Cavegen: Merge instances of repetitive surface level-finding code
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a605d69092
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68b1cd8d1b
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@ -147,31 +147,10 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
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// Do not make caves that are above ground.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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v3s16 p;
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p = orpi + veci + of + rs / 2;
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if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
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s16 h = mg->heightmap[index];
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if (h < p.Y)
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return;
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} else if (p.Y > water_level) {
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return; // If it's not in our heightmap, use a simple heuristic
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}
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p = orpi + of + rs / 2;
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if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
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s16 h = mg->heightmap[index];
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if (h < p.Y)
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return;
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} else if (p.Y > water_level) {
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v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
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v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
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if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
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return;
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}
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vec += main_direction;
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@ -274,6 +253,22 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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}
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inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
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{
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if (heightmap != NULL &&
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p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
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if (heightmap[index] < p.Y)
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return true;
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} else if (p.Y > water_level) {
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return true;
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}
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return false;
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}
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////
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//// CavesV6
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////
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@ -448,39 +443,18 @@ void CavesV6::makeTunnel(bool dirswitch)
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);
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}
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// Do not make caves that are entirely above ground, to fix
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// shadow bugs caused by overgenerated large caves.
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// Do not make caves that are entirely above ground, to fix shadow bugs
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// caused by overgenerated large caves.
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// It is only necessary to check the startpoint and endpoint.
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v3s16 orpi(orp.X, orp.Y, orp.Z);
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v3s16 veci(vec.X, vec.Y, vec.Z);
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s16 h1;
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s16 h2;
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v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
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v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
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v3s16 p1 = orpi + veci + of + rs / 2;
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if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
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p1.X >= node_min.X && p1.X <= node_max.X) {
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u32 index1 = (p1.Z - node_min.Z) * ystride +
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(p1.X - node_min.X);
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h1 = heightmap[index1];
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} else {
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h1 = water_level; // If not in heightmap
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}
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v3s16 p2 = orpi + of + rs / 2;
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if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
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p2.X >= node_min.X && p2.X <= node_max.X) {
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u32 index2 = (p2.Z - node_min.Z) * ystride +
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(p2.X - node_min.X);
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h2 = heightmap[index2];
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} else {
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h2 = water_level;
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}
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// If startpoint and endpoint are above ground,
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// disable placing of nodes in carveRoute while
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// still running all pseudorandom calls to ensure
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// caves consistent with existing worlds.
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bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;
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// If startpoint and endpoint are above ground, disable placement of nodes
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// in carveRoute while still running all PseudoRandom calls to ensure caves
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// are consistent with existing worlds.
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bool tunnel_above_ground =
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p1.Y > getSurfaceFromHeightmap(p1) &&
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p2.Y > getSurfaceFromHeightmap(p2);
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vec += main_direction;
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@ -588,3 +562,16 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
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}
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}
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}
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inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
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{
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if (heightmap != NULL &&
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p.Z >= node_min.Z && p.Z <= node_max.Z &&
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p.X >= node_min.X && p.X <= node_max.X) {
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u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
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return heightmap[index];
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} else {
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return water_level;
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}
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}
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@ -71,6 +71,9 @@ public:
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void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz);
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private:
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inline bool isPosAboveSurface(v3s16 p);
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};
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/*
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@ -140,6 +143,8 @@ public:
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private:
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void makeTunnel(bool dirswitch);
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void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
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inline s16 getSurfaceFromHeightmap(v3s16 p);
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};
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#endif
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