3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_fractal.h"
42 FlagDesc flagdesc_mapgen_fractal[] = {
46 ///////////////////////////////////////////////////////////////////////////////////////
49 MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
50 : MapgenBasic(mapgenid, params, emerge)
52 spflags = params->spflags;
53 cave_width = params->cave_width;
54 large_cave_depth = params->large_cave_depth;
55 lava_depth = params->lava_depth;
56 dungeon_ymin = params->dungeon_ymin;
57 dungeon_ymax = params->dungeon_ymax;
58 fractal = params->fractal;
59 iterations = params->iterations;
60 scale = params->scale;
61 offset = params->offset;
62 slice_w = params->slice_w;
63 julia_x = params->julia_x;
64 julia_y = params->julia_y;
65 julia_z = params->julia_z;
66 julia_w = params->julia_w;
69 noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
70 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
72 MapgenBasic::np_cave1 = params->np_cave1;
73 MapgenBasic::np_cave2 = params->np_cave2;
75 formula = fractal / 2 + fractal % 2;
76 julia = fractal % 2 == 0;
80 MapgenFractal::~MapgenFractal()
83 delete noise_filler_depth;
87 MapgenFractalParams::MapgenFractalParams():
88 np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
89 np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
90 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
91 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
96 void MapgenFractalParams::readParams(const Settings *settings)
98 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
99 settings->getFloatNoEx("mgfractal_cave_width", cave_width);
100 settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
101 settings->getS16NoEx("mgfractal_lava_depth", lava_depth);
102 settings->getS16NoEx("mgfractal_dungeon_ymin", dungeon_ymin);
103 settings->getS16NoEx("mgfractal_dungeon_ymax", dungeon_ymax);
104 settings->getU16NoEx("mgfractal_fractal", fractal);
105 settings->getU16NoEx("mgfractal_iterations", iterations);
106 settings->getV3FNoEx("mgfractal_scale", scale);
107 settings->getV3FNoEx("mgfractal_offset", offset);
108 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
109 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
110 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
111 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
112 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
114 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
115 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
116 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
117 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
121 void MapgenFractalParams::writeParams(Settings *settings) const
123 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
124 settings->setFloat("mgfractal_cave_width", cave_width);
125 settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
126 settings->setS16("mgfractal_lava_depth", lava_depth);
127 settings->setS16("mgfractal_dungeon_ymin", dungeon_ymin);
128 settings->setS16("mgfractal_dungeon_ymax", dungeon_ymax);
129 settings->setU16("mgfractal_fractal", fractal);
130 settings->setU16("mgfractal_iterations", iterations);
131 settings->setV3F("mgfractal_scale", scale);
132 settings->setV3F("mgfractal_offset", offset);
133 settings->setFloat("mgfractal_slice_w", slice_w);
134 settings->setFloat("mgfractal_julia_x", julia_x);
135 settings->setFloat("mgfractal_julia_y", julia_y);
136 settings->setFloat("mgfractal_julia_z", julia_z);
137 settings->setFloat("mgfractal_julia_w", julia_w);
139 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
140 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
141 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
142 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
146 /////////////////////////////////////////////////////////////////
149 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
151 bool solid_below = false; // Dry solid node is present below to spawn on
152 u8 air_count = 0; // Consecutive air nodes above the dry solid node
153 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
154 // Seabed can rise above water_level or might be raised to create dry land
155 s16 search_start = MYMAX(seabed_level, water_level + 1);
156 if (seabed_level > water_level)
159 for (s16 y = search_start; y <= search_start + 128; y++) {
160 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
163 } else if (solid_below) { // Air above solid node
165 // 3 to account for snowblock dust
171 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
175 void MapgenFractal::makeChunk(BlockMakeData *data)
178 assert(data->vmanip);
179 assert(data->nodedef);
180 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
181 data->blockpos_requested.Y >= data->blockpos_min.Y &&
182 data->blockpos_requested.Z >= data->blockpos_min.Z);
183 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
184 data->blockpos_requested.Y <= data->blockpos_max.Y &&
185 data->blockpos_requested.Z <= data->blockpos_max.Z);
187 this->generating = true;
188 this->vm = data->vmanip;
189 this->ndef = data->nodedef;
190 //TimeTaker t("makeChunk");
192 v3s16 blockpos_min = data->blockpos_min;
193 v3s16 blockpos_max = data->blockpos_max;
194 node_min = blockpos_min * MAP_BLOCKSIZE;
195 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
196 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
197 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
199 blockseed = getBlockSeed2(full_node_min, seed);
201 // Generate base terrain, mountains, and ridges with initial heightmaps
202 s16 stone_surface_max_y = generateTerrain();
205 updateHeightmap(node_min, node_max);
207 // Init biome generator, place biome-specific nodes, and build biomemap
208 biomegen->calcBiomeNoise(node_min);
210 MgStoneType mgstone_type;
211 content_t biome_stone;
212 generateBiomes(&mgstone_type, &biome_stone);
214 if (flags & MG_CAVES)
215 generateCaves(stone_surface_max_y, large_cave_depth);
217 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
218 full_node_max.Y <= dungeon_ymax)
219 generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
221 // Generate the registered decorations
222 if (flags & MG_DECORATIONS)
223 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
225 // Generate the registered ores
226 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
228 // Sprinkle some dust on top after everything else was generated
231 //printf("makeChunk: %dms\n", t.stop());
233 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
235 if (flags & MG_LIGHT)
236 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
237 full_node_min, full_node_max);
239 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
240 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
242 this->generating = false;
246 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
248 float cx, cy, cz, cw, ox, oy, oz, ow;
250 if (julia) { // Julia set
255 ox = (float)x / scale.X - offset.X;
256 oy = (float)y / scale.Y - offset.Y;
257 oz = (float)z / scale.Z - offset.Z;
259 } else { // Mandelbrot set
260 cx = (float)x / scale.X - offset.X;
261 cy = (float)y / scale.Y - offset.Y;
262 cz = (float)z / scale.Z - offset.Z;
275 for (u16 iter = 0; iter < iterations; iter++) {
278 case 1: // 4D "Roundy"
279 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
280 ny = 2.0f * (ox * oy + oz * ow) + cy;
281 nz = 2.0f * (ox * oz + oy * ow) + cz;
282 nw = 2.0f * (ox * ow + oy * oz) + cw;
284 case 2: // 4D "Squarry"
285 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
286 ny = 2.0f * (ox * oy + oz * ow) + cy;
287 nz = 2.0f * (ox * oz + oy * ow) + cz;
288 nw = 2.0f * (ox * ow - oy * oz) + cw;
290 case 3: // 4D "Mandy Cousin"
291 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
292 ny = 2.0f * (ox * oy + oz * ow) + cy;
293 nz = 2.0f * (ox * oz + oy * ow) + cz;
294 nw = 2.0f * (ox * ow + oy * oz) + cw;
296 case 4: // 4D "Variation"
297 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
298 ny = 2.0f * (ox * oy + oz * ow) + cy;
299 nz = 2.0f * (ox * oz - oy * ow) + cz;
300 nw = 2.0f * (ox * ow + oy * oz) + cw;
302 case 5: // 3D "Mandelbrot/Mandelbar"
303 nx = ox * ox - oy * oy - oz * oz + cx;
304 ny = 2.0f * ox * oy + cy;
305 nz = -2.0f * ox * oz + cz;
307 case 6: // 3D "Christmas Tree"
308 // Altering the formula here is necessary to avoid division by zero
309 if (fabs(oz) < 0.000000001f) {
310 nx = ox * ox - oy * oy - oz * oz + cx;
311 ny = 2.0f * oy * ox + cy;
312 nz = 4.0f * oz * ox + cz;
314 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
315 nx = ox * ox - oy * oy - oz * oz + cx;
316 ny = a * (oy * oy - oz * oz) + cy;
317 nz = a * 2.0f * oy * oz + cz;
320 case 7: // 3D "Mandelbulb"
321 if (fabs(oy) < 0.000000001f) {
322 nx = ox * ox - oz * oz + cx;
324 nz = -2.0f * oz * sqrt(ox * ox) + cz;
326 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
327 nx = (ox * ox - oy * oy) * a + cx;
328 ny = 2.0f * ox * oy * a + cy;
329 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
332 case 8: // 3D "Cosine Mandelbulb"
333 if (fabs(oy) < 0.000000001f) {
334 nx = 2.0f * ox * oz + cx;
335 ny = 4.0f * oy * oz + cy;
336 nz = oz * oz - ox * ox - oy * oy + cz;
338 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
339 nx = (ox * ox - oy * oy) * a + cx;
340 ny = 2.0f * ox * oy * a + cy;
341 nz = oz * oz - ox * ox - oy * oy + cz;
344 case 9: // 4D "Mandelbulb"
345 float rxy = sqrt(ox * ox + oy * oy);
346 float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
347 if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
348 nx = (ox * ox - oy * oy) + cx;
349 ny = 2.0f * ox * oy + cy;
350 nz = -2.0f * rxy * oz + cz;
351 nw = 2.0f * rxyz * ow + cw;
353 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
354 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
355 nx = (ox * ox - oy * oy) * b + cx;
356 ny = 2.0f * ox * oy * b + cy;
357 nz = -2.0f * rxy * oz * a + cz;
358 nw = 2.0f * rxyz * ow + cw;
363 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
376 s16 MapgenFractal::generateTerrain()
378 MapNode n_air(CONTENT_AIR);
379 MapNode n_stone(c_stone);
380 MapNode n_water(c_water_source);
382 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
385 noise_seabed->perlinMap2D(node_min.X, node_min.Z);
387 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
388 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
389 u32 vi = vm->m_area.index(node_min.X, y, z);
390 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
391 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
392 s16 seabed_height = noise_seabed->result[index2d];
394 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
395 vm->m_data[vi] = n_stone;
396 if (y > stone_surface_max_y)
397 stone_surface_max_y = y;
398 } else if (y <= water_level) {
399 vm->m_data[vi] = n_water;
401 vm->m_data[vi] = n_air;
410 return stone_surface_max_y;