minetest/src/mapgen/mg_decoration.cpp
Paramat de621d5d4b
Decoration API: Add lightweight ability to have complete coverage (#7456)
When the noise value or fill_ratio >= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.

'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.

'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.
2018-06-24 17:14:18 +01:00

405 lines
10 KiB
C++

/*
Minetest
Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2018 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.
*/
#include "mg_decoration.h"
#include "mg_schematic.h"
#include "mapgen.h"
#include "noise.h"
#include "map.h"
#include "log.h"
#include "util/numeric.h"
#include <algorithm>
#include <vector>
FlagDesc flagdesc_deco[] = {
{"place_center_x", DECO_PLACE_CENTER_X},
{"place_center_y", DECO_PLACE_CENTER_Y},
{"place_center_z", DECO_PLACE_CENTER_Z},
{"force_placement", DECO_FORCE_PLACEMENT},
{"liquid_surface", DECO_LIQUID_SURFACE},
{"all_floors", DECO_ALL_FLOORS},
{"all_ceilings", DECO_ALL_CEILINGS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
DecorationManager::DecorationManager(IGameDef *gamedef) :
ObjDefManager(gamedef, OBJDEF_DECORATION)
{
}
size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
for (size_t i = 0; i != m_objects.size(); i++) {
Decoration *deco = (Decoration *)m_objects[i];
if (!deco)
continue;
nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
blockseed++;
}
return nplaced;
}
///////////////////////////////////////////////////////////////////////////////
void Decoration::resolveNodeNames()
{
getIdsFromNrBacklog(&c_place_on);
getIdsFromNrBacklog(&c_spawnby);
}
bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
{
// Check if the decoration can be placed on this node
u32 vi = vm->m_area.index(p);
if (!CONTAINS(c_place_on, vm->m_data[vi].getContent()))
return false;
// Don't continue if there are no spawnby constraints
if (nspawnby == -1)
return true;
int nneighs = 0;
static const v3s16 dirs[16] = {
v3s16( 0, 0, 1),
v3s16( 0, 0, -1),
v3s16( 1, 0, 0),
v3s16(-1, 0, 0),
v3s16( 1, 0, 1),
v3s16(-1, 0, 1),
v3s16(-1, 0, -1),
v3s16( 1, 0, -1),
v3s16( 0, 1, 1),
v3s16( 0, 1, -1),
v3s16( 1, 1, 0),
v3s16(-1, 1, 0),
v3s16( 1, 1, 1),
v3s16(-1, 1, 1),
v3s16(-1, 1, -1),
v3s16( 1, 1, -1)
};
// Check these 16 neighbouring nodes for enough spawnby nodes
for (size_t i = 0; i != ARRLEN(dirs); i++) {
u32 index = vm->m_area.index(p + dirs[i]);
if (!vm->m_area.contains(index))
continue;
if (CONTAINS(c_spawnby, vm->m_data[index].getContent()))
nneighs++;
}
if (nneighs < nspawnby)
return false;
return true;
}
size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
{
PcgRandom ps(blockseed + 53);
int carea_size = nmax.X - nmin.X + 1;
// Divide area into parts
// If chunksize is changed it may no longer be divisable by sidelen
if (carea_size % sidelen)
sidelen = carea_size;
s16 divlen = carea_size / sidelen;
int area = sidelen * sidelen;
for (s16 z0 = 0; z0 < divlen; z0++)
for (s16 x0 = 0; x0 < divlen; x0++) {
v2s16 p2d_center( // Center position of part of division
nmin.X + sidelen / 2 + sidelen * x0,
nmin.Z + sidelen / 2 + sidelen * z0
);
v2s16 p2d_min( // Minimum edge of part of division
nmin.X + sidelen * x0,
nmin.Z + sidelen * z0
);
v2s16 p2d_max( // Maximum edge of part of division
nmin.X + sidelen + sidelen * x0 - 1,
nmin.Z + sidelen + sidelen * z0 - 1
);
bool cover = false;
// Amount of decorations
float nval = (flags & DECO_USE_NOISE) ?
NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
fill_ratio;
u32 deco_count = 0;
if (nval >= 10.0f) {
// Complete coverage. Disable random placement to avoid
// redundant multiple placements at one position.
cover = true;
deco_count = area;
} else {
float deco_count_f = (float)area * nval;
if (deco_count_f >= 1.0f) {
deco_count = deco_count_f;
} else if (deco_count_f > 0.0f) {
// For very low density calculate a chance for 1 decoration
if (ps.range(1000) <= deco_count_f * 1000.0f)
deco_count = 1;
}
}
s16 x = p2d_min.X - 1;
s16 z = p2d_min.Y;
for (u32 i = 0; i < deco_count; i++) {
if (!cover) {
x = ps.range(p2d_min.X, p2d_max.X);
z = ps.range(p2d_min.Y, p2d_max.Y);
} else {
x++;
if (x == p2d_max.X + 1) {
z++;
x = p2d_min.X;
}
}
int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);
if ((flags & DECO_ALL_FLOORS) ||
(flags & DECO_ALL_CEILINGS)) {
// All-surfaces decorations
// Check biome of column
if (mg->biomemap && !biomes.empty()) {
std::unordered_set<u8>::const_iterator iter =
biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
}
// Get all floors and ceilings in node column
u16 size = (nmax.Y - nmin.Y + 1) / 2;
std::vector<s16> floors;
std::vector<s16> ceilings;
floors.reserve(size);
ceilings.reserve(size);
mg->getSurfaces(v2s16(x, z), nmin.Y, nmax.Y, floors, ceilings);
if (flags & DECO_ALL_FLOORS) {
// Floor decorations
for (const s16 y : floors) {
if (y < y_min || y > y_max)
continue;
v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, false))
mg->gennotify.addEvent(
GENNOTIFY_DECORATION, pos, index);
}
}
if (flags & DECO_ALL_CEILINGS) {
// Ceiling decorations
for (const s16 y : ceilings) {
if (y < y_min || y > y_max)
continue;
v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, true))
mg->gennotify.addEvent(
GENNOTIFY_DECORATION, pos, index);
}
}
} else { // Heightmap decorations
s16 y = -MAX_MAP_GENERATION_LIMIT;
if (flags & DECO_LIQUID_SURFACE)
y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
else if (mg->heightmap)
y = mg->heightmap[mapindex];
else
y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
continue;
if (mg->biomemap && !biomes.empty()) {
std::unordered_set<u8>::const_iterator iter =
biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
}
v3s16 pos(x, y, z);
if (generate(mg->vm, &ps, pos, false))
mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
}
}
}
return 0;
}
///////////////////////////////////////////////////////////////////////////////
void DecoSimple::resolveNodeNames()
{
Decoration::resolveNodeNames();
getIdsFromNrBacklog(&c_decos);
}
size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
// Don't bother if there aren't any decorations to place
if (c_decos.empty())
return 0;
if (!canPlaceDecoration(vm, p))
return 0;
// Check for placement outside the voxelmanip volume
if (ceiling) {
// Ceiling decorations
// 'place offset y' is inverted
if (p.Y - place_offset_y - std::max(deco_height, deco_height_max) <
vm->m_area.MinEdge.Y)
return 0;
if (p.Y - 1 - place_offset_y > vm->m_area.MaxEdge.Y)
return 0;
} else { // Heightmap and floor decorations
if (p.Y + place_offset_y + std::max(deco_height, deco_height_max) >
vm->m_area.MaxEdge.Y)
return 0;
if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
return 0;
}
content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
s16 height = (deco_height_max > 0) ?
pr->range(deco_height, deco_height_max) : deco_height;
u8 param2 = (deco_param2_max > 0) ?
pr->range(deco_param2, deco_param2_max) : deco_param2;
bool force_placement = (flags & DECO_FORCE_PLACEMENT);
const v3s16 &em = vm->m_area.getExtent();
u32 vi = vm->m_area.index(p);
if (ceiling) {
// Ceiling decorations
// 'place offset y' is inverted
VoxelArea::add_y(em, vi, -place_offset_y);
for (int i = 0; i < height; i++) {
VoxelArea::add_y(em, vi, -1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;
vm->m_data[vi] = MapNode(c_place, 0, param2);
}
} else { // Heightmap and floor decorations
VoxelArea::add_y(em, vi, place_offset_y);
for (int i = 0; i < height; i++) {
VoxelArea::add_y(em, vi, 1);
content_t c = vm->m_data[vi].getContent();
if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
break;
vm->m_data[vi] = MapNode(c_place, 0, param2);
}
}
return 1;
}
///////////////////////////////////////////////////////////////////////////////
size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
// Schematic could have been unloaded but not the decoration
// In this case generate() does nothing (but doesn't *fail*)
if (schematic == NULL)
return 0;
if (!canPlaceDecoration(vm, p))
return 0;
if (flags & DECO_PLACE_CENTER_Y) {
p.Y -= (schematic->size.Y - 1) / 2;
} else {
// Only apply 'place offset y' if not 'deco place center y'
if (ceiling)
// Shift down so that schematic top layer is level with ceiling
// 'place offset y' is inverted
p.Y -= (place_offset_y + schematic->size.Y - 1);
else
p.Y += place_offset_y;
}
// Check schematic top and base are in voxelmanip
if (p.Y + schematic->size.Y - 1 > vm->m_area.MaxEdge.Y)
return 0;
if (p.Y < vm->m_area.MinEdge.Y)
return 0;
Rotation rot = (rotation == ROTATE_RAND) ?
(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
if (flags & DECO_PLACE_CENTER_X) {
if (rot == ROTATE_0 || rot == ROTATE_180)
p.X -= (schematic->size.X - 1) / 2;
else
p.Z -= (schematic->size.X - 1) / 2;
}
if (flags & DECO_PLACE_CENTER_Z) {
if (rot == ROTATE_0 || rot == ROTATE_180)
p.Z -= (schematic->size.Z - 1) / 2;
else
p.X -= (schematic->size.Z - 1) / 2;
}
bool force_placement = (flags & DECO_FORCE_PLACEMENT);
schematic->blitToVManip(vm, p, rot, force_placement);
return 1;
}