FIxed floating isle generation at chunk boundaries

A mapgen fix authored by paramat, as mentioned here: https://github.com/minetest/minetest/issues/989
master
0gb.us 2013-11-09 17:37:05 -08:00 committed by proller
parent b401e58c0d
commit a92e90f684
1 changed files with 44 additions and 42 deletions

View File

@ -348,10 +348,10 @@ void MapgenIndev::generateFloatIslands(int min_y) {
if (node_min.Y < min_y) return; if (node_min.Y < min_y) return;
PseudoRandom pr(blockseed + 985); PseudoRandom pr(blockseed + 985);
// originally from http://forum.minetest.net/viewtopic.php?id=4776 // originally from http://forum.minetest.net/viewtopic.php?id=4776
float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare. float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity.
float AMPY = 24; // 24; // Amplitude of island centre y variation. float AMPY = 24; // 24; // Amplitude of island centre y variation.
float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top. float TGRAD = 24; // 24; // Noise gradient to create top surface.
float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom. float BGRAD = 24; // 24; // Noise gradient to create bottom surface.
v3s16 p0(node_min.X, node_min.Y, node_min.Z); v3s16 p0(node_min.X, node_min.Y, node_min.Z);
MapNode n1(c_stone); MapNode n1(c_stone);
@ -359,17 +359,19 @@ void MapgenIndev::generateFloatIslands(int min_y) {
float xl = node_max.X - node_min.X; float xl = node_max.X - node_min.X;
float yl = node_max.Y - node_min.Y; float yl = node_max.Y - node_min.Y;
float zl = node_max.Z - node_min.Z; float zl = node_max.Z - node_min.Z;
u32 zstride = xl + 1;
float midy = node_min.Y + yl * 0.5; float midy = node_min.Y + yl * 0.5;
u32 index = 0, index2d = 0; u32 index = 0;
for (int x1 = 0; x1 <= xl; ++x1) for (int z1 = 0; z1 <= zl; ++z1)
{ {
for (int z1 = 0; z1 <= zl; ++z1, ++index2d) for (int y1 = 0; y1 <= yl; ++y1)
{ {
float noise3 = noiseindev_float_islands3->result[index2d]; for (int x1 = 0; x1 <= xl; ++x1, ++index)
float pmidy = midy + noise3 / 1.5 * AMPY;
for (int y1 = 0; y1 <= yl; ++y1, ++index)
{ {
int y = y1 + node_min.Y; int y = y1 + node_min.Y;
u32 index2d = z1 * zstride + x1;
float noise3 = noiseindev_float_islands3->result[index2d];
float pmidy = midy + noise3 / 1.5 * AMPY;
float noise1 = noiseindev_float_islands1->result[index]; float noise1 = noiseindev_float_islands1->result[index];
float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD; float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
float noise1off = noise1 - offset - RAR; float noise1off = noise1 - offset - RAR;