Mgfractal: Add filler depth noise
parent
688556a5d1
commit
182b3fd283
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@ -82,7 +82,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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this->julia_w = sp->julia_w;
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//// 2D terrain noise
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noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
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noise_seabed = new Noise(&sp->np_seabed, 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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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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@ -126,7 +127,7 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
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MapgenFractal::~MapgenFractal()
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{
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delete noise_seabed;
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delete noise_filler_depth;
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delete noise_cave1;
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delete noise_cave2;
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@ -158,9 +159,10 @@ MapgenFractalParams::MapgenFractalParams()
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julia_z = 0.33;
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julia_w = 0.33;
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
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}
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@ -183,6 +185,7 @@ void MapgenFractalParams::readParams(const Settings *settings)
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settings->getFloatNoEx("mgfractal_julia_w", julia_w);
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settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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@ -207,6 +210,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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settings->setFloat("mgfractal_julia_w", julia_w);
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settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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@ -349,6 +353,7 @@ void MapgenFractal::calculateNoise()
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int z = node_min.Z;
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noise_seabed->perlinMap2D(x, z);
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noise_filler_depth->perlinMap2D(x, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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@ -492,7 +497,8 @@ MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
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(c == c_water_source && (air_above || !biome))) {
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biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
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depth_top = biome->depth_top;
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base_filler = depth_top + biome->depth_filler;
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base_filler = MYMAX(depth_top + biome->depth_filler
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+ noise_filler_depth->result[index], 0);
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depth_water_top = biome->depth_water_top;
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// Detect stone type for dungeons during every biome calculation.
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@ -51,6 +51,7 @@ struct MapgenFractalParams : public MapgenSpecificParams {
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float julia_w;
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NoiseParams np_seabed;
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NoiseParams np_filler_depth;
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NoiseParams np_cave1;
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NoiseParams np_cave2;
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@ -90,7 +91,7 @@ public:
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float julia_w;
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Noise *noise_seabed;
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Noise *noise_filler_depth;
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Noise *noise_cave1;
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Noise *noise_cave2;
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