Vary ore sheet y position by noise
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8d13967aa3
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26cad481d0
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@ -383,9 +383,12 @@ All default ores are of the uniformly-distributed scatter type.
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that point is greater than the noise_threshhold, giving the ability to create a non-equal
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distribution of ore.
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- sheet
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Creates a sheet of ore in a blob shape according to the 2d perlin noise described by
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the noise_params structure. The height of the blob is randomly scattered, with a maximum
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height of clust_size. Here, clust_scarcity and clust_num_ores are ignored.
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Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
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The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
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a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
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scale when comparing against the noise threshhold, but scale is used to determine relative height.
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The height of the blob is randomly scattered, with a maximum height of clust_size.
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clust_scarcity and clust_num_ores are ignored.
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This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
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- claylike - NOT YET IMPLEMENTED
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Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
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@ -165,12 +165,12 @@ void OreSheet::generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) {
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int index = 0;
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for (int z = z0; z != z1; z++)
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for (int x = x0; x != x1; x++) {
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if (noise->result[index++] < nthresh)
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float noiseval = noise->result[index++];
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if (noiseval < nthresh)
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continue;
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int height = max_height * (1. / pr.range(1, 3));
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int y0 = y_start + pr.range(1, 3) - 1;
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int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
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int y1 = y0 + height;
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for (int y = y0; y != y1; y++) {
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u32 i = vm->m_area.index(x, y, z);
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