Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down overgeneration for tunnel generation and noisemaps Move some old unused code in mgv7 to end of file
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@ -58,7 +58,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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//// amount of elements to skip for the next index
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->biomemap = new u8[csize.X * csize.Z];
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -80,8 +81,9 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D noise
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//// 3D noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -566,19 +568,19 @@ void MapgenFlat::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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(x - node_min.X);
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// Biome of column
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// this creates a 'roof' over the tunnel, preventing light in
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// this creates a 'roof' over the tunnel, preventing light in
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// This 'roof' is removed when the mapchunk above is generated.
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// tunnels at mapchunk borders when generating mapchunks upwards.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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if (y > node_max.Y)
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index3d -= ystride,
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continue;
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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@ -60,7 +60,7 @@ public:
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BiomeManager *bmgr;
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BiomeManager *bmgr;
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int ystride;
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int ystride;
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int zstride;
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int zstride_1d;
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u32 spflags;
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u32 spflags;
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v3s16 node_min;
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v3s16 node_min;
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@ -56,7 +56,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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//// amount of elements to skip for the next index
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->biomemap = new u8[csize.X * csize.Z];
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -85,8 +86,9 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D terrain noise
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//// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -694,19 +696,19 @@ void MapgenFractal::generateCaves(s16 max_stone_y)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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bool is_tunnel = false; // Is tunnel or tunnel floor
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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(x - node_min.X);
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// Biome of column
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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// this creates a 'roof' over the tunnel, preventing light in
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// this creates a 'roof' over the tunnel, preventing light in
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// This 'roof' is removed when the mapchunk above is generated.
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// tunnels at mapchunk borders when generating mapchunks upwards.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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if (y > node_max.Y)
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index3d -= ystride,
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continue;
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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@ -65,7 +65,7 @@ public:
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BiomeManager *bmgr;
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BiomeManager *bmgr;
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int ystride;
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int ystride;
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int zstride;
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int zstride_1d;
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u16 formula;
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u16 formula;
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bool julia;
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bool julia;
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@ -59,7 +59,8 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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//// amount of elements to skip for the next index
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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this->biomemap = new u8[csize.X * csize.Z];
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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@ -80,10 +81,12 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
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noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
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//// 3d terrain noise
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//// 3d terrain noise
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// 1-up 1-down overgeneration
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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//// Biome noise
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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@ -199,7 +202,7 @@ void MapgenV7Params::writeParams(Settings *settings) const
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}
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}
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///////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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@ -451,41 +454,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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}
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}
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#if 0
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void MapgenV7::carveRivers() {
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone);
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u32 index = 0;
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int river_depth = 4;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float terrain_mod = noise_terrain_mod->result[index];
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NoiseParams *np = noise_terrain_river->np;
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np.persist = noise_terrain_persist->result[index];
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float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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float height = terrain_river * (1 - abs(terrain_mod)) *
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noise_terrain_river->np.scale;
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height = log(height * height); //log(h^3) is pretty interesting for terrain
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s16 y = heightmap[index];
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if (height < 1.0 && y > river_depth &&
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y - river_depth >= node_min.Y && y <= node_max.Y) {
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for (s16 ry = y; ry != y - river_depth; ry--) {
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u32 vi = vm->m_area.index(x, ry, z);
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vm->m_data[vi] = n_air;
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}
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u32 vi = vm->m_area.index(x, y - river_depth, z);
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vm->m_data[vi] = n_water_source;
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}
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}
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}
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#endif
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int MapgenV7::generateTerrain()
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int MapgenV7::generateTerrain()
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{
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{
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s16 stone_surface_min_y;
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s16 stone_surface_min_y;
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@ -765,6 +733,112 @@ void MapgenV7::dustTopNodes()
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}
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}
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void MapgenV7::generateCaves(s16 max_stone_y)
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{
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if (max_stone_y < node_min.Y)
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return;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_tunnel = false; // Is tunnel or tunnel floor
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// Indexes at column top (node_max.Y)
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u32 vi = vm->m_area.index(x, node_max.Y, z);
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u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index3d -= ystride,
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vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_tunnel = true;
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} else if (is_tunnel && column_is_open &&
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(c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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is_tunnel = false;
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} else {
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column_is_open = false;
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is_tunnel = false;
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}
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}
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}
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if (node_min.Y >= water_level)
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return;
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PseudoRandom ps(blockseed + 21343);
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u32 bruises_count = ps.range(0, 2);
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for (u32 i = 0; i < bruises_count; i++) {
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CaveV7 cave(this, &ps);
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cave.makeCave(node_min, node_max, max_stone_y);
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}
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}
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///////////////////////////////////////////////////////////////
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#if 0
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void MapgenV7::carveRivers() {
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone);
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u32 index = 0;
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int river_depth = 4;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float terrain_mod = noise_terrain_mod->result[index];
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NoiseParams *np = noise_terrain_river->np;
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np.persist = noise_terrain_persist->result[index];
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float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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float height = terrain_river * (1 - abs(terrain_mod)) *
|
||||||
|
noise_terrain_river->np.scale;
|
||||||
|
height = log(height * height); //log(h^3) is pretty interesting for terrain
|
||||||
|
|
||||||
|
s16 y = heightmap[index];
|
||||||
|
if (height < 1.0 && y > river_depth &&
|
||||||
|
y - river_depth >= node_min.Y && y <= node_max.Y) {
|
||||||
|
|
||||||
|
for (s16 ry = y; ry != y - river_depth; ry--) {
|
||||||
|
u32 vi = vm->m_area.index(x, ry, z);
|
||||||
|
vm->m_data[vi] = n_air;
|
||||||
|
}
|
||||||
|
|
||||||
|
u32 vi = vm->m_area.index(x, y - river_depth, z);
|
||||||
|
vm->m_data[vi] = n_water_source;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
#if 0
|
#if 0
|
||||||
void MapgenV7::addTopNodes()
|
void MapgenV7::addTopNodes()
|
||||||
{
|
{
|
||||||
@ -859,70 +933,3 @@ void MapgenV7::addTopNodes()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
void MapgenV7::generateCaves(s16 max_stone_y)
|
|
||||||
{
|
|
||||||
if (max_stone_y < node_min.Y)
|
|
||||||
return;
|
|
||||||
|
|
||||||
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
||||||
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
||||||
|
|
||||||
v3s16 em = vm->m_area.getExtent();
|
|
||||||
u32 index2d = 0;
|
|
||||||
|
|
||||||
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
||||||
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
|
||||||
bool column_is_open = false; // Is column open to overground
|
|
||||||
bool is_tunnel = false; // Is tunnel or tunnel floor
|
|
||||||
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
|
||||||
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
|
|
||||||
(x - node_min.X);
|
|
||||||
// Biome of column
|
|
||||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
|
||||||
|
|
||||||
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
|
|
||||||
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
|
|
||||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
|
||||||
// this creates a 'roof' over the tunnel, preventing light in
|
|
||||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
|
||||||
if (y > node_max.Y)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
content_t c = vm->m_data[vi].getContent();
|
|
||||||
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
|
||||||
c == biome->c_water) {
|
|
||||||
column_is_open = true;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// Ground
|
|
||||||
float d1 = contour(noise_cave1->result[index3d]);
|
|
||||||
float d2 = contour(noise_cave2->result[index3d]);
|
|
||||||
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
|
|
||||||
// In tunnel and ground content, excavate
|
|
||||||
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
|
||||||
is_tunnel = true;
|
|
||||||
} else if (is_tunnel && column_is_open &&
|
|
||||||
(c == biome->c_filler || c == biome->c_stone)) {
|
|
||||||
// Tunnel entrance floor
|
|
||||||
vm->m_data[vi] = MapNode(biome->c_top);
|
|
||||||
column_is_open = false;
|
|
||||||
is_tunnel = false;
|
|
||||||
} else {
|
|
||||||
column_is_open = false;
|
|
||||||
is_tunnel = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (node_min.Y >= water_level)
|
|
||||||
return;
|
|
||||||
|
|
||||||
PseudoRandom ps(blockseed + 21343);
|
|
||||||
u32 bruises_count = ps.range(0, 2);
|
|
||||||
for (u32 i = 0; i < bruises_count; i++) {
|
|
||||||
CaveV7 cave(this, &ps);
|
|
||||||
cave.makeCave(node_min, node_max, max_stone_y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
@ -59,7 +59,7 @@ public:
|
|||||||
BiomeManager *bmgr;
|
BiomeManager *bmgr;
|
||||||
|
|
||||||
int ystride;
|
int ystride;
|
||||||
int zstride;
|
int zstride_1d;
|
||||||
u32 spflags;
|
u32 spflags;
|
||||||
|
|
||||||
v3s16 node_min;
|
v3s16 node_min;
|
||||||
|
@ -74,6 +74,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
|
|||||||
//// for noise/height/biome maps (not vmanip)
|
//// for noise/height/biome maps (not vmanip)
|
||||||
this->ystride = csize.X;
|
this->ystride = csize.X;
|
||||||
this->zstride = csize.X * (csize.Y + 2);
|
this->zstride = csize.X * (csize.Y + 2);
|
||||||
|
// 1-down overgeneration
|
||||||
|
this->zstride_1d = csize.X * (csize.Y + 1);
|
||||||
|
|
||||||
this->biomemap = new u8[csize.X * csize.Z];
|
this->biomemap = new u8[csize.X * csize.Z];
|
||||||
this->heightmap = new s16[csize.X * csize.Z];
|
this->heightmap = new s16[csize.X * csize.Z];
|
||||||
@ -113,10 +115,12 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
|
|||||||
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
|
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
|
||||||
|
|
||||||
//// 3D Terrain noise
|
//// 3D Terrain noise
|
||||||
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
|
// 1-up 1-down overgeneration
|
||||||
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
|
|
||||||
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
|
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
|
||||||
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 2, csize.Z);
|
// 1-down overgeneraion
|
||||||
|
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
|
||||||
|
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
|
||||||
|
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
|
||||||
|
|
||||||
//// Biome noise
|
//// Biome noise
|
||||||
noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
|
noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
|
||||||
@ -885,7 +889,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
|
|||||||
if (node_max.Y <= massive_cave_depth) {
|
if (node_max.Y <= massive_cave_depth) {
|
||||||
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
||||||
|
|
||||||
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
|
||||||
float tcave = massive_cave_threshold;
|
float tcave = massive_cave_threshold;
|
||||||
|
|
||||||
if (y < yblmin) {
|
if (y < yblmin) {
|
||||||
@ -923,19 +927,17 @@ void MapgenValleys::generateCaves(s16 max_stone_y)
|
|||||||
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
|
||||||
bool air_above = false;
|
bool air_above = false;
|
||||||
bool underground = false;
|
bool underground = false;
|
||||||
u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
|
u32 index_data = vm->m_area.index(x, node_max.Y, z);
|
||||||
|
index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
|
||||||
index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
|
|
||||||
|
|
||||||
// Dig caves on down loop to check for air above.
|
// Dig caves on down loop to check for air above.
|
||||||
for (s16 y = node_max.Y + 1;
|
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
||||||
y >= node_min.Y - 1;
|
// this creates a 'roof' over the tunnel, preventing light in
|
||||||
y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
|
// tunnels at mapchunk borders when generating mapchunks upwards.
|
||||||
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
// This 'roof' is removed when the mapchunk above is generated.
|
||||||
// this creates a 'roof' over the tunnel, preventing light in
|
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
||||||
// tunnels at mapchunk borders when generating mapchunks upwards.
|
index_3d -= ystride,
|
||||||
if (y > node_max.Y)
|
vm->m_area.add_y(em, index_data, -1)) {
|
||||||
continue;
|
|
||||||
|
|
||||||
float terrain = noise_terrain_height->result[index_2d];
|
float terrain = noise_terrain_height->result[index_2d];
|
||||||
|
|
||||||
|
@ -106,6 +106,7 @@ private:
|
|||||||
|
|
||||||
int ystride;
|
int ystride;
|
||||||
int zstride;
|
int zstride;
|
||||||
|
int zstride_1d;
|
||||||
|
|
||||||
float map_gen_limit;
|
float map_gen_limit;
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user