Multiple floatland levels by -abs(cosine). Smoother grad function for underworld
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@ -1,4 +1,4 @@
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levels 0.1.0 by paramat
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levels 0.2.0 by paramat
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For Minetest 0.4.11 stable or later
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Depends default
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Licenses: Code WTFPL
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35
init.lua
35
init.lua
@ -1,13 +1,17 @@
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-- Parameters
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local TERSCA = 96
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local YFLOATCEN = 512
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local FLOATPER = 512
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local FLOATFAC = 2
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local FLOATOFF = -0.2
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local YSURFMAX = 256
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local YSURFCEN = 0
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local YSURFMIN = -256
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local YUNDERCEN = -512
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local UNDERFAC = 0.0001
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local UNDEROFF = -0.2
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local YWAT = 1
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local YLAVA = YUNDERCEN - TERSCA / 4
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local YLAVA = -528
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-- Noise parameters
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@ -24,6 +28,10 @@ local np_terrain = {
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--flags = ""
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}
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-- Stuff
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local floatper = math.pi / FLOATPER
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-- Initialize noise objects to nil
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local nobj_terrain = nil
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@ -63,18 +71,17 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local vi = area:index(x0, y, z)
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for x = x0, x1 do
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local n_terrain = nvals_terrain[ni3d]
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local grad
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if y > YFLOATCEN then
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grad = (YFLOATCEN - y) / TERSCA
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elseif y > YSURFMAX and y <= YFLOATCEN then
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grad = (y - YFLOATCEN) / TERSCA
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elseif y >= YSURFMIN and y <= YSURFMAX then
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grad = (YSURFCEN - y) / TERSCA
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elseif y >= YUNDERCEN and y < YSURFMIN then
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grad = (y - YUNDERCEN) / TERSCA
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elseif y < YUNDERCEN then
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grad = (YUNDERCEN - y) / TERSCA
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local grad = (YSURFCEN - y) / TERSCA
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if y > YSURFMAX then
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grad = math.max(
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-FLOATFAC * math.abs(math.cos((y - YSURFMAX) * floatper)),
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grad
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)
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elseif y < YSURFMIN then
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grad = math.min(
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UNDERFAC * (y - YUNDERCEN) ^ 2 + UNDEROFF,
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grad
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)
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end
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local density = n_terrain + grad
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