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Cavegen y biome check (#13472)
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@ -38,14 +38,16 @@ static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0
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////
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CavesNoiseIntersection::CavesNoiseIntersection(
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const NodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
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const NodeDefManager *nodedef, BiomeManager *biomemgr, BiomeGen *biomegen, v3s16 chunksize,
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NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
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{
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assert(nodedef);
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assert(biomemgr);
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assert(biomegen);
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m_ndef = nodedef;
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m_bmgr = biomemgr;
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m_bmgn = biomegen;
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m_csize = chunksize;
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m_cave_width = cave_width;
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@ -80,6 +82,8 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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const v3s16 &em = vm->m_area.getExtent();
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u32 index2d = 0; // Biomemap index
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s16 *biome_transitions = m_bmgn->getBiomeTransitions();
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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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@ -96,6 +100,10 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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u16 base_filler = depth_top + biome->depth_filler;
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u16 depth_riverbed = biome->depth_riverbed;
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u16 nplaced = 0;
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int cur_biome_depth = 0;
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s16 biome_y_min = biome_transitions[cur_biome_depth];
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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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@ -103,6 +111,20 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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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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VoxelArea::add_y(em, vi, -1)) {
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// We need this check to make sure that biomes don't generate too far down
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if (y < biome_y_min) {
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biome = m_bmgn->getBiomeAtIndex(index2d, v3s16(x, y, z));
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// Finding the height of the next biome
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// On first iteration this may loop a couple times after than it should just run once
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while (y < biome_y_min) {
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biome_y_min = biome_transitions[++cur_biome_depth];
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}
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/*if (x == nmin.X && z == nmin.Z)
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printf("Cave: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
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}
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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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@ -26,6 +26,8 @@ typedef u16 biome_t; // copy from mg_biome.h to avoid an unnecessary include
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class GenerateNotifier;
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class BiomeGen;
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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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@ -42,7 +44,7 @@ class CavesNoiseIntersection
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{
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public:
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CavesNoiseIntersection(const NodeDefManager *nodedef,
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BiomeManager *biomemgr, v3s16 chunksize, NoiseParams *np_cave1,
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BiomeManager *biomemgr, BiomeGen *biomegen, v3s16 chunksize, NoiseParams *np_cave1,
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NoiseParams *np_cave2, s32 seed, float cave_width);
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~CavesNoiseIntersection();
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@ -52,6 +54,8 @@ private:
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const NodeDefManager *m_ndef;
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BiomeManager *m_bmgr;
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BiomeGen *m_bmgn;
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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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@ -636,6 +636,8 @@ void MapgenBasic::generateBiomes()
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noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
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s16 *biome_transitions = biomegen->getBiomeTransitions();
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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++) {
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Biome *biome = NULL;
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@ -644,9 +646,11 @@ void MapgenBasic::generateBiomes()
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u16 base_filler = 0;
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u16 depth_water_top = 0;
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u16 depth_riverbed = 0;
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s16 biome_y_min = -MAX_MAP_GENERATION_LIMIT;
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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int cur_biome_depth = 0;
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s16 biome_y_min = biome_transitions[cur_biome_depth];
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// Check node at base of mapchunk above, either a node of a previously
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// generated mapchunk or if not, a node of overgenerated base terrain.
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content_t c_above = vm->m_data[vi + em.X].getContent();
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@ -675,9 +679,20 @@ void MapgenBasic::generateBiomes()
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(air_above || !biome || y < biome_y_min); // 2, 3, 4
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if (is_stone_surface || is_water_surface) {
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if (!biome || y < biome_y_min) {
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// (Re)calculate biome
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biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
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// Finding the height of the next biome
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// On first iteration this may loop a couple times after than it should just run once
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while (y < biome_y_min) {
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biome_y_min = biome_transitions[++cur_biome_depth];
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}
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/*if (x == node_min.X && z == node_min.Z)
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printf("Map: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
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}
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// Add biome to biomemap at first stone surface detected
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if (biomemap[index] == BIOME_NONE && is_stone_surface)
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biomemap[index] = biome->index;
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@ -693,7 +708,6 @@ void MapgenBasic::generateBiomes()
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noise_filler_depth->result[index], 0.0f);
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depth_water_top = biome->depth_water_top;
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depth_riverbed = biome->depth_riverbed;
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biome_y_min = biome->min_pos.Y;
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}
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if (c == c_stone) {
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@ -833,7 +847,7 @@ void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
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if (node_min.Y > max_stone_y || cave_width >= 10.0f)
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return;
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CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
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CavesNoiseIntersection caves_noise(ndef, m_bmgr, biomegen, csize,
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&np_cave1, &np_cave2, seed, cave_width);
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caves_noise.generateCaves(vm, node_min, node_max, biomemap);
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@ -147,18 +147,50 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
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// fallback biome when biome generation (which calculates the biomemap IDs)
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// is disabled.
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memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
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// Calculating the bounding position of each biome so we know when we might switch
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// First gathering all heights where we might switch
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std::vector<s16> temp_transition_heights;
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temp_transition_heights.reserve(m_bmgr->getNumObjects() * 2);
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for (size_t i = 0; i < m_bmgr->getNumObjects(); i++) {
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Biome *b = (Biome *)m_bmgr->getRaw(i);
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temp_transition_heights.push_back(b->max_pos.Y);
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temp_transition_heights.push_back(b->min_pos.Y);
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}
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// Sorting the biome transition points
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std::sort(temp_transition_heights.begin(), temp_transition_heights.end(), std::greater<int>());
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// Getting rid of duplicate biome transition points
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s16 last = temp_transition_heights[0];
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size_t out_pos = 1;
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for (size_t i = 1; i < temp_transition_heights.size(); i++){
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if (temp_transition_heights[i] != last) {
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last = temp_transition_heights[i];
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temp_transition_heights[out_pos++] = last;
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}
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}
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biome_transitions = new s16[out_pos];
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memcpy(biome_transitions, temp_transition_heights.data(), sizeof(s16) * out_pos);
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}
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BiomeGenOriginal::~BiomeGenOriginal()
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{
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delete []biomemap;
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delete []biome_transitions;
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delete noise_heat;
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delete noise_humidity;
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delete noise_heat_blend;
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delete noise_humidity_blend;
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}
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s16* BiomeGenOriginal::getBiomeTransitions() const
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{
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return biome_transitions;
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}
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BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const
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{
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return new BiomeGenOriginal(biomemgr, m_params, m_csize);
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@ -128,8 +128,11 @@ public:
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// Same as above, but uses a raw numeric index correlating to the (x,z) position.
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virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;
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virtual s16 *getBiomeTransitions() const = 0;
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// Result of calcBiomes bulk computation.
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biome_t *biomemap = nullptr;
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s16 *biome_transitions = nullptr;
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protected:
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BiomeManager *m_bmgr = nullptr;
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@ -186,6 +189,7 @@ public:
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Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;
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Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;
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s16 *getBiomeTransitions() const;
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float *heatmap;
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float *humidmap;
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