Cavegen: Merge instances of repetitive surface level-finding code

This commit is contained in:
kwolekr 2016-05-10 13:35:39 -04:00
parent a605d69092
commit 68b1cd8d1b
2 changed files with 47 additions and 55 deletions

@ -147,31 +147,10 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
// Do not make caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
v3s16 p;
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
return;
} else if (p.Y > water_level) {
return; // If it's not in our heightmap, use a simple heuristic
}
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return;
}
vec += main_direction;
@ -274,6 +253,22 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
}
inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
{
if (heightmap != NULL &&
p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
if (heightmap[index] < p.Y)
return true;
} else if (p.Y > water_level) {
return true;
}
return false;
}
////
//// CavesV6
////
@ -448,39 +443,18 @@ void CavesV6::makeTunnel(bool dirswitch)
);
}
// Do not make caves that are entirely above ground, to fix
// shadow bugs caused by overgenerated large caves.
// Do not make caves that are entirely above ground, to fix shadow bugs
// caused by overgenerated large caves.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
s16 h1;
s16 h2;
v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
v3s16 p1 = orpi + veci + of + rs / 2;
if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
p1.X >= node_min.X && p1.X <= node_max.X) {
u32 index1 = (p1.Z - node_min.Z) * ystride +
(p1.X - node_min.X);
h1 = heightmap[index1];
} else {
h1 = water_level; // If not in heightmap
}
v3s16 p2 = orpi + of + rs / 2;
if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
p2.X >= node_min.X && p2.X <= node_max.X) {
u32 index2 = (p2.Z - node_min.Z) * ystride +
(p2.X - node_min.X);
h2 = heightmap[index2];
} else {
h2 = water_level;
}
// If startpoint and endpoint are above ground,
// disable placing of nodes in carveRoute while
// still running all pseudorandom calls to ensure
// caves consistent with existing worlds.
bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;
// If startpoint and endpoint are above ground, disable placement of nodes
// in carveRoute while still running all PseudoRandom calls to ensure caves
// are consistent with existing worlds.
bool tunnel_above_ground =
p1.Y > getSurfaceFromHeightmap(p1) &&
p2.Y > getSurfaceFromHeightmap(p2);
vec += main_direction;
@ -588,3 +562,16 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
}
}
}
inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
{
if (heightmap != NULL &&
p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
return heightmap[index];
} else {
return water_level;
}
}

@ -71,6 +71,9 @@ public:
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz);
private:
inline bool isPosAboveSurface(v3s16 p);
};
/*
@ -140,6 +143,8 @@ public:
private:
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
inline s16 getSurfaceFromHeightmap(v3s16 p);
};
#endif