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Fix MapgenV6::getGroundLevelAtPoint()
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631a835e07
commit
1cd8351054
@ -202,7 +202,7 @@ public:
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void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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double baseRockLevelFromNoise(v2s16 p);
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static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
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static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
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void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, bool is_apple_tree, INodeDefManager *ndef);
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@ -311,9 +311,40 @@ double MapgenV6::base_rock_level_2d(u64 seed, v2s16 p)
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return h;
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}
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double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
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double base = water_level +
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NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
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double higher = water_level +
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NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
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if (higher < base)
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higher = base;
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double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
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b = rangelim(b, 0.0, 1000.0);
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b = b*b*b*b*b*b*b;
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b *= 5;
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b = rangelim(b, 0.5, 1000.0);
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if(b > 1.5 && b < 100.0){
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if(b < 10.0)
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b = 1.5;
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else
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b = 100.0;
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}
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double a_off = -0.20;
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double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
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noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
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a = rangelim(a, 0.0, 1.0);
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return base * (1.0 - a) + higher * a;
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}
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s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
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{
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return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
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return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
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}
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double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
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@ -363,7 +394,7 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
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int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
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return base_rock_level_2d(seed, p) + AVERAGE_MUD_AMOUNT;
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return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
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}
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24
src/noise.h
24
src/noise.h
@ -132,8 +132,28 @@ inline float easeCurve(float t) {
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return t * t * t * (t * (6.f * t - 15.f) + 10.f);
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}
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#define NoisePerlin2D(np, x, y, s) ((np)->offset + (np)->scale * \
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noise2d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
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#define NoisePerlin2D(np, x, y, s) \
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((np)->offset + (np)->scale * noise2d_perlin( \
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(float)(x) / (np)->spread.X, \
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(float)(y) / (np)->spread.Y, \
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(s) + (np)->seed, (np)->octaves, (np)->persist))
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#define NoisePerlin2DNoTxfm(np, x, y, s) \
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(noise2d_perlin( \
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(float)(x) / (np)->spread.X, \
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(float)(y) / (np)->spread.Y, \
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(s) + (np)->seed, (np)->octaves, (np)->persist))
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#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
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((np)->offset + (np)->scale * noise2d_perlin( \
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(float)(xoff) + (float)(x) / (np)->spread.X, \
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(float)(yoff) + (float)(y) / (np)->spread.Y, \
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(s) + (np)->seed, (np)->octaves, (np)->persist))
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#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
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(noise2d_perlin( \
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(float)(xoff) + (float)(x) / (np)->spread.X, \
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(float)(yoff) + (float)(y) / (np)->spread.Y, \
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(s) + (np)->seed, (np)->octaves, (np)->persist))
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#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
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