVERS) {
|
||||
// Compensate to avoid increasing average humidity
|
||||
m_bgen->humidmap[index_2d] *= 0.8f;
|
||||
// Ground height ignoring riverbeds
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
float water_depth = (t_alt - river_y) / humidity_dropoff;
|
||||
float t_alt = std::fmax(base, (float)column_max_y);
|
||||
float water_depth = (t_alt - base) / 4.0f;
|
||||
m_bgen->humidmap[index_2d] *=
|
||||
1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
|
||||
}
|
||||
@ -556,21 +438,23 @@ int MapgenValleys::generateTerrain()
|
||||
// Optionally decrease humidity with altitude
|
||||
if (spflags & MGVALLEYS_ALT_DRY) {
|
||||
// Ground height ignoring riverbeds
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
if (t_alt > 0.0f)
|
||||
float t_alt = std::fmax(base, (float)column_max_y);
|
||||
// Only decrease above water_level
|
||||
if (t_alt > water_level)
|
||||
m_bgen->humidmap[index_2d] -=
|
||||
alt_to_humid * t_alt / altitude_chill;
|
||||
(t_alt - water_level) * 10.0f / altitude_chill;
|
||||
}
|
||||
|
||||
// Optionally decrease heat with altitude
|
||||
if (spflags & MGVALLEYS_ALT_CHILL) {
|
||||
// Compensate to avoid reducing the average heat
|
||||
m_bgen->heatmap[index_2d] += 5.0f;
|
||||
// Ground height ignoring riverbeds
|
||||
float t_alt = std::fmax(noise_rivers->result[index_2d],
|
||||
(float)heightmap[index_2d]);
|
||||
if (t_alt > 0.0f)
|
||||
float t_alt = std::fmax(base, (float)column_max_y);
|
||||
// Only decrease above water_level
|
||||
if (t_alt > water_level)
|
||||
m_bgen->heatmap[index_2d] -=
|
||||
alt_to_heat * t_alt / altitude_chill;
|
||||
(t_alt - water_level) * 20.0f / altitude_chill;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,11 +1,11 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
|
||||
Copyright (C) 2016-2018 paramat
|
||||
Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com>
|
||||
Copyright (C) 2016-2019 paramat
|
||||
|
||||
Based on Valleys Mapgen by Gael de Sailly
|
||||
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
|
||||
and mapgen_v7 by kwolekr and paramat.
|
||||
and mapgen_v7, mapgen_flat by kwolekr and paramat.
|
||||
|
||||
Licensing changed by permission of Gael de Sailly.
|
||||
|
||||
@ -24,20 +24,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "mapgen.h"
|
||||
|
||||
/////////////////// Mapgen Valleys flags
|
||||
#define MGVALLEYS_ALT_CHILL 0x01
|
||||
#define MGVALLEYS_HUMID_RIVERS 0x02
|
||||
#define MGVALLEYS_VARY_RIVER_DEPTH 0x04
|
||||
#define MGVALLEYS_ALT_DRY 0x08
|
||||
|
||||
// Feed only one variable into these
|
||||
#define MYSQUARE(x) (x) * (x)
|
||||
#define MYCUBE(x) (x) * (x) * (x)
|
||||
|
||||
class BiomeManager;
|
||||
class BiomeGenOriginal;
|
||||
|
||||
@ -79,16 +75,6 @@ struct MapgenValleysParams : public MapgenParams {
|
||||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
struct TerrainNoise {
|
||||
s16 x;
|
||||
s16 z;
|
||||
float terrain_height;
|
||||
float *rivers;
|
||||
float *valley;
|
||||
float valley_profile;
|
||||
float *slope;
|
||||
float inter_valley_fill;
|
||||
};
|
||||
|
||||
class MapgenValleys : public MapgenBasic {
|
||||
public:
|
||||
@ -106,7 +92,6 @@ private:
|
||||
BiomeGenOriginal *m_bgen;
|
||||
|
||||
float altitude_chill;
|
||||
float humidity_adjust;
|
||||
float river_depth_bed;
|
||||
float river_size_factor;
|
||||
|
||||
@ -121,9 +106,5 @@ private:
|
||||
Noise *noise_valley_depth;
|
||||
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