Multiple floatland levels by -abs(cosine). Smoother grad function for underworld

This commit is contained in:
paramat 2015-01-02 04:28:46 +00:00
parent 5a79c5bb26
commit 4426a184c4
2 changed files with 22 additions and 15 deletions

View File

@ -1,4 +1,4 @@
levels 0.1.0 by paramat levels 0.2.0 by paramat
For Minetest 0.4.11 stable or later For Minetest 0.4.11 stable or later
Depends default Depends default
Licenses: Code WTFPL Licenses: Code WTFPL

View File

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