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Mapgen: Add 4D fractal mapgen
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parent
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@ -352,6 +352,7 @@ set(common_SRCS
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map.cpp
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mapblock.cpp
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mapgen.cpp
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mapgen_fractal.cpp
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mapgen_singlenode.cpp
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mapgen_v5.cpp
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mapgen_v6.cpp
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@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "log.h"
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#include "map.h"
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#include "mapblock.h"
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#include "mapgen_fractal.h"
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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@ -104,6 +105,7 @@ MapgenDesc g_reg_mapgens[] = {
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{"v5", new MapgenFactoryV5, true},
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{"v6", new MapgenFactoryV6, true},
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{"v7", new MapgenFactoryV7, true},
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{"fractal", new MapgenFactoryFractal, false},
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{"singlenode", new MapgenFactorySinglenode, false},
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};
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597
src/mapgen_fractal.cpp
Normal file
597
src/mapgen_fractal.cpp
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@ -0,0 +1,597 @@
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/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Additional development and fractal code by paramat
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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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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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_fractal.h"
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FlagDesc flagdesc_mapgen_fractal[] = {
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{"julia", MGFRACTAL_JULIA},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heatmap = NULL;
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this->humidmap = NULL;
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MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
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this->spflags = sp->spflags;
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this->iterations = sp->iterations;
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this->scale_x = sp->scale_x;
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this->scale_y = sp->scale_y;
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this->scale_z = sp->scale_z;
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this->offset_x = sp->offset_x;
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this->offset_y = sp->offset_y;
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this->offset_z = sp->offset_z;
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//// 3d terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_ice = ndef->getId("mapgen_ice");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_cobble = ndef->getId("mapgen_cobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstone;
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}
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MapgenFractal::~MapgenFractal()
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{
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delete noise_cave1;
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delete noise_cave2;
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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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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenFractalParams::MapgenFractalParams()
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{
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spflags = 0;
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iterations = 9;
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scale_x = 1024;
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scale_y = 256;
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scale_z = 1024;
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offset_x = -1.75;
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offset_y = 0;
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offset_z = 0;
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slice_w = 0.5;
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julia_x = 0.33;
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julia_y = 0.33;
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julia_z = 0.33;
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julia_w = 0.33;
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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}
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void MapgenFractalParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
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settings->getU16NoEx("mgfractal_iterations", iterations);
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settings->getFloatNoEx("mgfractal_scale_x", scale_x);
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settings->getFloatNoEx("mgfractal_scale_y", scale_y);
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settings->getFloatNoEx("mgfractal_scale_z", scale_z);
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settings->getFloatNoEx("mgfractal_offset_x", offset_x);
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settings->getFloatNoEx("mgfractal_offset_y", offset_y);
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settings->getFloatNoEx("mgfractal_offset_z", offset_z);
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settings->getFloatNoEx("mgfractal_slice_w", slice_w);
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settings->getFloatNoEx("mgfractal_julia_x", julia_x);
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settings->getFloatNoEx("mgfractal_julia_y", julia_y);
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settings->getFloatNoEx("mgfractal_julia_z", julia_z);
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settings->getFloatNoEx("mgfractal_julia_w", julia_w);
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settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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void MapgenFractalParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
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settings->setU16("mgfractal_iterations", iterations);
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settings->setFloat("mgfractal_scale_x", scale_x);
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settings->setFloat("mgfractal_scale_y", scale_y);
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settings->setFloat("mgfractal_scale_z", scale_z);
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settings->setFloat("mgfractal_offset_x", offset_x);
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settings->setFloat("mgfractal_offset_y", offset_y);
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settings->setFloat("mgfractal_offset_z", offset_z);
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settings->setFloat("mgfractal_slice_w", slice_w);
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settings->setFloat("mgfractal_julia_x", julia_x);
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settings->setFloat("mgfractal_julia_y", julia_y);
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settings->setFloat("mgfractal_julia_z", julia_z);
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settings->setFloat("mgfractal_julia_w", julia_w);
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settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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/////////////////////////////////////////////////////////////////
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int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
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{
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s16 search_top = water_level + 128;
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s16 search_base = water_level;
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s16 level = -MAX_MAP_GENERATION_LIMIT;
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for (s16 y = search_top; y >= search_base; y--) {
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if (getTerrainAtPoint(p.X, y, p.Y))
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return y;
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}
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return level;
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}
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void MapgenFractal::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = getBlockSeed2(full_node_min, seed);
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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Create biomemap at heightmap surface
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes
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MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (stone_type == STONE) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (stone_type == DESERT_STONE) {
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dp.c_cobble = c_desert_stone;
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dp.c_moss = c_desert_stone;
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dp.c_stair = c_desert_stone;
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dp.diagonal_dirs = true;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (stone_type == SANDSTONE) {
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dp.c_cobble = c_sandstonebrick;
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dp.c_moss = c_sandstonebrick;
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dp.c_stair = c_sandstonebrick;
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dp.diagonal_dirs = false;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 2, 2);
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dp.roomsize = v3s16(2, 0, 2);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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// Generate the registered decorations
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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void MapgenFractal::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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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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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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noise_heat_blend->perlinMap2D(x, z);
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noise_humidity_blend->perlinMap2D(x, z);
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for (s32 i = 0; i < csize.X * csize.Z; i++) {
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noise_heat->result[i] += noise_heat_blend->result[i];
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noise_humidity->result[i] += noise_humidity_blend->result[i];
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}
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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//printf("calculateNoise: %dus\n", t.stop());
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}
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bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
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{
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float cx, cy, cz, cw, ox, oy, oz, ow;
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if (spflags & MGFRACTAL_JULIA) { // Julia set
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cx = julia_x;
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cy = julia_y;
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cz = julia_z;
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cw = julia_w;
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ox = (float)x / scale_x + offset_x;
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oy = (float)y / scale_y + offset_y;
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oz = (float)z / scale_z + offset_z;
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ow = slice_w;
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} else { // Mandelbrot set
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cx = (float)x / scale_x + offset_x;
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cy = (float)y / scale_y + offset_y;
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cz = (float)z / scale_z + offset_z;
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cw = slice_w;
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ox = 0.0;
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oy = 0.0;
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oz = 0.0;
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ow = 0.0;
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}
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for (u16 iter = 0; iter < iterations; iter++) {
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// 4D "Roundy" Mandelbrot set
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float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
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float ny = 2.0 * (ox * oy + oz * ow) + cy;
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float nz = 2.0 * (ox * oz + oy * ow) + cz;
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float nw = 2.0 * (ox * ow + oy * oz) + cw;
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if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
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return false;
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}
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ox = nx;
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oy = ny;
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oz = nz;
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ow = nw;
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}
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||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
s16 MapgenFractal::generateTerrain()
|
||||
{
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
MapNode n_stone(c_stone);
|
||||
MapNode n_water(c_water_source);
|
||||
|
||||
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
u32 i = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, i++) {
|
||||
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
|
||||
if (getTerrainAtPoint(x, y, z)) {
|
||||
vm->m_data[i] = n_stone;
|
||||
if (y > stone_surface_max_y)
|
||||
stone_surface_max_y = y;
|
||||
} else if (y <= water_level) {
|
||||
vm->m_data[i] = n_water;
|
||||
} else {
|
||||
vm->m_data[i] = n_air;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return stone_surface_max_y;
|
||||
}
|
||||
|
||||
|
||||
MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
|
||||
{
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = STONE;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = NULL;
|
||||
u16 depth_top = 0;
|
||||
u16 base_filler = 0;
|
||||
u16 depth_water_top = 0;
|
||||
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
||||
|
||||
// Check node at base of mapchunk above, either a node of a previously
|
||||
// generated mapchunk or if not, a node of overgenerated base terrain.
|
||||
content_t c_above = vm->m_data[vi + em.X].getContent();
|
||||
bool air_above = c_above == CONTENT_AIR;
|
||||
bool water_above = c_above == c_water_source;
|
||||
|
||||
// If there is air or water above enable top/filler placement, otherwise force
|
||||
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
||||
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
||||
|
||||
|
||||
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
|
||||
// Biome is recalculated each time an upper surface is detected while
|
||||
// working down a column. The selected biome then remains in effect for
|
||||
// all nodes below until the next surface and biome recalculation.
|
||||
// Biome is recalculated:
|
||||
// 1. At the surface of stone below air or water.
|
||||
// 2. At the surface of water below air.
|
||||
// 3. When stone or water is detected but biome has not yet been calculated.
|
||||
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
||||
(c == c_water_source && (air_above || !biome))) {
|
||||
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
|
||||
depth_top = biome->depth_top;
|
||||
base_filler = depth_top + biome->depth_filler;
|
||||
depth_water_top = biome->depth_water_top;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
stone_type = DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = SANDSTONE;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
content_t c_below = vm->m_data[vi - em.X].getContent();
|
||||
|
||||
// If the node below isn't solid, make this node stone, so that
|
||||
// any top/filler nodes above are structurally supported.
|
||||
// This is done by aborting the cycle of top/filler placement
|
||||
// immediately by forcing nplaced to stone level.
|
||||
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
||||
nplaced = U16_MAX;
|
||||
|
||||
if (nplaced < depth_top) {
|
||||
vm->m_data[vi] = MapNode(biome->c_top);
|
||||
nplaced++;
|
||||
} else if (nplaced < base_filler) {
|
||||
vm->m_data[vi] = MapNode(biome->c_filler);
|
||||
nplaced++;
|
||||
} else {
|
||||
vm->m_data[vi] = MapNode(biome->c_stone);
|
||||
}
|
||||
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
} else if (c == c_water_source) {
|
||||
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
||||
biome->c_water_top : biome->c_water);
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = false;
|
||||
water_above = true;
|
||||
} else if (c == CONTENT_AIR) {
|
||||
nplaced = 0; // Enable top/filler placement for next surface
|
||||
air_above = true;
|
||||
water_above = false;
|
||||
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
||||
nplaced = U16_MAX; // Disable top/filler placement
|
||||
air_above = false;
|
||||
water_above = false;
|
||||
}
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
}
|
||||
|
||||
|
||||
void MapgenFractal::dustTopNodes()
|
||||
{
|
||||
if (node_max.Y < water_level)
|
||||
return;
|
||||
|
||||
v3s16 em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
||||
|
||||
if (biome->c_dust == CONTENT_IGNORE)
|
||||
continue;
|
||||
|
||||
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
||||
content_t c_full_max = vm->m_data[vi].getContent();
|
||||
s16 y_start;
|
||||
|
||||
if (c_full_max == CONTENT_AIR) {
|
||||
y_start = full_node_max.Y - 1;
|
||||
} else if (c_full_max == CONTENT_IGNORE) {
|
||||
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
||||
content_t c_max = vm->m_data[vi].getContent();
|
||||
|
||||
if (c_max == CONTENT_AIR)
|
||||
y_start = node_max.Y;
|
||||
else
|
||||
continue;
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
vi = vm->m_area.index(x, y_start, z);
|
||||
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
||||
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
||||
break;
|
||||
|
||||
vm->m_area.add_y(em, vi, -1);
|
||||
}
|
||||
|
||||
content_t c = vm->m_data[vi].getContent();
|
||||
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
||||
vm->m_area.add_y(em, vi, 1);
|
||||
vm->m_data[vi] = MapNode(biome->c_dust);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MapgenFractal::generateCaves(s16 max_stone_y)
|
||||
{
|
||||
if (max_stone_y >= node_min.Y) {
|
||||
u32 index = 0;
|
||||
|
||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
||||
u32 i = vm->m_area.index(node_min.X, y, z);
|
||||
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
|
||||
float d1 = contour(noise_cave1->result[index]);
|
||||
float d2 = contour(noise_cave2->result[index]);
|
||||
if (d1 * d2 > 0.3) {
|
||||
content_t c = vm->m_data[i].getContent();
|
||||
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
|
||||
continue;
|
||||
|
||||
vm->m_data[i] = MapNode(CONTENT_AIR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
133
src/mapgen_fractal.h
Normal file
133
src/mapgen_fractal.h
Normal file
@ -0,0 +1,133 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
|
||||
Additional development and fractal code by paramat
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#ifndef MAPGEN_FRACTAL_HEADER
|
||||
#define MAPGEN_FRACTAL_HEADER
|
||||
|
||||
#include "mapgen.h"
|
||||
|
||||
/////////////////// Mapgen Fractal flags
|
||||
#define MGFRACTAL_JULIA 0x01
|
||||
|
||||
class BiomeManager;
|
||||
|
||||
extern FlagDesc flagdesc_mapgen_fractal[];
|
||||
|
||||
|
||||
struct MapgenFractalParams : public MapgenSpecificParams {
|
||||
u32 spflags;
|
||||
|
||||
u16 iterations;
|
||||
float scale_x;
|
||||
float scale_y;
|
||||
float scale_z;
|
||||
float offset_x;
|
||||
float offset_y;
|
||||
float offset_z;
|
||||
float slice_w;
|
||||
float julia_x;
|
||||
float julia_y;
|
||||
float julia_z;
|
||||
float julia_w;
|
||||
|
||||
NoiseParams np_cave1;
|
||||
NoiseParams np_cave2;
|
||||
|
||||
MapgenFractalParams();
|
||||
~MapgenFractalParams() {}
|
||||
|
||||
void readParams(const Settings *settings);
|
||||
void writeParams(Settings *settings) const;
|
||||
};
|
||||
|
||||
class MapgenFractal : public Mapgen {
|
||||
public:
|
||||
EmergeManager *m_emerge;
|
||||
BiomeManager *bmgr;
|
||||
|
||||
int ystride;
|
||||
int zstride;
|
||||
u32 spflags;
|
||||
|
||||
v3s16 node_min;
|
||||
v3s16 node_max;
|
||||
v3s16 full_node_min;
|
||||
v3s16 full_node_max;
|
||||
|
||||
u16 iterations;
|
||||
float scale_x;
|
||||
float scale_y;
|
||||
float scale_z;
|
||||
float offset_x;
|
||||
float offset_y;
|
||||
float offset_z;
|
||||
float slice_w;
|
||||
float julia_x;
|
||||
float julia_y;
|
||||
float julia_z;
|
||||
float julia_w;
|
||||
|
||||
Noise *noise_cave1;
|
||||
Noise *noise_cave2;
|
||||
|
||||
Noise *noise_heat;
|
||||
Noise *noise_humidity;
|
||||
Noise *noise_heat_blend;
|
||||
Noise *noise_humidity_blend;
|
||||
|
||||
content_t c_stone;
|
||||
content_t c_water_source;
|
||||
content_t c_lava_source;
|
||||
content_t c_desert_stone;
|
||||
content_t c_ice;
|
||||
content_t c_sandstone;
|
||||
|
||||
content_t c_cobble;
|
||||
content_t c_stair_cobble;
|
||||
content_t c_mossycobble;
|
||||
content_t c_sandstonebrick;
|
||||
content_t c_stair_sandstonebrick;
|
||||
|
||||
MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge);
|
||||
~MapgenFractal();
|
||||
|
||||
virtual void makeChunk(BlockMakeData *data);
|
||||
int getGroundLevelAtPoint(v2s16 p);
|
||||
void calculateNoise();
|
||||
bool getTerrainAtPoint(s16 x, s16 y, s16 z);
|
||||
s16 generateTerrain();
|
||||
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
|
||||
void dustTopNodes();
|
||||
void generateCaves(s16 max_stone_y);
|
||||
};
|
||||
|
||||
struct MapgenFactoryFractal : public MapgenFactory {
|
||||
Mapgen *createMapgen(int mgid, MapgenParams *params, EmergeManager *emerge)
|
||||
{
|
||||
return new MapgenFractal(mgid, params, emerge);
|
||||
};
|
||||
|
||||
MapgenSpecificParams *createMapgenParams()
|
||||
{
|
||||
return new MapgenFractalParams();
|
||||
};
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user