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tested out and commented out some new stuff for the terrain generator, to be used in the future.
This commit is contained in:
parent
664eb4f7c5
commit
ffb1128951
@ -19,27 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "light.h"
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// This is reasonable with classic lighting with a light source
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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2,
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3,
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4,
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6,
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9,
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13,
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18,
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25,
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32,
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35,
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45,
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57,
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69,
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79,
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255
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};*/
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#if 1
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// This is good
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// a_n+1 = a_n * 0.786
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// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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@ -62,6 +42,48 @@ u8 light_decode_table[LIGHT_MAX+1] =
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200,
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255,
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};
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#else
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// Use for debugging in dark
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u8 light_decode_table[LIGHT_MAX+1] =
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{
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58,
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64,
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72,
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80,
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88,
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98,
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109,
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121,
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135,
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150,
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167,
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185,
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206,
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229,
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255,
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};
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#endif
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// This is reasonable with classic lighting with a light source
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/*u8 light_decode_table[LIGHT_MAX+1] =
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{
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2,
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3,
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4,
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6,
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9,
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13,
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18,
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25,
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32,
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35,
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45,
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57,
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69,
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79,
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255
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};*/
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// As in minecraft, a_n+1 = a_n * 0.8
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// NOTE: This doesn't really work that well because this defines
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146
src/map.cpp
146
src/map.cpp
@ -2068,7 +2068,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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{
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// The base ground level
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double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
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+ 25. * noise2d_perlin(
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+ 20. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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(seed>>32)+654879876, 6, 0.6);
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@ -2080,7 +2080,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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base = base2;*/
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#if 1
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// Higher ground level
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double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
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double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed+85039, 5, 0.69);
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//higher = 30; // For debugging
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@ -2231,11 +2231,99 @@ void makeChunk(ChunkMakeData *data)
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/*
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Generate general ground level to full area
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*/
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{
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// 22ms @cs=8
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//TimeTaker timer1("ground level");
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TimeTaker timer1("Generating ground level");
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#if 0
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NoiseBuffer noisebuf1;
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NoiseBuffer noisebuf2;
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{
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v3f minpos_f(
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data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
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y_nodes_min,
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data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
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);
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v3f maxpos_f = minpos_f + v3f(
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data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
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y_nodes_max-y_nodes_min,
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data->sectorpos_bigbase_size*MAP_BLOCKSIZE
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);
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v3f samplelength_f = v3f(4.0, 4.0, 4.0);
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TimeTaker timer("noisebuf.create");
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/*noisebuf.create(data->seed+25104, 6, 0.60, 200.0,
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minpos_f.X, minpos_f.Y, minpos_f.Z,
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maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
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samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
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noisebuf1.create(data->seed+25104, 3, 0.60, 25.0,
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minpos_f.X, minpos_f.Y, minpos_f.Z,
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maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
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samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
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noisebuf2.create(data->seed+25105, 4, 0.50, 200.0,
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minpos_f.X, minpos_f.Y, minpos_f.Z,
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maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
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samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
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}
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for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
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for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
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{
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// Node position
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v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
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// Ground height at this point
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float surface_y_f = 0.0;
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// Use perlin noise for ground height
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surface_y_f = base_rock_level_2d(data->seed, p2d);
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//surface_y_f = base_rock_level_2d(data->seed, p2d);
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// Convert to integer
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s16 surface_y = (s16)surface_y_f;
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// Log it
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if(surface_y > stone_surface_max_y)
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stone_surface_max_y = surface_y;
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/*
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Fill ground with stone
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*/
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{
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// Use fast index incrementing
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v3s16 em = data->vmanip.m_area.getExtent();
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u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
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for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
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{
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// Skip if already generated.
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// This is done here because there might be a cave at
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// any point in ground, which could look like it
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// wasn't generated.
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if(data->vmanip.m_data[i].d != CONTENT_AIR)
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break;
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/*s16 noiseval = 50.0 * noise3d_perlin(
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0.5+(float)p2d.X/100.0,
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0.5+(float)y/100.0,
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0.5+(float)p2d.Y/100.0,
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data->seed+123, 5, 0.5);*/
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//double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
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double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
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noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));
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if(y < surface_y + noiseval)
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//if(noiseval > 0)
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//if(noiseval > y)
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data->vmanip.m_data[i].d = CONTENT_STONE;
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data->vmanip.m_area.add_y(em, i, 1);
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}
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}
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}
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#endif
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#if 1
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for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
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for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
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{
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@ -2293,6 +2381,7 @@ void makeChunk(ChunkMakeData *data)
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}
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}
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}
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#endif
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}//timer1
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@ -2320,6 +2409,7 @@ void makeChunk(ChunkMakeData *data)
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BEGINNING OF AGING LOOP
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******************************/
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#if 1
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{
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// 24ms @cs=8
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//TimeTaker timer1("caves");
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@ -2558,6 +2648,9 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 46ms @cs=8
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//TimeTaker timer1("ore veins");
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@ -2691,9 +2784,12 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 15ms @cs=8
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//TimeTaker timer1("add mud");
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TimeTaker timer1("add mud");
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/*
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Add mud to the central chunk
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@ -2706,7 +2802,7 @@ void makeChunk(ChunkMakeData *data)
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v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
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// Randomize mud amount
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s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
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s16 mud_add_amount = (s16)(2.5 + 1.5 * noise2d_perlin(
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0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
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data->seed+1, 3, 0.55));
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@ -2749,6 +2845,9 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 340ms @cs=8
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TimeTaker timer1("flow mud");
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@ -2903,9 +3002,12 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 50ms @cs=8
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//TimeTaker timer1("add water");
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TimeTaker timer1("add water");
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/*
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Add water to the central chunk (and a bit more)
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@ -2978,12 +3080,14 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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} // Aging loop
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/***********************
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END OF AGING LOOP
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************************/
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#if 1
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{
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//TimeTaker timer1("convert mud to sand");
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@ -3048,6 +3152,9 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 1ms @cs=8
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//TimeTaker timer1("generate trees");
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@ -3126,7 +3233,9 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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#if 1
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{
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// 19ms @cs=8
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//TimeTaker timer1("grow grass");
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@ -3180,6 +3289,7 @@ void makeChunk(ChunkMakeData *data)
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}
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}//timer1
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#endif
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/*
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Initial lighting (sunlight)
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@ -3191,6 +3301,7 @@ void makeChunk(ChunkMakeData *data)
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// 750ms @cs=8, can't optimize more
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TimeTaker timer1("initial lighting");
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// NOTE: This is no used... umm... for some reason!
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#if 0
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/*
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Go through the edges and add all nodes that have light to light_sources
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@ -3913,6 +4024,25 @@ MapBlock * ServerMap::generateBlock(
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block->unDummify();
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}
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#if 1
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/*
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Generate a completely empty block
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*/
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for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
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for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
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{
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for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
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{
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MapNode n;
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n.d = CONTENT_AIR;
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block->setNode(v3s16(x0,y0,z0), n);
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}
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}
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#else
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/*
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Generate a proper block
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*/
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u8 water_material = CONTENT_WATERSOURCE;
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s32 lowest_ground_y = 32767;
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@ -4448,6 +4578,8 @@ continue_generating:
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}
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}
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#endif // end of proper block generation
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/*
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Add block to sector.
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*/
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105
src/noise.cpp
105
src/noise.cpp
@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <math.h>
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#include "noise.h"
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#include <iostream>
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#include "debug.h"
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#define NOISE_MAGIC_X 1619
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#define NOISE_MAGIC_Y 31337
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@ -221,3 +222,107 @@ double noise3d_perlin_abs(double x, double y, double z, int seed,
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return a;
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}
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/*
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NoiseBuffer
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*/
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NoiseBuffer::NoiseBuffer():
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m_data(NULL)
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{
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}
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NoiseBuffer::~NoiseBuffer()
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{
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clear();
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}
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void NoiseBuffer::clear()
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{
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if(m_data)
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delete[] m_data;
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m_data = NULL;
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m_size_x = 0;
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m_size_y = 0;
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m_size_z = 0;
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}
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void NoiseBuffer::create(int seed, int octaves, double persistence,
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double pos_scale,
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double first_x, double first_y, double first_z,
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double last_x, double last_y, double last_z,
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double samplelength_x, double samplelength_y, double samplelength_z)
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{
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clear();
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m_start_x = first_x - samplelength_x;
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m_start_y = first_y - samplelength_y;
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m_start_z = first_z - samplelength_z;
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m_samplelength_x = samplelength_x;
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m_samplelength_y = samplelength_y;
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m_samplelength_z = samplelength_z;
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m_size_x = (last_x - m_start_x)/samplelength_x + 2;
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m_size_y = (last_y - m_start_y)/samplelength_y + 2;
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m_size_z = (last_z - m_start_z)/samplelength_z + 2;
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/*dstream<<"m_size_x="<<m_size_x<<", m_size_y="<<m_size_y
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<<", m_size_z="<<m_size_z<<std::endl;*/
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m_data = new double[m_size_x*m_size_y*m_size_z];
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for(int x=0; x<m_size_x; x++)
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for(int y=0; y<m_size_y; y++)
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for(int z=0; z<m_size_z; z++)
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{
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double xd = (m_start_x + (double)x*m_samplelength_x)/pos_scale;
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double yd = (m_start_y + (double)y*m_samplelength_y)/pos_scale;
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double zd = (m_start_z + (double)z*m_samplelength_z)/pos_scale;
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intSet(x,y,z, noise3d_perlin(xd,yd,zd,seed,octaves,persistence));
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}
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}
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void NoiseBuffer::intSet(int x, int y, int z, double d)
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{
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int i = m_size_x*m_size_y*z + m_size_x*y + x;
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assert(i >= 0);
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assert(i < m_size_x*m_size_y*m_size_z);
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m_data[i] = d;
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}
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double NoiseBuffer::intGet(int x, int y, int z)
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{
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int i = m_size_x*m_size_y*z + m_size_x*y + x;
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assert(i >= 0);
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assert(i < m_size_x*m_size_y*m_size_z);
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return m_data[i];
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}
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double NoiseBuffer::get(double x, double y, double z)
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{
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x -= m_start_x;
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y -= m_start_y;
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z -= m_start_z;
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x /= m_samplelength_x;
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y /= m_samplelength_y;
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z /= m_samplelength_z;
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// Calculate the integer coordinates
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int x0 = (x > 0.0 ? (int)x : (int)x - 1);
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int y0 = (y > 0.0 ? (int)y : (int)y - 1);
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int z0 = (z > 0.0 ? (int)z : (int)z - 1);
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// Calculate the remaining part of the coordinates
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double xl = x - (double)x0;
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double yl = y - (double)y0;
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double zl = z - (double)z0;
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// Get values for corners of cube
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double v000 = intGet(x0, y0, z0);
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double v100 = intGet(x0+1, y0, z0);
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double v010 = intGet(x0, y0+1, z0);
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double v110 = intGet(x0+1, y0+1, z0);
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double v001 = intGet(x0, y0, z0+1);
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double v101 = intGet(x0+1, y0, z0+1);
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double v011 = intGet(x0, y0+1, z0+1);
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double v111 = intGet(x0+1, y0+1, z0+1);
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// Interpolate
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return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
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}
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24
src/noise.h
24
src/noise.h
@ -41,5 +41,29 @@ double noise3d_perlin(double x, double y, double z, int seed,
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||||
double noise3d_perlin_abs(double x, double y, double z, int seed,
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||||
int octaves, double persistence);
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||||
|
||||
class NoiseBuffer
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{
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public:
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NoiseBuffer();
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~NoiseBuffer();
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void clear();
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void create(int seed, int octaves, double persistence,
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double pos_scale,
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double first_x, double first_y, double first_z,
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double last_x, double last_y, double last_z,
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||||
double samplelength_x, double samplelength_y, double samplelength_z);
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void intSet(int x, int y, int z, double d);
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double intGet(int x, int y, int z);
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double get(double x, double y, double z);
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private:
|
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double *m_data;
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double m_start_x, m_start_y, m_start_z;
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double m_samplelength_x, m_samplelength_y, m_samplelength_z;
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int m_size_x, m_size_y, m_size_z;
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};
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||||
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#endif
|
||||
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||||
|
@ -565,7 +565,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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Block is not near ground level if night-time mesh
|
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doesn't differ from day-time mesh.
|
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*/
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||||
if(d >= 3)
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if(d > 3)
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{
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if(block->dayNightDiffed() == false)
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continue;
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@ -4035,6 +4035,8 @@ void setCreativeInventory(Player *player)
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|
||||
v3f findSpawnPos(ServerMap &map)
|
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{
|
||||
//return v3f(50,50,50)*BS;
|
||||
|
||||
v2s16 nodepos;
|
||||
s16 groundheight = 0;
|
||||
|
||||
|
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Block a user