This commit is contained in:
Xeno333 2024-08-30 21:49:23 -05:00
parent 69012147f0
commit ae109623d7

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@ -73,6 +73,8 @@ minetest.register_on_joinplayer(
octaves = 3,
persist = 0.5
}
noise_size = {x = 80, y = 80, z = 80}
perlin_map = minetest.get_perlin_map(np_perlin_3d, noise_size)
end
)
@ -97,22 +99,14 @@ function mcl_better_end.mapgen.gen(minp, maxp, seed)
-- Create the PerlinNoiseMap object
-- Calculate the 3D noise map
noise_size = {x = 80, y = maxp.y-minp.y+1, z = 80}
perlin_map = minetest.get_perlin_map(np_perlin_3d, noise_size)
noise_map = perlin_map:get_3d_map_flat({x=minp.x,y=minp.y,z=minp.z})
local i = 0
if true then
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
-- Voxelmanip index for the flat array of content IDs.
-- Initialise to first node in this x row.
local vi = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
-- Consider a 'solidness' value for each node,
-- let's call it 'density', where
-- density = density noise + density gradient.
local noise = noise_map[i]
noise_map = perlin_map:get_3d_map({x=minp.x,y=minp.y,z=minp.z})
-- Main generation loop
if minp.y > YMAX_biome then
for y = maxp.y, minp.y, -1 do
for z = maxp.z, minp.z, -1 do
for x = maxp.x, minp.x, -1 do
local vi = area:index(x, y, z)
local noise = noise_map[x-minp.x+1][y-minp.y+1][z-minp.z+1]
if not mcl_better_end.api.is_island(noise) then
data[vi] = mcl_better_end.mapgen.registered_nodes.air
@ -125,16 +119,9 @@ function mcl_better_end.mapgen.gen(minp, maxp, seed)
end
end
end
-- Increment noise index.
i = i + 1
-- Increment voxelmanip index along x row.
-- The voxelmanip index increases by 1 when
-- moving by 1 node in the +x direction.
vi = vi + 1
end
end
end
vm:set_data(data)
vm:set_light_data(light_data)
vm:write_to_map()
@ -283,3 +270,145 @@ minetest.register_on_generated(
mcl_better_end.mapgen.gen({x=minp.x, y=minp.y - 1,z=minp.z}, maxp, seed)
end
)
-- Set the 3D noise parameters for the terrain.
local np_terrain = {
offset = 0,
scale = 1,
spread = {x = 384, y = 192, z = 384},
seed = 5900033,
octaves = 5,
persist = 0.63,
lacunarity = 2.0,
--flags = ""
}
-- Set singlenode mapgen (air nodes only).
-- Disable the engine lighting calculation since that will be done for a
-- mapchunk of air nodes and will be incorrect after we place nodes.
minetest.set_mapgen_setting("mg_name", "singlenode", true)
minetest.set_mapgen_setting("mg_flags", "nolight", true)
-- Get the content IDs for the nodes used.
local c_stone, c_water
minetest.register_on_mods_loaded(function()
c_stone = minetest.get_content_id("mapgen_stone")
c_water = minetest.get_content_id("mapgen_water_source")
end)
-- Initialize noise object to nil. It will be created once only during the
-- generation of the first mapchunk, to minimise memory use.
local nobj_terrain = nil
-- Localise noise buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local nvals_terrain = {}
-- Localise data buffer table outside the loop, to be re-used for all
-- mapchunks, therefore minimising memory use.
local data = {}
-- Whether the 'biomegen' mod exists.
local use_biomegen = minetest.get_modpath('biomegen')
-- On generated function.
-- 'minp' and 'maxp' are the minimum and maximum positions of the mapchunk that
-- define the 3D volume.
minetest.register_on_generated(function(minp, maxp, seed)
-- Start time of mapchunk generation.
local t0 = os.clock()
-- Noise stuff.
-- Side length of mapchunk.
local sidelen = maxp.x - minp.x + 1
-- Required dimensions of the 3D noise perlin map.
local permapdims3d = {x = sidelen, y = sidelen, z = sidelen}
-- Create the perlin map noise object once only, during the generation of
-- the first mapchunk when 'nobj_terrain' is 'nil'.
nobj_terrain = nobj_terrain or
minetest.get_perlin_map(np_terrain, permapdims3d)
-- Create a flat array of noise values from the perlin map, with the
-- minimum point being 'minp'.
-- Set the buffer parameter to use and reuse 'nvals_terrain' for this.
nobj_terrain:get_3d_map_flat(minp, nvals_terrain)
-- Voxelmanip stuff.
-- Load the voxelmanip with the result of engine mapgen. Since 'singlenode'
-- mapgen is used this will be a mapchunk of air nodes.
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
-- 'area' is used later to get the voxelmanip indexes for positions.
local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
-- Get the content ID data from the voxelmanip in the form of a flat array.
-- Set the buffer parameter to use and reuse 'data' for this.
vm:get_data(data)
-- Generation loop.
-- Noise index for the flat array of noise values.
local ni = 1
-- Process the content IDs in 'data'.
-- The most useful order is a ZYX loop because:
-- 1. This matches the order of the 3D noise flat array.
-- 2. This allows a simple +1 incrementing of the voxelmanip index along x
-- rows.
for z = minp.z, maxp.z do
for y = minp.y, maxp.y do
-- Voxelmanip index for the flat array of content IDs.
-- Initialise to first node in this x row.
local vi = area:index(minp.x, y, z)
for x = minp.x, maxp.x do
-- Consider a 'solidness' value for each node,
-- let's call it 'density', where
-- density = density noise + density gradient.
local density_noise = nvals_terrain[ni]
-- Density gradient is a value that is 0 at water level (y = 1)
-- and falls in value with increasing y. This is necessary to
-- create a 'world surface' with only solid nodes deep underground
-- and only air high above water level.
-- Here '128' determines the typical maximum height of the terrain.
local density_gradient = (1 - y) / 128
-- Place solid nodes when 'density' > 0.
if density_noise + density_gradient > 0 then
data[vi] = c_stone
-- Otherwise if at or below water level place water.
elseif y <= 1 then
data[vi] = c_water
end
-- Increment noise index.
ni = ni + 1
-- Increment voxelmanip index along x row.
-- The voxelmanip index increases by 1 when
-- moving by 1 node in the +x direction.
vi = vi + 1
end
end
end
if use_biomegen then
-- Generate biomes, decorations, ores and dust using biomegen.
-- It will also call :set_data() for us.
biomegen.generate_all(data, area, vm, minp, maxp, seed)
else
-- After processing, write content ID data back to the voxelmanip.
vm:set_data(data)
end
-- Calculate lighting for what has been created.
vm:calc_lighting()
-- Write what has been created to the world.
vm:write_to_map()
-- Liquid nodes were placed so set them flowing.
vm:update_liquids()
-- Print generation time of this mapchunk.
local chugent = math.ceil((os.clock() - t0) * 1000)
print("[lvm_example] Mapchunk generation time " .. chugent .. " ms")
end)