The new mapgen, noise functions, et al.

master
kwolekr 2012-11-25 21:16:48 -05:00 committed by Perttu Ahola
parent 736b386554
commit 11afcbff69
23 changed files with 1892 additions and 1037 deletions

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@ -218,6 +218,7 @@ set(common_SRCS
sha1.cpp
base64.cpp
ban.cpp
biome.cpp
clientserver.cpp
staticobject.cpp
util/serialize.cpp

229
src/biome.cpp Normal file
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@ -0,0 +1,229 @@
/*
Minetest-c55
Copyright (C) 2010-2011 kwolekr, Ryan Kwolek <kwolekr2@cs.scranton.edu>
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 "biome.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "main.h"
#define BT_NONE 0
#define BT_OCEAN 1
#define BT_LAKE 2
#define BT_SBEACH 3
#define BT_GBEACH 4
#define BT_PLAINS 5
#define BT_HILLS 6
#define BT_EXTREMEHILLS 7
#define BT_MOUNTAINS 8
#define BT_DESERT 9
#define BT_DESERTHILLS 10
#define BT_HELL 11
#define BT_AETHER 12
#define BT_BTMASK 0x3F
#define BTF_SNOW 0x40
#define BTF_FOREST 0x80
#define BGFREQ_1 ( 0.40)
#define BGFREQ_2 (BGFREQ_1 + 0.05)
#define BGFREQ_3 (BGFREQ_2 + 0.08)
#define BGFREQ_4 (BGFREQ_3 + 0.35)
#define BGFREQ_5 (BGFREQ_4 + 0.18)
//BGFREQ_5 is not checked as an upper bound; it ought to sum up to 1.00, but it's okay if it doesn't.
/*float bg1_temps[] = {0.0};
int bg1_biomes[] = {BT_OCEAN};
float bg2_temps[] = {10.0};
int bg2_biomes[] = {BT_GBEACH, BT_SBEACH};
float bg3_temps[] = {30.0, 40.0};
int bg3_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS};
float bg4_temps[] = {25.0, 30.0, 35.0, 40.0};
int bg4_biomes[] = {BT_HILLS, BT_EXTREMEHILLS, BT_MOUNTAINS, BT_DESERT, BT_DESERTHILLS};
float bg5_temps[] = {5.0, 40.0};
int bg5_biomes[] = {BT_LAKE, BT_PLAINS, BT_DESERT};*/
BiomeDefManager::BiomeDefManager(IGameDef *gamedef) {
this->m_gamedef = gamedef;
this->ndef = gamedef->ndef();
//addDefaultBiomes(); //can't do this in the ctor, too early
}
BiomeDefManager::~BiomeDefManager() {
for (int i = 0; i != bgroups.size(); i++)
delete bgroups[i];
}
void BiomeDefManager::addBiome() {
}
NoiseParams npmtdef = {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6};
void BiomeDefManager::addDefaultBiomes() {
std::vector<Biome *> *bgroup;
Biome *b;
//bgroup = new std::vector<Biome *>;
b = new Biome;
b->name = "Default";
b->n_top = MapNode(ndef->getId("mapgen_stone"));
b->n_filler = b->n_top;
b->ntopnodes = 0;
b->height_min = -MAP_GENERATION_LIMIT;
b->height_max = MAP_GENERATION_LIMIT;
b->heat_min = FLT_MIN;
b->heat_max = FLT_MAX;
b->humidity_min = FLT_MIN;
b->humidity_max = FLT_MAX;
b->np = &npmtdef;
biome_default = b;
//bgroup->push_back(b);
//bgroups.push_back(bgroup);
}
Biome *BiomeDefManager::getBiome(float bgfreq, float heat, float humidity) {
std::vector<Biome *> bgroup;
Biome *b;
int i;
int ngroups = bgroup_freqs.size();
if (!ngroups)
return biome_default;
for (i = 0; (i != ngroups - 1) && (bgfreq > bgroup_freqs[i]); i++);
bgroup = *(bgroups[i]);
int nbiomes = bgroup.size();
if (!nbiomes)
return biome_default;
for (i = 0; i != nbiomes - 1; i++) {
b = bgroup[i];
if (heat >= b->heat_min && heat <= b->heat_max &&
humidity >= b->humidity_min && humidity <= b->humidity_max)
return b;
}
return biome_default;
}
//////////////////////////// [ Generic biome ] ////////////////////////////////
int Biome::getSurfaceHeight(float noise_terrain) {
return np->offset + np->scale * noise_terrain;
}
void Biome::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
//printf("(%d, %d): %f\n", x, z, mg->map_terrain[z * mg->ystride + x]);
//int surfaceh = 4;
int surfaceh = np->offset + np->scale * mg->map_terrain[(z - mg->node_min.Z) * 80 /*THIS IS TEMPORARY mg->ystride*/ + (x - mg->node_min.X)];
//printf("gen column %f\n", );
int y = y1;
int i = mg->vmanip->m_area.index(x, y, z); //z * mg->zstride + x + (y - mg->vmanip->m_area.MinEdge.Y) * mg->ystride;
for (; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_filler;
for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_top;
for (; y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = mg->n_air;
}
///////////////////////////// [ Ocean biome ] /////////////////////////////////
void BiomeOcean::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
int y, i = 0;
int surfaceh = np->offset + np->scale * mg->map_terrain[z * mg->ystride + x];
i = z * mg->zstride + x;
for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_filler;
for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_top;
for (; y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = mg->n_air;
}
///////////////////////////// [ Nether biome ] /////////////////////////////////
int BiomeHell::getSurfaceHeight(float noise_terrain) {
return np->offset + np->scale * noise_terrain;
}
void BiomeHell::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
int y, i = 0;
int surfaceh = np->offset + np->scale * mg->map_terrain[z * mg->ystride + x];
i = z * mg->zstride + x;
for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_filler;
for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_top;
for (; y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = mg->n_air;
}
///////////////////////////// [ Aether biome ] ////////////////////////////////
/////////////////////////// [ Superflat biome ] ///////////////////////////////
int BiomeSuperflat::getSurfaceHeight(float noise_terrain) {
return ntopnodes;
}
void BiomeSuperflat::genColumn(Mapgen *mg, int x, int z, int y1, int y2) {
int y, i = 0;
int surfaceh = ntopnodes;
i = z * mg->zstride + x;
for (y = y1; y <= surfaceh - ntopnodes && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_filler;
for (; y <= surfaceh && y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = n_top;
for (; y <= y2; y++, i += mg->ystride)
mg->vmanip->m_data[i] = mg->n_air;
}

79
src/biome.h Normal file
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@ -0,0 +1,79 @@
/*
Minetest-c55
Copyright (C) 2010-2011 kwolekr, Ryan Kwolek <kwolekr2@cs.scranton.edu>
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 BIOME_HEADER
#define BIOME_HEADER
#include "nodedef.h"
#include "gamedef.h"
#include "mapnode.h"
#include "noise.h"
#include "mapgen.h"
class Biome {
public:
MapNode n_top;
MapNode n_filler;
s16 ntopnodes;
s16 flags;
s16 height_min;
s16 height_max;
float heat_min;
float heat_max;
float humidity_min;
float humidity_max;
const char *name;
NoiseParams *np;
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeOcean : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
};
class BiomeHell : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeSuperflat : public Biome {
virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
virtual int getSurfaceHeight(float noise_terrain);
};
class BiomeDefManager {
public:
std::vector<float> bgroup_freqs;
std::vector<std::vector<Biome *> *> bgroups;
Biome *biome_default;
IGameDef *m_gamedef;
INodeDefManager *ndef;
BiomeDefManager(IGameDef *gamedef);
~BiomeDefManager();
Biome *getBiome(float bgfreq, float heat, float humidity);
void addBiome();
void addDefaultBiomes();
};
#endif

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@ -163,7 +163,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("max_block_generate_distance", "7");
settings->setDefault("time_send_interval", "5");
settings->setDefault("time_speed", "72");
settings->setDefault("water_level", "1");
settings->setDefault("default_water_level", "1");
settings->setDefault("server_unload_unused_data_timeout", "29");
settings->setDefault("server_map_save_interval", "5.3");
settings->setDefault("full_block_send_enable_min_time_from_building", "2.0");

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@ -1301,6 +1301,7 @@ u16 ServerEnvironment::addActiveObject(ServerActiveObject *object)
return id;
}
#if 0
bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
{
assert(obj);
@ -1343,6 +1344,7 @@ bool ServerEnvironment::addActiveObjectAsStatic(ServerActiveObject *obj)
return succeeded;
}
#endif
/*
Finds out what new objects have been added to
@ -1563,13 +1565,15 @@ void ServerEnvironment::removeRemovedObjects()
*/
if(obj->m_static_exists && obj->m_removed)
{
MapBlock *block = m_map->emergeBlock(obj->m_static_block);
if(block)
{
MapBlock *block = m_map->emergeBlock(obj->m_static_block, false);
if (block) {
block->m_static_objects.remove(id);
block->raiseModified(MOD_STATE_WRITE_NEEDED,
"removeRemovedObjects");
obj->m_static_exists = false;
} else {
infostream << "failed to emerge block from which "
"an object to be removed was loaded from. id="<<id<<std::endl;
}
}
@ -1717,6 +1721,8 @@ void ServerEnvironment::activateObjects(MapBlock *block, u32 dtime_s)
If force_delete is set, active object is deleted nevertheless. It
shall only be set so in the destructor of the environment.
If block wasn't generated (not in memory or on disk),
*/
void ServerEnvironment::deactivateFarObjects(bool force_delete)
{

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@ -241,8 +241,9 @@ public:
MapBlock.
Caller allocates memory, ServerEnvironment frees memory.
Return value: true if succeeded, false if failed.
(note: not used, pending removal from engine)
*/
bool addActiveObjectAsStatic(ServerActiveObject *object);
//bool addActiveObjectAsStatic(ServerActiveObject *object);
/*
Find out what new objects have been added to

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@ -120,14 +120,14 @@ HeightPoint ground_height(u64 seed, v2s16 p2d)
if(n)
return n->getValue();
HeightPoint hp;
s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
s16 level = Mapgen::find_ground_level_from_noise(seed, p2d, 3);
hp.gh = (level-4)*BS;
hp.ma = (4)*BS;
/*hp.gh = BS*base_rock_level_2d(seed, p2d);
hp.ma = BS*get_mud_add_amount(seed, p2d);*/
hp.have_sand = mapgen::get_have_beach(seed, p2d);
hp.have_sand = Mapgen::get_have_beach(seed, p2d);
if(hp.gh > BS*WATER_LEVEL)
hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
hp.tree_amount = Mapgen::tree_amount_2d(seed, p2d);
else
hp.tree_amount = 0;
// No mud has been added if mud amount is less than 1

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@ -1,253 +1,253 @@
/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "guiPauseMenu.h"
#include "debug.h"
#include "serialization.h"
#include "porting.h"
#include "config.h"
#include "main.h"
#include <IGUICheckBox.h>
#include <IGUIEditBox.h>
#include <IGUIButton.h>
#include <IGUIStaticText.h>
#include <IGUIFont.h>
#include "gettext.h"
#include "util/string.h"
GUIPauseMenu::GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IGameCallback *gamecallback,
IMenuManager *menumgr,
bool simple_singleplayer_mode):
GUIModalMenu(env, parent, id, menumgr),
m_gamecallback(gamecallback),
m_simple_singleplayer_mode(simple_singleplayer_mode)
{
}
GUIPauseMenu::~GUIPauseMenu()
{
removeChildren();
}
void GUIPauseMenu::removeChildren()
{
{
gui::IGUIElement *e = getElementFromId(256);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(257);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(258);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(259);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(260);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(261);
if(e != NULL)
e->remove();
}
}
void GUIPauseMenu::regenerateGui(v2u32 screensize)
{
/*
Remove stuff
*/
removeChildren();
/*
Calculate new sizes and positions
*/
core::rect<s32> rect(
screensize.X/2 - 580/2,
screensize.Y/2 - 300/2,
screensize.X/2 + 580/2,
screensize.Y/2 + 300/2
);
DesiredRect = rect;
recalculateAbsolutePosition(false);
v2s32 size = rect.getSize();
/*
Add stuff
*/
const s32 btn_height = 30;
const s32 btn_gap = 20;
const s32 btn_num = m_simple_singleplayer_mode ? 3 : 4;
s32 btn_y = size.Y/2-((btn_num*btn_height+(btn_num-1)*btn_gap))/2;
changeCtype("");
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 256,
wgettext("Continue"));
}
btn_y += btn_height + btn_gap;
if(!m_simple_singleplayer_mode)
{
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 261,
wgettext("Change Password"));
}
btn_y += btn_height + btn_gap;
}
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 260,
wgettext("Exit to Menu"));
}
btn_y += btn_height + btn_gap;
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 257,
wgettext("Exit to OS"));
}
{
core::rect<s32> rect(0, 0, 180, 240);
rect = rect + v2s32(size.X/2 + 90, size.Y/2-rect.getHeight()/2);
Environment->addStaticText(chartowchar_t(gettext(
"Default Controls:\n"
"- WASD: Walk\n"
"- Mouse left: dig/hit\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- 0...9: select item\n"
"- Shift: sneak\n"
"- R: Toggle viewing all loaded chunks\n"
"- I: Inventory menu\n"
"- ESC: This menu\n"
"- T: Chat\n"
)), rect, false, true, this, 258);
}
{
core::rect<s32> rect(0, 0, 180, 220);
rect = rect + v2s32(size.X/2 - 90 - rect.getWidth(), size.Y/2-rect.getHeight()/2);
v2u32 max_texture_size;
{
video::IVideoDriver* driver = Environment->getVideoDriver();
max_texture_size = driver->getMaxTextureSize();
}
std::ostringstream os;
os<<"Minetest\n";
os<<BUILD_INFO<<"\n";
os<<"path_user = "<<wrap_rows(porting::path_user, 20)<<"\n";
Environment->addStaticText(narrow_to_wide(os.str()).c_str(), rect, false, true, this, 259);
}
changeCtype("C");
}
void GUIPauseMenu::drawMenu()
{
gui::IGUISkin* skin = Environment->getSkin();
if (!skin)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
video::SColor bgcolor(140,0,0,0);
driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);
gui::IGUIElement::draw();
}
bool GUIPauseMenu::OnEvent(const SEvent& event)
{
if(event.EventType==EET_KEY_INPUT_EVENT)
{
if(event.KeyInput.PressedDown)
{
if(event.KeyInput.Key==KEY_ESCAPE)
{
quitMenu();
return true;
}
else if(event.KeyInput.Key==KEY_RETURN)
{
quitMenu();
return true;
}
}
}
if(event.EventType==EET_GUI_EVENT)
{
if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
&& isVisible())
{
if(!canTakeFocus(event.GUIEvent.Element))
{
dstream<<"GUIPauseMenu: Not allowing focus change."
<<std::endl;
// Returning true disables focus change
return true;
}
}
if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
{
switch(event.GUIEvent.Caller->getID())
{
case 256: // continue
quitMenu();
// ALWAYS return immediately after quitMenu()
return true;
case 261:
quitMenu();
m_gamecallback->changePassword();
return true;
case 260: // disconnect
m_gamecallback->disconnect();
quitMenu();
return true;
case 257: // exit
m_gamecallback->exitToOS();
quitMenu();
return true;
}
}
}
return Parent ? Parent->OnEvent(event) : false;
}
/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "guiPauseMenu.h"
#include "debug.h"
#include "serialization.h"
#include "porting.h"
#include "config.h"
#include "main.h"
#include <IGUICheckBox.h>
#include <IGUIEditBox.h>
#include <IGUIButton.h>
#include <IGUIStaticText.h>
#include <IGUIFont.h>
#include "gettext.h"
#include "util/string.h"
GUIPauseMenu::GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IGameCallback *gamecallback,
IMenuManager *menumgr,
bool simple_singleplayer_mode):
GUIModalMenu(env, parent, id, menumgr),
m_gamecallback(gamecallback),
m_simple_singleplayer_mode(simple_singleplayer_mode)
{
}
GUIPauseMenu::~GUIPauseMenu()
{
removeChildren();
}
void GUIPauseMenu::removeChildren()
{
{
gui::IGUIElement *e = getElementFromId(256);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(257);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(258);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(259);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(260);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(261);
if(e != NULL)
e->remove();
}
}
void GUIPauseMenu::regenerateGui(v2u32 screensize)
{
/*
Remove stuff
*/
removeChildren();
/*
Calculate new sizes and positions
*/
core::rect<s32> rect(
screensize.X/2 - 580/2,
screensize.Y/2 - 300/2,
screensize.X/2 + 580/2,
screensize.Y/2 + 300/2
);
DesiredRect = rect;
recalculateAbsolutePosition(false);
v2s32 size = rect.getSize();
/*
Add stuff
*/
const s32 btn_height = 30;
const s32 btn_gap = 20;
const s32 btn_num = m_simple_singleplayer_mode ? 3 : 4;
s32 btn_y = size.Y/2-((btn_num*btn_height+(btn_num-1)*btn_gap))/2;
changeCtype("");
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 256,
wgettext("Continue"));
}
btn_y += btn_height + btn_gap;
if(!m_simple_singleplayer_mode)
{
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 261,
wgettext("Change Password"));
}
btn_y += btn_height + btn_gap;
}
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 260,
wgettext("Exit to Menu"));
}
btn_y += btn_height + btn_gap;
{
core::rect<s32> rect(0, 0, 140, btn_height);
rect = rect + v2s32(size.X/2-140/2, btn_y);
Environment->addButton(rect, this, 257,
wgettext("Exit to OS"));
}
{
core::rect<s32> rect(0, 0, 180, 240);
rect = rect + v2s32(size.X/2 + 90, size.Y/2-rect.getHeight()/2);
Environment->addStaticText(chartowchar_t(gettext(
"Default Controls:\n"
"- WASD: Walk\n"
"- Mouse left: dig/hit\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- 0...9: select item\n"
"- Shift: sneak\n"
"- R: Toggle viewing all loaded chunks\n"
"- I: Inventory menu\n"
"- ESC: This menu\n"
"- T: Chat\n"
)), rect, false, true, this, 258);
}
{
core::rect<s32> rect(0, 0, 180, 220);
rect = rect + v2s32(size.X/2 - 90 - rect.getWidth(), size.Y/2-rect.getHeight()/2);
v2u32 max_texture_size;
{
video::IVideoDriver* driver = Environment->getVideoDriver();
max_texture_size = driver->getMaxTextureSize();
}
std::ostringstream os;
os<<"Minetest\n";
os<<BUILD_INFO<<"\n";
os<<"path_user = "<<wrap_rows(porting::path_user, 20)<<"\n";
Environment->addStaticText(narrow_to_wide(os.str()).c_str(), rect, false, true, this, 259);
}
changeCtype("C");
}
void GUIPauseMenu::drawMenu()
{
gui::IGUISkin* skin = Environment->getSkin();
if (!skin)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
video::SColor bgcolor(140,0,0,0);
driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);
gui::IGUIElement::draw();
}
bool GUIPauseMenu::OnEvent(const SEvent& event)
{
if(event.EventType==EET_KEY_INPUT_EVENT)
{
if(event.KeyInput.PressedDown)
{
if(event.KeyInput.Key==KEY_ESCAPE)
{
quitMenu();
return true;
}
else if(event.KeyInput.Key==KEY_RETURN)
{
quitMenu();
return true;
}
}
}
if(event.EventType==EET_GUI_EVENT)
{
if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
&& isVisible())
{
if(!canTakeFocus(event.GUIEvent.Element))
{
dstream<<"GUIPauseMenu: Not allowing focus change."
<<std::endl;
// Returning true disables focus change
return true;
}
}
if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
{
switch(event.GUIEvent.Caller->getID())
{
case 256: // continue
quitMenu();
// ALWAYS return immediately after quitMenu()
return true;
case 261:
quitMenu();
m_gamecallback->changePassword();
return true;
case 260: // disconnect
m_gamecallback->disconnect();
quitMenu();
return true;
case 257: // exit
m_gamecallback->exitToOS();
quitMenu();
return true;
}
}
}
return Parent ? Parent->OnEvent(event) : false;
}

View File

@ -1,60 +1,60 @@
/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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 GUIPAUSEMENU_HEADER
#define GUIPAUSEMENU_HEADER
#include "irrlichttypes_extrabloated.h"
#include "modalMenu.h"
class IGameCallback
{
public:
virtual void exitToOS() = 0;
virtual void disconnect() = 0;
virtual void changePassword() = 0;
};
class GUIPauseMenu : public GUIModalMenu
{
public:
GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IGameCallback *gamecallback,
IMenuManager *menumgr,
bool simple_singleplayer_mode);
~GUIPauseMenu();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
void regenerateGui(v2u32 screensize);
void drawMenu();
bool OnEvent(const SEvent& event);
private:
IGameCallback *m_gamecallback;
bool m_simple_singleplayer_mode;
};
#endif
/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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 GUIPAUSEMENU_HEADER
#define GUIPAUSEMENU_HEADER
#include "irrlichttypes_extrabloated.h"
#include "modalMenu.h"
class IGameCallback
{
public:
virtual void exitToOS() = 0;
virtual void disconnect() = 0;
virtual void changePassword() = 0;
};
class GUIPauseMenu : public GUIModalMenu
{
public:
GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IGameCallback *gamecallback,
IMenuManager *menumgr,
bool simple_singleplayer_mode);
~GUIPauseMenu();
void removeChildren();
/*
Remove and re-add (or reposition) stuff
*/
void regenerateGui(v2u32 screensize);
void drawMenu();
bool OnEvent(const SEvent& event);
private:
IGameCallback *m_gamecallback;
bool m_simple_singleplayer_mode;
};
#endif

View File

@ -1994,7 +1994,7 @@ void Map::removeNodeTimer(v3s16 p)
ServerMap
*/
ServerMap::ServerMap(std::string savedir, IGameDef *gamedef):
ServerMap::ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge):
Map(dout_server, gamedef),
m_seed(0),
m_map_metadata_changed(true),
@ -2004,6 +2004,8 @@ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef):
{
verbosestream<<__FUNCTION_NAME<<std::endl;
m_emerge = emerge;
//m_chunksize = 8; // Takes a few seconds
if (g_settings->get("fixed_map_seed").empty())
@ -2011,12 +2013,15 @@ ServerMap::ServerMap(std::string savedir, IGameDef *gamedef):
m_seed = (((u64)(myrand()%0xffff)<<0)
+ ((u64)(myrand()%0xffff)<<16)
+ ((u64)(myrand()%0xffff)<<32)
+ ((u64)(myrand()%0xffff)<<48));
+ ((u64)(myrand()&0xffff)<<48));
}
else
{
m_seed = g_settings->getU64("fixed_map_seed");
}
emerge->seed = m_seed;
emerge->water_level = g_settings->getS16("default_water_level");
//<set noiseparams here>
/*
Experimental and debug stuff
@ -2136,7 +2141,7 @@ ServerMap::~ServerMap()
#endif
}
void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
void ServerMap::initBlockMake(BlockMakeData *data, v3s16 blockpos)
{
bool enable_mapgen_debug_info = g_settings->getBool("enable_mapgen_debug_info");
if(enable_mapgen_debug_info)
@ -2208,7 +2213,7 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
Refer to the map generator heuristics.
*/
bool ug = mapgen::block_is_underground(data->seed, p);
bool ug = m_emerge->isBlockUnderground(p);
block->setIsUnderground(ug);
}
@ -2243,7 +2248,7 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
// Data is ready now.
}
MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
MapBlock* ServerMap::finishBlockMake(BlockMakeData *data,
core::map<v3s16, MapBlock*> &changed_blocks)
{
v3s16 blockpos_min = data->blockpos_min;
@ -2483,6 +2488,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
return sector;
}
#if 0
/*
This is a quick-hand function for calling makeBlock().
*/
@ -2518,7 +2524,7 @@ MapBlock * ServerMap::generateBlock(
/*
Create block make data
*/
mapgen::BlockMakeData data;
BlockMakeData data;
initBlockMake(&data, p);
/*
@ -2526,7 +2532,8 @@ MapBlock * ServerMap::generateBlock(
*/
{
TimeTaker t("mapgen::make_block()");
mapgen::make_block(&data);
mapgen->makeChunk(&data);
//mapgen::make_block(&data);
if(enable_mapgen_debug_info == false)
t.stop(true); // Hide output
@ -2595,6 +2602,7 @@ MapBlock * ServerMap::generateBlock(
return block;
}
#endif
MapBlock * ServerMap::createBlock(v3s16 p)
{
@ -2656,14 +2664,15 @@ MapBlock * ServerMap::createBlock(v3s16 p)
}
// Create blank
block = sector->createBlankBlock(block_y);
return block;
}
MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate)
MapBlock * ServerMap::emergeBlock(v3s16 p, bool create_blank)
{
DSTACKF("%s: p=(%d,%d,%d), allow_generate=%d",
DSTACKF("%s: p=(%d,%d,%d), create_blank=%d",
__FUNCTION_NAME,
p.X, p.Y, p.Z, allow_generate);
p.X, p.Y, p.Z, create_blank);
{
MapBlock *block = getBlockNoCreateNoEx(p);
@ -2677,7 +2686,13 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate)
return block;
}
if(allow_generate)
if (create_blank) {
ServerMapSector *sector = createSector(v2s16(p.X, p.Z));
MapBlock *block = sector->createBlankBlock(p.Y);
return block;
}
/*if(allow_generate)
{
core::map<v3s16, MapBlock*> modified_blocks;
MapBlock *block = generateBlock(p, modified_blocks);
@ -2700,7 +2715,7 @@ MapBlock * ServerMap::emergeBlock(v3s16 p, bool allow_generate)
return block;
}
}
}*/
return NULL;
}
@ -2742,7 +2757,7 @@ plan_b:
Determine from map generator noise functions
*/
s16 level = mapgen::find_ground_level_from_noise(m_seed, p2d, 1);
s16 level = m_emerge->getGroundLevelAtPoint(p2d);
return level;
//double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
@ -3062,6 +3077,7 @@ void ServerMap::saveMapMeta()
Settings params;
params.setU64("seed", m_seed);
params.setS16("water_level", m_emerge->water_level);
params.writeLines(os);
@ -3100,8 +3116,11 @@ void ServerMap::loadMapMeta()
break;
params.parseConfigLine(line);
}
m_seed = params.getU64("seed");
m_emerge->seed = m_seed;
m_emerge->water_level = params.getS16("water_level");
//m_emerge->np = ;
verbosestream<<"ServerMap::loadMapMeta(): "<<"seed="<<m_seed<<std::endl;
}

View File

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapnode.h"
#include "constants.h"
#include "voxel.h"
#include "mapgen.h" //for BlockMakeData and EmergeManager
#include "modifiedstate.h"
#include "util/container.h"
#include "nodetimer.h"
@ -46,9 +47,6 @@ class NodeMetadata;
class IGameDef;
class IRollbackReportSink;
namespace mapgen{
struct BlockMakeData;
};
/*
MapEditEvent
@ -360,7 +358,7 @@ public:
/*
savedir: directory to which map data should be saved
*/
ServerMap(std::string savedir, IGameDef *gamedef);
ServerMap(std::string savedir, IGameDef *gamedef, EmergeManager *emerge);
~ServerMap();
s32 mapType() const
@ -379,15 +377,15 @@ public:
/*
Blocks are generated by using these and makeBlock().
*/
void initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos);
MapBlock* finishBlockMake(mapgen::BlockMakeData *data,
void initBlockMake(BlockMakeData *data, v3s16 blockpos);
MapBlock* finishBlockMake(BlockMakeData *data,
core::map<v3s16, MapBlock*> &changed_blocks);
// A non-threaded wrapper to the above
MapBlock * generateBlock(
// A non-threaded wrapper to the above - DEFUNCT
/* MapBlock * generateBlock(
v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks
);
);*/
/*
Get a block from somewhere.
@ -400,9 +398,10 @@ public:
Forcefully get a block from somewhere.
- Memory
- Load from disk
- Generate
- Create blank filled with CONTENT_IGNORE
*/
MapBlock * emergeBlock(v3s16 p, bool allow_generate=true);
MapBlock * emergeBlock(v3s16 p, bool create_blank=true);
// Helper for placing objects on ground level
s16 findGroundLevel(v2s16 p2d);
@ -479,6 +478,7 @@ public:
u64 getSeed(){ return m_seed; }
EmergeManager *m_emerge;
private:
// Seed used for all kinds of randomness in generation
u64 m_seed;

View File

@ -20,7 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "biome.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
//#include "serverobject.h"
#include "content_sao.h"
@ -28,9 +30,296 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler
#include "treegen.h"
NoiseParams nparams_mtdefault =
{0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
NoiseParams nparams_def_bgroup =
{0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
NoiseParams nparams_def_heat =
{25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
NoiseParams nparams_def_humidity =
{50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
///////////////////////////////////////////////////////////////////////////////
/*
Mapgen::Mapgen(BiomeDefManager *biomedef) {
Mapgen(0, 0, biomedef);
}*/
Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
initMapgen(biomedef, mapgenid, seed,
&nparams_mtdefault, &nparams_def_bgroup,
&nparams_def_heat, &nparams_def_humidity);
}
Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity) {
initMapgen(biomedef, mapgenid, seed,
np_terrain, np_bgroup, np_heat, np_humidity);
}
void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity) {
this->generating = false;
this->id = mapgenid;
this->seed = (int)seed;
this->biomedef = biomedef;
this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
this->water_level = g_settings->getS16("default_water_level"); ////fix this!
this->np_terrain = np_terrain;
this->np_bgroup = np_bgroup;
this->np_heat = np_heat;
this->np_humidity = np_humidity;
noise_terrain = new Noise(np_terrain, seed, csize.X, csize.Y);
noise_bgroup = new Noise(np_bgroup, seed, csize.X, csize.Y);
noise_heat = new Noise(np_heat, seed, csize.X, csize.Y);
noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y);
this->ndef = biomedef->ndef;
n_air = MapNode(ndef->getId("mapgen_air"));
n_water = MapNode(ndef->getId("mapgen_water_source"));
n_lava = MapNode(ndef->getId("mapgen_lava_source"));
}
Mapgen::~Mapgen() {
delete noise_terrain;
delete noise_bgroup;
delete noise_heat;
delete noise_humidity;
}
void Mapgen::makeChunk(BlockMakeData *data) {
if (data->no_op)
return;
//printf("generating...\n");//////////////
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->data = data;
this->vmanip = data->vmanip;
v3s16 em = vmanip->m_area.getExtent();
this->ystride = em.X;
this->zstride = em.Y * em.X;
node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
int y1 = node_min.Y;
int y2 = node_max.Y;
int x = node_min.X;
int z = node_min.Z;
//printf("full_node_min.X: %d | full_node_min.Z: %d | MinEdge: %d | MaxEdge: %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
TimeTaker timer("Generating terrain");
map_terrain = noise_terrain->perlinMap2D(x, z);
map_bgroup = noise_bgroup->perlinMap2D(x, z);
map_heat = noise_heat->perlinMap2D(x, z);
map_humidity = noise_humidity->perlinMap2D(x, z);
int i = 0;
for (x = node_min.X; x <= node_max.X; x++) {
for (z = node_min.Z; z <= node_max.Z; z++) {
Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
biome->genColumn(this, x, z, y1, y2);
i++;
}
}
timer.stop();
//genCave();
//genDungeon();
//add blobs of dirt and gravel underground
//decorateChunk();
//updateLiquid(full_node_min, full_node_max);
updateLighting(node_min, node_max);
this->generating = false;
//printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
}
void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
bool isliquid, wasliquid;
u32 i;
content_t c;
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
for (s16 x = node_min.X; x <= node_max.X; x++) {
v2s16 p2d(x, z);
wasliquid = true;
v3s16 em = vmanip->m_area.getExtent();
i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
//there was a change between liquid and nonliquid, add to queue
if (isliquid != wasliquid)
data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
wasliquid = isliquid;
vmanip->m_area.add_y(em, i, -1);
}
}
}
}
void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
node_max + v3s16(1,0,1) * MAP_BLOCKSIZE);
bool block_is_underground = (water_level > node_max.Y);
bool sunlight = !block_is_underground;
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
for (int i = 0; i < 2; i++) {
enum LightBank bank = banks[i];
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
light_sources, unlight_from);
voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
vmanip->spreadLight(bank, light_sources, ndef);
}
}
/*class EmergeManager {
public:
int seed;
int water_level;
BiomeDefManager *biomedef;
//mapgen objects here
void addBlockToQueue();
//mapgen helper methods
int getGroundLevelAtPoint(u64 mseed, v2s16 p);
bool isBlockUnderground(u64 mseed, v3s16 blockpos);
u32 getBlockSeed(u64 mseed, v3s16 p);
};*/
EmergeManager::EmergeManager(IGameDef *gamedef) {
this->seed = 0;
this->water_level = 0;
this->np_terrain = &nparams_mtdefault;
this->np_bgroup = &nparams_def_bgroup;
this->np_heat = &nparams_def_heat;
this->np_humidity = &nparams_def_humidity;
this->biomedef = new BiomeDefManager(gamedef);
}
EmergeManager::~EmergeManager() {
delete biomedef;
}
void EmergeManager::addBlockToQueue() {
}
Biome *EmergeManager::getBiomeAtPoint(v3s16 p) {
float bgroup = NoisePerlin2D(np_bgroup, p.X, p.Y, seed);
float heat = NoisePerlin2D(np_heat, p.X, p.Y, seed);
float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
return biomedef->getBiome(bgroup, heat, humidity);
}
//FIXME: This assumes y == 0, that is, always in a non-hell/non-sky biome
int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed);
Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
return biome->getSurfaceHeight(terrain);
}
bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
/*
v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
(blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
int ground_level = getGroundLevelAtPoint(p);
return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
*/
//yuck, but then again, should i bother being accurate?
//the height of the nodes in a single block is quite variable
return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
}
u32 EmergeManager::getBlockSeed(v3s16 p) {
return (u32)(seed & 0xFFFFFFFF) +
p.Z * 38134234 +
p.Y * 42123 +
p.Y * 23;
}
/////////////////////////////////// legacy static functions for farmesh
s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
//just need to return something
s16 level = 5;
return level;
}
bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
double sandnoise = noise2d_perlin(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);
return (sandnoise > 0.15);
}
double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
double noise = noise2d_perlin(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);
double zeroval = -0.39;
if(noise < zeroval)
return 0;
else
return 0.04 * (noise-zeroval) / (1.0-zeroval);
}
#if 0 /// BIG COMMENT
namespace mapgen
{
@ -121,6 +410,7 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
}
#endif
#if 0
static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
@ -190,7 +480,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Make +-Z walls
for(s16 x=0; x<roomsize.X; x++)
for(s16 y=0; y<roomsize.Y; y++)
@ -214,7 +504,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Make +-Y walls (floor and ceiling)
for(s16 z=0; z<roomsize.Z; z++)
for(s16 x=0; x<roomsize.X; x++)
@ -238,7 +528,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
}
}
// Fill with air
for(s16 z=1; z<roomsize.Z-1; z++)
for(s16 y=1; y<roomsize.Y-1; y++)
@ -401,9 +691,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
if(partcount >= partlength)
{
partcount = 0;
dir = random_turn(random, dir);
partlength = random.range(1,length);
make_stairs = 0;
@ -443,7 +733,7 @@ public:
{
m_dir = dir;
}
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
for(u32 i=0; i<100; i++)
@ -540,7 +830,7 @@ public:
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
#endif
// Check fit
bool fits = true;
for(s16 z=1; z<roomsize.Z-1; z++)
@ -587,7 +877,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
v3s16 areasize = vmanip.m_area.getExtent();
v3s16 roomsize;
v3s16 roomplace;
/*
Find place for first room
*/
@ -627,20 +917,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
// No place found
if(fits == false)
return;
/*
Stores the center position of the last room made, so that
a new corridor can be started from the last room instead of
the new room, if chosen so.
*/
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
u32 room_count = random.range(2,7);
for(u32 i=0; i<room_count; i++)
{
// Make a room to the determined place
make_room1(vmanip, roomsize, roomplace, ndef);
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
// Place torch at room center (for testing)
@ -649,7 +939,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
// Quit if last room
if(i == room_count-1)
break;
// Determine walker start position
bool start_in_last_room = (random.range(0,2)!=0);
@ -667,7 +957,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
// Store center of current room as the last one
last_room_center = room_center;
}
// Create walker and find a place for a door
RoomWalker walker(vmanip, walker_start_place, random, ndef);
v3s16 doorplace;
@ -675,20 +965,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
bool r = walker.findPlaceForDoor(doorplace, doordir);
if(r == false)
return;
if(random.range(0,1)==0)
// Make the door
make_door1(vmanip, doorplace, doordir, ndef);
else
// Don't actually make a door
doorplace -= doordir;
// Make a random corridor starting from the door
v3s16 corridor_end;
v3s16 corridor_end_dir;
make_corridor(vmanip, doorplace, doordir, corridor_end,
corridor_end_dir, random, ndef);
// Find a place for a random sized room
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
walker.setPos(corridor_end);
@ -703,7 +993,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
else
// Don't actually make a door
roomplace -= doordir;
}
}
#endif
@ -926,7 +1216,7 @@ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
}
}
}
// This is more like the actual ground level
level += dec[i-1]/2;
@ -1024,7 +1314,7 @@ bool block_is_underground(u64 seed, v3s16 blockpos)
seed, v2s16(blockpos.X, blockpos.Z));*/
// Nah, this is just a heuristic, just return something
s16 minimum_groundlevel = WATER_LEVEL;
if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
return true;
else
@ -1132,9 +1422,9 @@ BiomeType get_biome(u64 seed, v2s16 p2d)
double d = noise2d_perlin(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);
if(d > 0.45)
if(d > 0.45)
return BT_DESERT;
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
return BT_DESERT;
return BT_NORMAL;
};
@ -1169,7 +1459,7 @@ void make_block(BlockMakeData *data)
// Hack: use minimum block coordinates for old code that assumes
// a single block
v3s16 blockpos = data->blockpos_requested;
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
<<blockpos.Z<<")"<<std::endl;*/
@ -1177,7 +1467,7 @@ void make_block(BlockMakeData *data)
v3s16 blockpos_max = data->blockpos_max;
v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
// Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
@ -1193,10 +1483,10 @@ void make_block(BlockMakeData *data)
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
* (blockpos_max.Y - blockpos_min.Y + 1)
* (blockpos_max.Z - blockpos_max.Z + 1);
int volume_nodes = volume_blocks *
MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
// Generated surface area
//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
@ -1207,7 +1497,7 @@ void make_block(BlockMakeData *data)
Create a block-specific seed
*/
u32 blockseed = get_blockseed(data->seed, full_node_min);
/*
Cache some ground type values for speed
*/
@ -1253,13 +1543,13 @@ void make_block(BlockMakeData *data)
{
#if 1
TimeTaker timer1("Generating ground level");
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position
v2s16 p2d = v2s16(x,z);
/*
Skip of already generated
*/
@ -1274,7 +1564,7 @@ void make_block(BlockMakeData *data)
// Use perlin noise for ground height
surface_y_f = base_rock_level_2d(data->seed, p2d);
/*// Experimental stuff
{
float a = highlands_level_2d(data->seed, p2d);
@ -1284,7 +1574,7 @@ void make_block(BlockMakeData *data)
// Convert to integer
s16 surface_y = (s16)surface_y_f;
// Log it
if(surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
@ -1316,9 +1606,9 @@ void make_block(BlockMakeData *data)
}
}
#endif
}//timer1
// Limit dirt flow area by 1 because mud is flown into neighbors.
assert(central_area_size.X == central_area_size.Z);
s16 mudflow_minpos = 0-max_spread_amount+1;
@ -1375,7 +1665,7 @@ void make_block(BlockMakeData *data)
tunnel_routepoints = ps.range(10, ps.range(15,30));
}
bool large_cave_is_flat = (ps.range(0,1) == 0);
v3f main_direction(0,0,0);
// Allowed route area size in nodes
@ -1391,7 +1681,7 @@ void make_block(BlockMakeData *data)
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
s16 route_y_min = 0;
// Allow half a diameter + 7 over stone surface
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
@ -1434,7 +1724,7 @@ void make_block(BlockMakeData *data)
if(coming_from_surface)
route_start_y_min = -of.Y + stone_surface_max_y + 10;
}*/
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
@ -1451,11 +1741,11 @@ void make_block(BlockMakeData *data)
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
/*
Generate some tunnel starting from orp
*/
for(u16 j=0; j<tunnel_routepoints; j++)
{
if(j%dswitchint==0 && large_cave == false)
@ -1467,12 +1757,12 @@ void make_block(BlockMakeData *data)
);
main_direction *= (float)ps.range(0, 10)/10;
}
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
s16 rs = ps.range(min_d, max_d);
// Every second section is rough
bool randomize_xz = (ps2.range(1,2) == 1);
@ -1495,13 +1785,13 @@ void make_block(BlockMakeData *data)
}
v3f vec;
vec = v3f(
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
// Jump downward sometimes
if(!large_cave && ps.range(0,12) == 0)
{
@ -1511,7 +1801,7 @@ void make_block(BlockMakeData *data)
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
);
}
/*if(large_cave){
v3f p = orp + vec;
s16 h = find_ground_level_clever(vmanip,
@ -1573,12 +1863,12 @@ void make_block(BlockMakeData *data)
s16 x = cp.X + x0;
v3s16 p(x,y,z);
p += of;
if(vmanip.m_area.contains(p) == false)
continue;
u32 i = vmanip.m_area.index(p);
if(large_cave)
{
if(full_node_min.Y < WATER_LEVEL &&
@ -1602,7 +1892,7 @@ void make_block(BlockMakeData *data)
vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source)
continue;
vmanip.m_data[i] = airnode;
// Set tunnel flag
@ -1615,12 +1905,12 @@ void make_block(BlockMakeData *data)
orp = rp;
}
}
}//timer1
#endif
#if 1
{
// 15ms @cs=8
@ -1629,13 +1919,13 @@ void make_block(BlockMakeData *data)
/*
Add mud to the central chunk
*/
for(s16 x=node_min.X; x<=node_max.X; x++)
for(s16 z=node_min.Z; z<=node_max.Z; z++)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
// Randomize mud amount
s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
@ -1660,7 +1950,7 @@ void make_block(BlockMakeData *data)
surface_y + mud_add_amount <= WATER_LEVEL+2){
addnode = MapNode(c_sand);
}
if(bt == BT_DESERT){
if(surface_y > 20){
mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
@ -1691,7 +1981,7 @@ void make_block(BlockMakeData *data)
{
if(mudcount >= mud_add_amount)
break;
MapNode &n = vmanip.m_data[i];
n = addnode;
mudcount++;
@ -1756,7 +2046,7 @@ void make_block(BlockMakeData *data)
/*
Flow mud away from steep edges
*/
// Iterate a few times
for(s16 k=0; k<3; k++)
{
@ -1773,7 +2063,7 @@ void make_block(BlockMakeData *data)
// Node position in 2d
v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
v3s16 em = vmanip.m_area.getExtent();
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
s16 y=node_max.Y;
@ -1794,7 +2084,7 @@ void make_block(BlockMakeData *data)
n->getContent() == c_dirt_with_grass ||
n->getContent() == c_gravel)
break;
vmanip.m_area.add_y(em, i, -1);
}
@ -1813,7 +2103,7 @@ void make_block(BlockMakeData *data)
{
// Make it exactly mud
n->setContent(c_dirt);
/*
Don't flow it if the stuff under it is not mud
*/
@ -1851,7 +2141,7 @@ void make_block(BlockMakeData *data)
}
// Drop mud on side
for(u32 di=0; di<4; di++)
{
v3s16 dirp = dirs4[di];
@ -1894,7 +2184,7 @@ void make_block(BlockMakeData *data)
// Loop one up so that we're in air
vmanip.m_area.add_y(em, i2, 1);
n2 = &vmanip.m_data[i2];
bool old_is_water = (n->getContent() == c_water_source);
// Move mud to new place
if(!dropped_to_unknown) {
@ -1912,7 +2202,7 @@ void make_block(BlockMakeData *data)
}
}
}
}
}//timer1
@ -1940,7 +2230,7 @@ void make_block(BlockMakeData *data)
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
{
if(y == full_node_max.Y){
water_found =
water_found =
(vmanip.m_data[i].getContent() == c_water_source ||
vmanip.m_data[i].getContent() == c_lava_source);
}
@ -1982,7 +2272,7 @@ void make_block(BlockMakeData *data)
{
// Node position in 2d
v2s16 p2d = v2s16(x,z);
/*
Find the lowest surface to which enough light ends up
to make grass grow.
@ -2008,7 +2298,7 @@ void make_block(BlockMakeData *data)
else
surface_y = full_node_min.Y;
}
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
MapNode *n = &vmanip.m_data[i];
if(n->getContent() == c_dirt){
@ -2113,7 +2403,7 @@ void make_block(BlockMakeData *data)
else
vmanip.m_data[i] = n_stone;
}
vmanip->m_area.add_y(em, i, 1);
}
}
@ -2168,7 +2458,7 @@ void make_block(BlockMakeData *data)
/*
Add dungeons
*/
//if(node_min.Y < approx_groundlevel)
//if(myrand() % 3 == 0)
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
@ -2182,7 +2472,7 @@ void make_block(BlockMakeData *data)
// Dungeon generator doesn't modify places which have this set
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
| VMANIP_FLAG_DUNGEON_PRESERVE);
// Set all air and water to be untouchable to make dungeons open
// to caves and open air
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
@ -2204,12 +2494,12 @@ void make_block(BlockMakeData *data)
}
}
}
PseudoRandom random(blockseed+2);
// Add it
make_dungeon1(vmanip, random, ndef);
// Convert some cobble to mossy cobble
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
@ -2257,7 +2547,7 @@ void make_block(BlockMakeData *data)
make_nc(vmanip, ncrandom, ndef);
}
}
/*
Add top and bottom side of water to transforming_liquid queue
*/
@ -2346,7 +2636,7 @@ void make_block(BlockMakeData *data)
if(current_depth == 0 && y <= WATER_LEVEL+2
&& possibly_have_sand)
have_sand = true;
if(current_depth < 4)
{
if(have_sand)
@ -2384,7 +2674,7 @@ void make_block(BlockMakeData *data)
/*
Calculate some stuff
*/
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
bool is_jungle = surface_humidity > 0.75;
// Amount of trees
@ -2521,7 +2811,7 @@ void make_block(BlockMakeData *data)
/*
Add some kind of random stones
*/
u32 random_stone_count = gen_area_nodes *
randomstone_amount_2d(data->seed, p2d_center);
// Put in random places on part of division
@ -2555,7 +2845,7 @@ void make_block(BlockMakeData *data)
/*
Add larger stones
*/
u32 large_stone_count = gen_area_nodes *
largestone_amount_2d(data->seed, p2d_center);
//u32 large_stone_count = 1;
@ -2612,7 +2902,7 @@ void make_block(BlockMakeData *data)
if(mineralrandom.next()%8 == 0)
vmanip.m_data[vi] = MapNode(c_mese);
}
}
}
/*
@ -2742,7 +3032,7 @@ void make_block(BlockMakeData *data)
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
bool inexistent_top_provides_sunlight = !block_is_underground;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
@ -2756,6 +3046,8 @@ void make_block(BlockMakeData *data)
}
}
#endif ///BIG COMMENT
BlockMakeData::BlockMakeData():
no_op(false),
vmanip(NULL),
@ -2768,6 +3060,6 @@ BlockMakeData::~BlockMakeData()
delete vmanip;
}
}; // namespace mapgen
//}; // namespace mapgen

View File

@ -22,12 +22,121 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include "util/container.h" // UniqueQueue
#include "gamedef.h"
#include "mapnode.h"
#include "noise.h"
struct BlockMakeData;
class BiomeDefManager;
class Biome;
//struct BlockMakeData;
class MapBlock;
class ManualMapVoxelManipulator;
class INodeDefManager;
struct BlockMakeData {
bool no_op;
ManualMapVoxelManipulator *vmanip;
u64 seed;
v3s16 blockpos_min;
v3s16 blockpos_max;
v3s16 blockpos_requested;
UniqueQueue<v3s16> transforming_liquid;
INodeDefManager *nodedef;
BlockMakeData();
~BlockMakeData();
};
class Mapgen {
public:
BlockMakeData *data;
ManualMapVoxelManipulator *vmanip;
INodeDefManager *ndef;
BiomeDefManager *biomedef;
int ystride;
int zstride;
v3s16 csize;
int seed;
int water_level;
Noise *noise_terrain;
Noise *noise_bgroup;
Noise *noise_heat;
Noise *noise_humidity;
v3s16 node_min;
v3s16 node_max;
float *map_terrain;
float *map_bgroup;
float *map_heat;
float *map_humidity;
bool generating;
int id;
NoiseParams *np_terrain;
NoiseParams *np_bgroup;
NoiseParams *np_heat;
NoiseParams *np_humidity;
//should these be broken off into a "commonly used nodes" class?
MapNode n_air;
MapNode n_water;
MapNode n_lava;
Mapgen(BiomeDefManager *biomedef, int mapgenid=0, u64 seed=0);
Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity);
void initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
NoiseParams *np_terrain, NoiseParams *np_bgroup,
NoiseParams *np_heat, NoiseParams *np_humidity);
~Mapgen();
void makeChunk(BlockMakeData *data);
void updateLiquid(v3s16 node_min, v3s16 node_max);
void updateLighting(v3s16 node_min, v3s16 node_max);
//Legacy functions for Farmesh (pending removal)
static bool get_have_beach(u64 seed, v2s16 p2d);
static double tree_amount_2d(u64 seed, v2s16 p);
static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
};
class EmergeManager {
public:
//settings
u64 seed;
int water_level;
NoiseParams *np_terrain;
NoiseParams *np_bgroup;
NoiseParams *np_heat;
NoiseParams *np_humidity;
//biome manager
BiomeDefManager *biomedef;
//mapgen objects here
EmergeManager(IGameDef *gamedef);
~EmergeManager();
void addBlockToQueue();
//mapgen helper methods
Biome *getBiomeAtPoint(v3s16 p);
int getGroundLevelAtPoint(v2s16 p);
bool isBlockUnderground(v3s16 blockpos);
u32 getBlockSeed(v3s16 p);
};
/*
namespace mapgen
{
// Finds precise ground level at any position
@ -41,10 +150,9 @@ namespace mapgen
// Main map generation routine
void make_block(BlockMakeData *data);
/*
These are used by FarMesh
*/
//These are used by FarMesh
bool get_have_beach(u64 seed, v2s16 p2d);
double tree_amount_2d(u64 seed, v2s16 p);
@ -64,6 +172,6 @@ namespace mapgen
};
}; // namespace mapgen
*/
#endif

View File

@ -106,7 +106,7 @@ void NodeBox::deSerialize(std::istream &is)
/*
TileDef
*/
void TileDef::serialize(std::ostream &os) const
{
writeU8(os, 0); // version
@ -173,7 +173,7 @@ void ContentFeatures::reset()
has_after_destruct = false;
/*
Actual data
NOTE: Most of this is always overridden by the default values given
in builtin.lua
*/
@ -354,7 +354,7 @@ public:
ContentFeatures &f = m_content_features[i];
f.reset(); // Reset to defaults
}
// Set CONTENT_AIR
{
ContentFeatures f;
@ -541,11 +541,11 @@ public:
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool opaque_water = g_settings->getBool("opaque_water");
for(u16 i=0; i<=MAX_CONTENT; i++)
{
ContentFeatures *f = &m_content_features[i];
// Figure out the actual tiles to use
TileDef tiledef[6];
for(u32 j=0; j<6; j++)

View File

@ -21,89 +21,116 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "noise.h"
#include <iostream>
#include "debug.h"
#include "util/numeric.h"
#define NOISE_MAGIC_X 1619
#define NOISE_MAGIC_Y 31337
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_X 1619
#define NOISE_MAGIC_Y 31337
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
double cos_lookup[16] = {
1.0,0.9238,0.7071,0.3826,0,-0.3826,-0.7071,-0.9238,
1.0,-0.9238,-0.7071,-0.3826,0,0.3826,0.7071,0.9238
float cos_lookup[16] = {
1.0, 0.9238, 0.7071, 0.3826, 0, -0.3826, -0.7071, -0.9238,
1.0, -0.9238, -0.7071, -0.3826, 0, 0.3826, 0.7071, 0.9238
};
double dotProduct(double vx, double vy, double wx, double wy){
return vx*wx+vy*wy;
}
double easeCurve(double t){
return t * t * t * (6. * t * t - 15. * t + 10.);
}
double linearInterpolation(double x0, double x1, double t){
return x0+(x1-x0)*t;
}
double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){
double tx = easeCurve(x);
double ty = easeCurve(y);
/*double tx = x;
double ty = y;*/
double u = linearInterpolation(x0y0,x1y0,tx);
double v = linearInterpolation(x0y1,x1y1,tx);
return linearInterpolation(u,v,ty);
}
double triLinearInterpolation(
double v000, double v100, double v010, double v110,
double v001, double v101, double v011, double v111,
double x, double y, double z)
{
/*double tx = easeCurve(x);
double ty = easeCurve(y);
double tz = easeCurve(z);*/
double tx = x;
double ty = y;
double tz = z;
return(
v000*(1-tx)*(1-ty)*(1-tz) +
v100*tx*(1-ty)*(1-tz) +
v010*(1-tx)*ty*(1-tz) +
v110*tx*ty*(1-tz) +
v001*(1-tx)*(1-ty)*tz +
v101*tx*(1-ty)*tz +
v011*(1-tx)*ty*tz +
v111*tx*ty*tz
);
}
///////////////////////////////////////////////////////////////////////////////
double noise2d(int x, int y, int seed)
{
//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
float noise2d(int x, int y, int seed) {
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n>>13)^n;
n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
return 1.0 - (double)n/1073741824;
n = (n >> 13) ^ n;
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 1.f - (float)n / 0x40000000;
}
double noise3d(int x, int y, int z, int seed)
{
float noise3d(int x, int y, int z, int seed) {
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n>>13)^n;
n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff;
return 1.0 - (double)n/1073741824;
n = (n >> 13) ^ n;
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 1.f - (float)n / 0x40000000;
}
float dotProduct(float vx, float vy, float wx, float wy) {
return vx * wx + vy * wy;
}
inline float linearInterpolation(float v0, float v1, float t) {
return v0 + (v1 - v0) * t;
}
float biLinearInterpolation(float v00, float v10,
float v01, float v11,
float x, float y) {
float tx = easeCurve(x);
float ty = easeCurve(y);
float u = linearInterpolation(v00, v10, tx);
float v = linearInterpolation(v01, v11, tx);
return linearInterpolation(u, v, ty);
}
float biLinearInterpolationNoEase(float x0y0, float x1y0,
float x0y1, float x1y1,
float x, float y) {
float u = linearInterpolation(x0y0, x1y0, x);
float v = linearInterpolation(x0y1, x1y1, x);
return linearInterpolation(u, v, y);
}
float triLinearInterpolation(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z) {
float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
return linearInterpolation(u, v, z);
}
#if 0
double noise2d_gradient(double x, double y, int seed)
float triLinearInterpolation(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
/*float tx = easeCurve(x);
float ty = easeCurve(y);
float tz = easeCurve(z);*/
float tx = x;
float ty = y;
float tz = z;
return(
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) +
v110 * tx * ty * (1 - tz) +
v001 * (1 - tx) * (1 - ty) * tz +
v101 * tx * (1 - ty) * tz +
v011 * (1 - tx) * ty * tz +
v111 * tx * ty * tz
);
}
#endif
#if 0
float noise2d_gradient(float x, float y, int seed)
{
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
float xl = x - (float)x0;
float yl = y - (float)y0;
// Calculate random cosine lookup table indices for the integer corners.
// They are looked up as unit vector gradients from the lookup table.
int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
@ -111,119 +138,126 @@ double noise2d_gradient(double x, double y, int seed)
int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
// Make a dot product for the gradients and the positions, to get the values
double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
// Interpolate between the values
return biLinearInterpolation(s,u,v,w,xl,yl);
}
#endif
#if 1
double noise2d_gradient(double x, double y, int seed)
float noise2d_gradient(float x, float y, int seed)
{
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
int x0 = myfloor(x);
int y0 = myfloor(y);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
// Get values for corners of cube
double v00 = noise2d(x0, y0, seed);
double v10 = noise2d(x0+1, y0, seed);
double v01 = noise2d(x0, y0+1, seed);
double v11 = noise2d(x0+1, y0+1, seed);
float xl = x - (float)x0;
float yl = y - (float)y0;
// Get values for corners of square
float v00 = noise2d(x0, y0, seed);
float v10 = noise2d(x0+1, y0, seed);
float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
}
#endif
double noise3d_gradient(double x, double y, double z, int seed)
float noise3d_gradient(float x, float y, float z, int seed)
{
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
int z0 = (z > 0.0 ? (int)z : (int)z - 1);
int x0 = myfloor(x);
int y0 = myfloor(y);
int z0 = myfloor(z);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
double zl = z - (double)z0;
float xl = x - (float)x0;
float yl = y - (float)y0;
float zl = z - (float)z0;
// Get values for corners of cube
double v000 = noise3d(x0, y0, z0, seed);
double v100 = noise3d(x0+1, y0, z0, seed);
double v010 = noise3d(x0, y0+1, z0, seed);
double v110 = noise3d(x0+1, y0+1, z0, seed);
double v001 = noise3d(x0, y0, z0+1, seed);
double v101 = noise3d(x0+1, y0, z0+1, seed);
double v011 = noise3d(x0, y0+1, z0+1, seed);
double v111 = noise3d(x0+1, y0+1, z0+1, seed);
float v000 = noise3d(x0, y0, z0, seed);
float v100 = noise3d(x0 + 1, y0, z0, seed);
float v010 = noise3d(x0, y0 + 1, z0, seed);
float v110 = noise3d(x0 + 1, y0 + 1, z0, seed);
float v001 = noise3d(x0, y0, z0 + 1, seed);
float v101 = noise3d(x0 + 1, y0, z0 + 1, seed);
float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
// Interpolate
return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
return triLinearInterpolation(v000, v100, v010, v110,
v001, v101, v011, v111,
xl, yl, zl);
}
double noise2d_perlin(double x, double y, int seed,
int octaves, double persistence)
float noise2d_perlin(float x, float y, int seed,
int octaves, float persistence)
{
double a = 0;
double f = 1.0;
double g = 1.0;
for(int i=0; i<octaves; i++)
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
a += g * noise2d_gradient(x*f, y*f, seed+i);
a += g * noise2d_gradient(x * f, y * f, seed + i);
f *= 2.0;
g *= persistence;
}
return a;
}
double noise2d_perlin_abs(double x, double y, int seed,
int octaves, double persistence)
float noise2d_perlin_abs(float x, float y, int seed,
int octaves, float persistence)
{
double a = 0;
double f = 1.0;
double g = 1.0;
for(int i=0; i<octaves; i++)
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
a += g * fabs(noise2d_gradient(x*f, y*f, seed+i));
a += g * fabs(noise2d_gradient(x * f, y * f, seed + i));
f *= 2.0;
g *= persistence;
}
return a;
}
double noise3d_perlin(double x, double y, double z, int seed,
int octaves, double persistence)
float noise3d_perlin(float x, float y, float z, int seed,
int octaves, float persistence)
{
double a = 0;
double f = 1.0;
double g = 1.0;
for(int i=0; i<octaves; i++)
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
a += g * noise3d_gradient(x*f, y*f, z*f, seed+i);
a += g * noise3d_gradient(x * f, y * f, z * f, seed + i);
f *= 2.0;
g *= persistence;
}
return a;
}
double noise3d_perlin_abs(double x, double y, double z, int seed,
int octaves, double persistence)
float noise3d_perlin_abs(float x, float y, float z, int seed,
int octaves, float persistence)
{
double a = 0;
double f = 1.0;
double g = 1.0;
for(int i=0; i<octaves; i++)
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
a += g * fabs(noise3d_gradient(x*f, y*f, z*f, seed+i));
a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i));
f *= 2.0;
g *= persistence;
}
return a;
}
// -1->0, 0->1, 1->0
double contour(double v)
float contour(float v)
{
v = fabs(v);
if(v >= 1.0)
@ -231,195 +265,276 @@ double contour(double v)
return (1.0-v);
}
double noise3d_param(const NoiseParams &param, double x, double y, double z)
{
double s = param.pos_scale;
x /= s;
y /= s;
z /= s;
if(param.type == NOISE_CONSTANT_ONE)
{
return 1.0;
}
else if(param.type == NOISE_PERLIN)
{
return param.noise_scale*noise3d_perlin(x,y,z, param.seed,
param.octaves,
param.persistence);
}
else if(param.type == NOISE_PERLIN_ABS)
{
return param.noise_scale*noise3d_perlin_abs(x,y,z, param.seed,
param.octaves,
param.persistence);
}
else if(param.type == NOISE_PERLIN_CONTOUR)
{
return contour(param.noise_scale*noise3d_perlin(x,y,z,
param.seed, param.octaves,
param.persistence));
}
else if(param.type == NOISE_PERLIN_CONTOUR_FLIP_YZ)
{
return contour(param.noise_scale*noise3d_perlin(x,z,y,
param.seed, param.octaves,
param.persistence));
}
else assert(0);
///////////////////////// [ New perlin stuff ] ////////////////////////////
Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
int nlx, nly;
float ofactor;
//maximum possible spread value factor
ofactor = (float)(1 << (np->octaves - 1));
//noise lattice point count
//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
// + 2 for the two initial endpoints
// + 1 for potentially crossing a boundary due to offset
nlx = (int)(sx * ofactor / np->spread.X) + 3;
nly = (int)(sy * ofactor / np->spread.Y) + 3;
this->np = np;
this->seed = seed;
this->sx = sx;
this->sy = sy;
this->sz = 0;
this->noisebuf = new float[nlx * nly];
this->buf = new float[sx * sy];
this->result = new float[sx * sy];
}
Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
int nlx, nly, nlz;
float ofactor;
ofactor = (float)(1 << (np->octaves - 1));
nlx = (int)(sx * ofactor / np->spread.X) + 3;
nly = (int)(sy * ofactor / np->spread.Y) + 3;
nlz = (int)(sz * ofactor / np->spread.Z) + 3;
this->np = np;
this->seed = seed;
this->sx = sx;
this->sy = sy;
this->sz = sz;
this->noisebuf = new float[nlx * nly * nlz];
this->buf = new float[sx * sy * sz];
this->result = new float[sx * sy * sz];
}
Noise::~Noise() {
delete[] buf;
delete[] result;
delete[] noisebuf;
}
/*
NoiseBuffer
*/
* NB: This algorithm is not optimal in terms of space complexity. The entire
* integer lattice of noise points could be done as 2 lines instead, and for 3D,
* 2 lines + 2 planes.
* However, this would require the noise calls to be interposed with the
* interpolation loops, which may trash the icache, leading to lower overall
* performance.
* Another optimization that could save half as many noise calls is to carry over
* values from the previous noise lattice as midpoints in the new lattice for the
* next octave.
*/
void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
float v00, v01, v10, v11, u, v, orig_u;
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
NoiseBuffer::NoiseBuffer():
m_data(NULL)
{
}
x0 = floor(x);
y0 = floor(y);
u = x - (float)x0;
v = y - (float)y0;
orig_u = u;
NoiseBuffer::~NoiseBuffer()
{
clear();
}
//calculate noise point lattice
void NoiseBuffer::clear()
{
if(m_data)
delete[] m_data;
m_data = NULL;
m_size_x = 0;
m_size_y = 0;
m_size_z = 0;
}
nlx = (int)(u + sx * step_x) + 2;
nly = (int)(v + sy * step_y) + 2;
index = 0;
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);
void NoiseBuffer::create(const NoiseParams &param,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z)
{
clear();
m_start_x = first_x - samplelength_x;
m_start_y = first_y - samplelength_y;
m_start_z = first_z - samplelength_z;
m_samplelength_x = samplelength_x;
m_samplelength_y = samplelength_y;
m_samplelength_z = samplelength_z;
//calculate interpolations
noisey = 0;
for (j = 0; j != sy; j++) {
v00 = noisebuf[noisey * nlx];
v10 = noisebuf[noisey * nlx + 1];
v01 = noisebuf[(noisey + 1) * nlx];
v11 = noisebuf[(noisey + 1) * nlx + 1];
m_size_x = (last_x - m_start_x)/samplelength_x + 2;
m_size_y = (last_y - m_start_y)/samplelength_y + 2;
m_size_z = (last_z - m_start_z)/samplelength_z + 2;
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
buf[j * sx + i] = biLinearInterpolation(v00, v10, v01, v11, u, v);
u += step_x;
if (u >= 1.0) {
u -= 1.0;
noisex++;
v00 = v10;
v01 = v11;
v10 = noisebuf[noisey * nlx + noisex + 1];
v11 = noisebuf[(noisey + 1) * nlx + noisex + 1];
}
}
m_data = new double[m_size_x*m_size_y*m_size_z];
for(int x=0; x<m_size_x; x++)
for(int y=0; y<m_size_y; y++)
for(int z=0; z<m_size_z; z++)
{
double xd = (m_start_x + (double)x*m_samplelength_x);
double yd = (m_start_y + (double)y*m_samplelength_y);
double zd = (m_start_z + (double)z*m_samplelength_z);
double a = noise3d_param(param, xd,yd,zd);
intSet(x,y,z, a);
v += step_y;
if (v >= 1.0) {
v -= 1.0;
noisey++;
}
}
}
void NoiseBuffer::multiply(const NoiseParams &param)
{
assert(m_data != NULL);
for(int x=0; x<m_size_x; x++)
for(int y=0; y<m_size_y; y++)
for(int z=0; z<m_size_z; z++)
{
double xd = (m_start_x + (double)x*m_samplelength_x);
double yd = (m_start_y + (double)y*m_samplelength_y);
double zd = (m_start_z + (double)z*m_samplelength_z);
double a = noise3d_param(param, xd,yd,zd);
intMultiply(x,y,z, a);
void Noise::gradientMap3D(float x, float y, float z,
float step_x, float step_y, float step_z,
int seed) {
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_w;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
x0 = floor(x);
y0 = floor(y);
z0 = floor(z);
u = x - (float)x0;
v = y - (float)y0;
w = z - (float)z0;
orig_u = u;
orig_w = w;
//calculate noise point lattice
nlx = (int)(u + sx * step_x) + 2;
nly = (int)(v + sy * step_y) + 2;
nlz = (int)(v + sy * step_z) + 2;
index = 0;
for (k = 0; k != nlz; k++)
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
noisebuf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);
#define index(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
//calculate interpolations
noisey = 0;
noisez = 0;
for (k = 0; k != sz; k++) {
v000 = noisebuf[index(0, noisey, noisez)];
v100 = noisebuf[index(1, noisey, noisez)];
v010 = noisebuf[index(0, noisey + 1, noisez)];
v110 = noisebuf[index(1, noisey + 1, noisez)];
v001 = noisebuf[index(0, noisey, noisez + 1)];
v101 = noisebuf[index(1, noisey, noisez + 1)];
v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
w = orig_w;
noisey = 0;
for (j = 0; j != sy; j++) {
v000 = noisebuf[index(0, noisey, noisez)];
v100 = noisebuf[index(1, noisey, noisez)];
v010 = noisebuf[index(0, noisey + 1, noisez)];
v110 = noisebuf[index(1, noisey + 1, noisez)];
v001 = noisebuf[index(0, noisey, noisez + 1)];
v101 = noisebuf[index(1, noisey, noisez + 1)];
v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
buf[j * sx + i] = triLinearInterpolation(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
u += step_x;
if (u >= 1.0) {
u -= 1.0;
noisex++;
v000 = v100;
v010 = v110;
v100 = noisebuf[index(noisex + 1, noisey, noisez)];
v110 = noisebuf[index(noisex + 1, noisey + 1, noisez)];
v001 = v101;
v011 = v111;
v101 = noisebuf[index(noisex + 1, noisey, noisez + 1)];
v111 = noisebuf[index(noisex + 1, noisey + 1, noisez + 1)];
}
}
v += step_y;
if (v >= 1.0) {
v -= 1.0;
noisey++;
}
}
w += step_z;
if (w >= 1.0) {
w -= 1.0;
noisez++;
}
}
}
// Deprecated
void NoiseBuffer::create(int seed, int octaves, double persistence,
bool abs,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z)
{
NoiseParams param;
param.type = abs ? NOISE_PERLIN_ABS : NOISE_PERLIN;
param.seed = seed;
param.octaves = octaves;
param.persistence = persistence;
create(param, first_x, first_y, first_z,
last_x, last_y, last_z,
samplelength_x, samplelength_y, samplelength_z);
float *Noise::perlinMap2D(float x, float y) {
float a = 0.0, f = 1.0, g = 1.0;
int i, j, index, oct;
x /= np->spread.X;
y /= np->spread.Y;
memset(result, 0, sizeof(float) * sx * sy);
for (oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
index = 0;
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
f *= 2.0;
g *= np->persist;
}
return result;
}
void NoiseBuffer::intSet(int x, int y, int z, double d)
{
int i = m_size_x*m_size_y*z + m_size_x*y + x;
assert(i >= 0);
assert(i < m_size_x*m_size_y*m_size_z);
m_data[i] = d;
float *Noise::perlinMap3D(float x, float y, float z) {
float a = 0.0, f = 1.0, g = 1.0;
int i, j, k, index, oct;
x /= np->spread.X;
y /= np->spread.Y;
z /= np->spread.Z;
memset(result, 0, sizeof(float) * sx * sy * sz);
for (oct = 0; oct < np->octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
seed + np->seed + oct);
index = 0;
for (k = 0; k != sz; k++) {
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
}
f *= 2.0;
g *= np->persist;
}
return result;
}
void NoiseBuffer::intMultiply(int x, int y, int z, double d)
{
int i = m_size_x*m_size_y*z + m_size_x*y + x;
assert(i >= 0);
assert(i < m_size_x*m_size_y*m_size_z);
m_data[i] = m_data[i] * d;
}
double NoiseBuffer::intGet(int x, int y, int z)
{
int i = m_size_x*m_size_y*z + m_size_x*y + x;
assert(i >= 0);
assert(i < m_size_x*m_size_y*m_size_z);
return m_data[i];
}
double NoiseBuffer::get(double x, double y, double z)
{
x -= m_start_x;
y -= m_start_y;
z -= m_start_z;
x /= m_samplelength_x;
y /= m_samplelength_y;
z /= m_samplelength_z;
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
int z0 = (z > 0.0 ? (int)z : (int)z - 1);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
double zl = z - (double)z0;
// Get values for corners of cube
double v000 = intGet(x0, y0, z0);
double v100 = intGet(x0+1, y0, z0);
double v010 = intGet(x0, y0+1, z0);
double v110 = intGet(x0+1, y0+1, z0);
double v001 = intGet(x0, y0, z0+1);
double v101 = intGet(x0+1, y0, z0+1);
double v011 = intGet(x0, y0+1, z0+1);
double v111 = intGet(x0+1, y0+1, z0+1);
// Interpolate
return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl);
}
/*bool NoiseBuffer::contains(double x, double y, double z)
{
x -= m_start_x;
y -= m_start_y;
z -= m_start_z;
x /= m_samplelength_x;
y /= m_samplelength_y;
z /= m_samplelength_z;
if(x <= 0.0 || x >= m_size_x)
}*/

View File

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define NOISE_HEADER
#include "debug.h"
#include "irr_v3d.h"
class PseudoRandom
{
@ -59,91 +60,69 @@ private:
int m_next;
};
double easeCurve(double t);
// Return value: -1 ... 1
double noise2d(int x, int y, int seed);
double noise3d(int x, int y, int z, int seed);
double noise2d_gradient(double x, double y, int seed);
double noise3d_gradient(double x, double y, double z, int seed);
double noise2d_perlin(double x, double y, int seed,
int octaves, double persistence);
double noise2d_perlin_abs(double x, double y, int seed,
int octaves, double persistence);
double noise3d_perlin(double x, double y, double z, int seed,
int octaves, double persistence);
double noise3d_perlin_abs(double x, double y, double z, int seed,
int octaves, double persistence);
enum NoiseType
{
NOISE_CONSTANT_ONE,
NOISE_PERLIN,
NOISE_PERLIN_ABS,
NOISE_PERLIN_CONTOUR,
NOISE_PERLIN_CONTOUR_FLIP_YZ,
};
struct NoiseParams
{
NoiseType type;
struct NoiseParams {
float offset;
float scale;
v3f spread;
int seed;
int octaves;
double persistence;
double pos_scale;
double noise_scale; // Useful for contour noises
NoiseParams(NoiseType type_=NOISE_PERLIN, int seed_=0,
int octaves_=3, double persistence_=0.5,
double pos_scale_=100.0, double noise_scale_=1.0):
type(type_),
seed(seed_),
octaves(octaves_),
persistence(persistence_),
pos_scale(pos_scale_),
noise_scale(noise_scale_)
{
}
float persist;
};
double noise3d_param(const NoiseParams &param, double x, double y, double z);
class NoiseBuffer
{
class Noise {
public:
NoiseBuffer();
~NoiseBuffer();
void clear();
void create(const NoiseParams &param,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z);
void multiply(const NoiseParams &param);
// Deprecated
void create(int seed, int octaves, double persistence,
bool abs,
double first_x, double first_y, double first_z,
double last_x, double last_y, double last_z,
double samplelength_x, double samplelength_y, double samplelength_z);
NoiseParams *np;
int seed;
int sx;
int sy;
int sz;
float *noisebuf;
float *buf;
float *result;
void intSet(int x, int y, int z, double d);
void intMultiply(int x, int y, int z, double d);
double intGet(int x, int y, int z);
double get(double x, double y, double z);
//bool contains(double x, double y, double z);
Noise(NoiseParams *np, int seed, int sx, int sy);
Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
~Noise();
private:
double *m_data;
double m_start_x, m_start_y, m_start_z;
double m_samplelength_x, m_samplelength_y, m_samplelength_z;
int m_size_x, m_size_y, m_size_z;
void gradientMap2D(
float x, float y,
float step_x, float step_y,
int seed);
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed);
float *perlinMap2D(float x, float y);
float *perlinMap3D(float x, float y, float z);
};
// Return value: -1 ... 1
float noise2d(int x, int y, int seed);
float noise3d(int x, int y, int z, int seed);
float noise2d_gradient(float x, float y, int seed);
float noise3d_gradient(float x, float y, float z, int seed);
float noise2d_perlin(float x, float y, int seed,
int octaves, float persistence);
float noise2d_perlin_abs(float x, float y, int seed,
int octaves, float persistence);
float noise3d_perlin(float x, float y, float z, int seed,
int octaves, float persistence);
float noise3d_perlin_abs(float x, float y, float z, int seed,
int octaves, float persistence);
inline float easeCurve(float t) {
return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}
#define NoisePerlin2D(np, x, y, s) ((np)->offset + (np)->scale * \
noise2d_perlin((float)(x) * (np)->spread.X, (float)(y) * (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#endif

View File

@ -3240,8 +3240,8 @@ class LuaPerlinNoise
private:
int seed;
int octaves;
double persistence;
double scale;
float persistence;
float scale;
static const char className[];
static const luaL_reg methods[];
@ -3273,8 +3273,8 @@ private:
}
public:
LuaPerlinNoise(int a_seed, int a_octaves, double a_persistence,
double a_scale):
LuaPerlinNoise(int a_seed, int a_octaves, float a_persistence,
float a_scale):
seed(a_seed),
octaves(a_octaves),
persistence(a_persistence),
@ -3292,8 +3292,8 @@ public:
{
int seed = luaL_checkint(L, 1);
int octaves = luaL_checkint(L, 2);
double persistence = luaL_checknumber(L, 3);
double scale = luaL_checknumber(L, 4);
float persistence = luaL_checknumber(L, 3);
float scale = luaL_checknumber(L, 4);
LuaPerlinNoise *o = new LuaPerlinNoise(seed, octaves, persistence, scale);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
@ -3999,8 +3999,8 @@ private:
int seeddiff = luaL_checkint(L, 2);
int octaves = luaL_checkint(L, 3);
double persistence = luaL_checknumber(L, 4);
double scale = luaL_checknumber(L, 5);
float persistence = luaL_checknumber(L, 4);
float scale = luaL_checknumber(L, 5);
LuaPerlinNoise *n = new LuaPerlinNoise(seeddiff + int(env->getServerMap().getSeed()), octaves, persistence, scale);
*(void **)(lua_newuserdata(L, sizeof(void *))) = n;

File diff suppressed because it is too large Load Diff

View File

@ -739,6 +739,9 @@ private:
bool m_rollback_sink_enabled;
bool m_enable_rollback_recording; // Updated once in a while
// Emerge manager
EmergeManager *m_emerge;
// Scripting
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;

View File

@ -574,10 +574,7 @@ public:
set(name, "false");
}
void setS32(std::string name, s32 value)
{
set(name, itos(value));
}
void setFloat(std::string name, float value)
{
@ -598,6 +595,16 @@ public:
set(name, os.str());
}
void setS16(std::string name, s16 value)
{
set(name, itos(value));
}
void setS32(std::string name, s32 value)
{
set(name, itos(value));
}
void setU64(std::string name, u64 value)
{
std::ostringstream os;

View File

@ -120,6 +120,7 @@ inline s16 rangelim(s16 i, s16 max)
}
#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d)>(max)?(max):(d)))
#define myfloor(x) ((x) > 0.0 ? (int)(x) : (int)(x) - 1)
inline v3s16 arealim(v3s16 p, s16 d)
{

View File

@ -72,7 +72,7 @@ public:
MaxEdge(p)
{
}
/*
Modifying methods
*/
@ -106,14 +106,14 @@ public:
if(p.Y > MaxEdge.Y) MaxEdge.Y = p.Y;
if(p.Z > MaxEdge.Z) MaxEdge.Z = p.Z;
}
// Pad with d nodes
void pad(v3s16 d)
{
MinEdge -= d;
MaxEdge += d;
}
/*void operator+=(v3s16 off)
{
MinEdge += off;
@ -202,7 +202,7 @@ public:
}
assert(contains(a));
// Take back area, XY inclusive
{
v3s16 min(MinEdge.X, MinEdge.Y, a.MaxEdge.Z+1);
@ -258,7 +258,7 @@ public:
}
}
/*
Translates position from virtual coordinates to array index
*/
@ -274,7 +274,7 @@ public:
{
return index(p.X, p.Y, p.Z);
}
// Translate index in the X coordinate
void add_x(const v3s16 &extent, u32 &i, s16 a)
{
@ -343,7 +343,7 @@ class VoxelManipulator /*: public NodeContainer*/
public:
VoxelManipulator();
virtual ~VoxelManipulator();
/*
Virtuals from NodeContainer
*/
@ -430,7 +430,7 @@ public:
void setNode(v3s16 p, const MapNode &n)
{
emerge(p);
m_data[m_area.index(p)] = n;
m_flags[m_area.index(p)] &= ~VOXELFLAG_INEXISTENT;
m_flags[m_area.index(p)] &= ~VOXELFLAG_NOT_LOADED;
@ -457,10 +457,10 @@ public:
//dstream<<"operator[] p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;
if(isValidPosition(p) == false)
emerge(VoxelArea(p));
return m_data[m_area.index(p)];
}*/
/*
Set stuff if available without an emerge.
Return false if failed.
@ -496,7 +496,7 @@ public:
void print(std::ostream &o, INodeDefManager *nodemgr,
VoxelPrintMode mode=VOXELPRINT_MATERIAL);
void addArea(VoxelArea area);
/*
@ -505,7 +505,7 @@ public:
*/
void copyFrom(MapNode *src, VoxelArea src_area,
v3s16 from_pos, v3s16 to_pos, v3s16 size);
// Copy data
void copyTo(MapNode *dst, VoxelArea dst_area,
v3s16 dst_pos, v3s16 from_pos, v3s16 size);
@ -523,15 +523,15 @@ public:
void unspreadLight(enum LightBank bank,
core::map<v3s16, u8> & from_nodes,
core::map<v3s16, bool> & light_sources, INodeDefManager *nodemgr);
void spreadLight(enum LightBank bank, v3s16 p, INodeDefManager *nodemgr);
void spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes, INodeDefManager *nodemgr);
/*
Virtual functions
*/
/*
Get the contents of the requested area from somewhere.
Shall touch only nodes that have VOXELFLAG_NOT_LOADED
@ -565,7 +565,7 @@ public:
MaxEdge is 1 higher than maximum allowed position
*/
VoxelArea m_area;
/*
NULL if data size is 0 (extent (0,0,0))
Data is stored as [z*h*w + y*h + x]
@ -576,7 +576,7 @@ public:
Flags of all nodes
*/
u8 *m_flags;
//TODO: Use these or remove them
//TODO: Would these make any speed improvement?
//bool m_pressure_route_valid;

View File

@ -86,10 +86,10 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
required_a.pad(v3s16(0,1,0));
// Make sure we have access to it
v.emerge(a);
s16 max_y = a.MaxEdge.Y;
s16 min_y = a.MinEdge.Y;
for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
{
@ -125,11 +125,11 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
if(incoming_light > old_light)
n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
if(diminish_light(incoming_light) != 0)
light_sources.insert(p, true);
}
// Check validity of sunlight at top of block below if it
// hasn't already been proven invalid
if(bottom_sunlight_valid)