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.
29 #include "content_sao.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
35 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
43 FlagDesc flagdesc_mapgen_fractal[] = {
47 ///////////////////////////////////////////////////////////////////////////////////////
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
51 : MapgenBasic(mapgenid, params, emerge)
53 spflags = params->spflags;
54 cave_width = params->cave_width;
55 large_cave_depth = params->large_cave_depth;
56 lava_depth = params->lava_depth;
57 dungeon_ymin = params->dungeon_ymin;
58 dungeon_ymax = params->dungeon_ymax;
59 fractal = params->fractal;
60 iterations = params->iterations;
61 scale = params->scale;
62 offset = params->offset;
63 slice_w = params->slice_w;
64 julia_x = params->julia_x;
65 julia_y = params->julia_y;
66 julia_z = params->julia_z;
67 julia_w = params->julia_w;
70 noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
71 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
73 MapgenBasic::np_cave1 = params->np_cave1;
74 MapgenBasic::np_cave2 = params->np_cave2;
76 formula = fractal / 2 + fractal % 2;
77 julia = fractal % 2 == 0;
81 MapgenFractal::~MapgenFractal()
84 delete noise_filler_depth;
88 MapgenFractalParams::MapgenFractalParams():
89 np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
90 np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
91 np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
92 np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
97 void MapgenFractalParams::readParams(const Settings *settings)
99 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
100 settings->getFloatNoEx("mgfractal_cave_width", cave_width);
101 settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
102 settings->getS16NoEx("mgfractal_lava_depth", lava_depth);
103 settings->getS16NoEx("mgfractal_dungeon_ymin", dungeon_ymin);
104 settings->getS16NoEx("mgfractal_dungeon_ymax", dungeon_ymax);
105 settings->getU16NoEx("mgfractal_fractal", fractal);
106 settings->getU16NoEx("mgfractal_iterations", iterations);
107 settings->getV3FNoEx("mgfractal_scale", scale);
108 settings->getV3FNoEx("mgfractal_offset", offset);
109 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
110 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
111 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
112 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
113 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
115 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
116 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
117 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
118 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
122 void MapgenFractalParams::writeParams(Settings *settings) const
124 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
125 settings->setFloat("mgfractal_cave_width", cave_width);
126 settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
127 settings->setS16("mgfractal_lava_depth", lava_depth);
128 settings->setS16("mgfractal_dungeon_ymin", dungeon_ymin);
129 settings->setS16("mgfractal_dungeon_ymax", dungeon_ymax);
130 settings->setU16("mgfractal_fractal", fractal);
131 settings->setU16("mgfractal_iterations", iterations);
132 settings->setV3F("mgfractal_scale", scale);
133 settings->setV3F("mgfractal_offset", offset);
134 settings->setFloat("mgfractal_slice_w", slice_w);
135 settings->setFloat("mgfractal_julia_x", julia_x);
136 settings->setFloat("mgfractal_julia_y", julia_y);
137 settings->setFloat("mgfractal_julia_z", julia_z);
138 settings->setFloat("mgfractal_julia_w", julia_w);
140 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
141 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
142 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
143 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
147 /////////////////////////////////////////////////////////////////
150 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
152 bool solid_below = false; // Dry solid node is present below to spawn on
153 u8 air_count = 0; // Consecutive air nodes above the dry solid node
154 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
155 // Seabed can rise above water_level or might be raised to create dry land
156 s16 search_start = MYMAX(seabed_level, water_level + 1);
157 if (seabed_level > water_level)
160 for (s16 y = search_start; y <= search_start + 128; y++) {
161 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
164 } else if (solid_below) { // Air above solid node
166 // 3 to account for snowblock dust
172 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
176 void MapgenFractal::makeChunk(BlockMakeData *data)
179 assert(data->vmanip);
180 assert(data->nodedef);
181 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
182 data->blockpos_requested.Y >= data->blockpos_min.Y &&
183 data->blockpos_requested.Z >= data->blockpos_min.Z);
184 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
185 data->blockpos_requested.Y <= data->blockpos_max.Y &&
186 data->blockpos_requested.Z <= data->blockpos_max.Z);
188 this->generating = true;
189 this->vm = data->vmanip;
190 this->ndef = data->nodedef;
191 //TimeTaker t("makeChunk");
193 v3s16 blockpos_min = data->blockpos_min;
194 v3s16 blockpos_max = data->blockpos_max;
195 node_min = blockpos_min * MAP_BLOCKSIZE;
196 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
197 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
198 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
200 blockseed = getBlockSeed2(full_node_min, seed);
202 // Generate base terrain, mountains, and ridges with initial heightmaps
203 s16 stone_surface_max_y = generateTerrain();
206 updateHeightmap(node_min, node_max);
208 // Init biome generator, place biome-specific nodes, and build biomemap
209 biomegen->calcBiomeNoise(node_min);
212 if (flags & MG_CAVES)
213 generateCaves(stone_surface_max_y, large_cave_depth);
215 if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
216 full_node_max.Y <= dungeon_ymax)
217 generateDungeons(stone_surface_max_y);
219 // Generate the registered decorations
220 if (flags & MG_DECORATIONS)
221 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
223 // Generate the registered ores
224 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
226 // Sprinkle some dust on top after everything else was generated
229 //printf("makeChunk: %dms\n", t.stop());
231 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
233 if (flags & MG_LIGHT)
234 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
235 full_node_min, full_node_max);
237 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
238 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
240 this->generating = false;
244 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
246 float cx, cy, cz, cw, ox, oy, oz, ow;
248 if (julia) { // Julia set
253 ox = (float)x / scale.X - offset.X;
254 oy = (float)y / scale.Y - offset.Y;
255 oz = (float)z / scale.Z - offset.Z;
257 } else { // Mandelbrot set
258 cx = (float)x / scale.X - offset.X;
259 cy = (float)y / scale.Y - offset.Y;
260 cz = (float)z / scale.Z - offset.Z;
273 for (u16 iter = 0; iter < iterations; iter++) {
276 case 1: // 4D "Roundy"
277 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
278 ny = 2.0f * (ox * oy + oz * ow) + cy;
279 nz = 2.0f * (ox * oz + oy * ow) + cz;
280 nw = 2.0f * (ox * ow + oy * oz) + cw;
282 case 2: // 4D "Squarry"
283 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
284 ny = 2.0f * (ox * oy + oz * ow) + cy;
285 nz = 2.0f * (ox * oz + oy * ow) + cz;
286 nw = 2.0f * (ox * ow - oy * oz) + cw;
288 case 3: // 4D "Mandy Cousin"
289 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
290 ny = 2.0f * (ox * oy + oz * ow) + cy;
291 nz = 2.0f * (ox * oz + oy * ow) + cz;
292 nw = 2.0f * (ox * ow + oy * oz) + cw;
294 case 4: // 4D "Variation"
295 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
296 ny = 2.0f * (ox * oy + oz * ow) + cy;
297 nz = 2.0f * (ox * oz - oy * ow) + cz;
298 nw = 2.0f * (ox * ow + oy * oz) + cw;
300 case 5: // 3D "Mandelbrot/Mandelbar"
301 nx = ox * ox - oy * oy - oz * oz + cx;
302 ny = 2.0f * ox * oy + cy;
303 nz = -2.0f * ox * oz + cz;
305 case 6: // 3D "Christmas Tree"
306 // Altering the formula here is necessary to avoid division by zero
307 if (std::fabs(oz) < 0.000000001f) {
308 nx = ox * ox - oy * oy - oz * oz + cx;
309 ny = 2.0f * oy * ox + cy;
310 nz = 4.0f * oz * ox + cz;
312 float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz));
313 nx = ox * ox - oy * oy - oz * oz + cx;
314 ny = a * (oy * oy - oz * oz) + cy;
315 nz = a * 2.0f * oy * oz + cz;
318 case 7: // 3D "Mandelbulb"
319 if (std::fabs(oy) < 0.000000001f) {
320 nx = ox * ox - oz * oz + cx;
322 nz = -2.0f * oz * std::sqrt(ox * ox) + cz;
324 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
325 nx = (ox * ox - oy * oy) * a + cx;
326 ny = 2.0f * ox * oy * a + cy;
327 nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz;
330 case 8: // 3D "Cosine Mandelbulb"
331 if (std::fabs(oy) < 0.000000001f) {
332 nx = 2.0f * ox * oz + cx;
333 ny = 4.0f * oy * oz + cy;
334 nz = oz * oz - ox * ox - oy * oy + cz;
336 float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy);
337 nx = (ox * ox - oy * oy) * a + cx;
338 ny = 2.0f * ox * oy * a + cy;
339 nz = oz * oz - ox * ox - oy * oy + cz;
342 case 9: // 4D "Mandelbulb"
343 float rxy = std::sqrt(ox * ox + oy * oy);
344 float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz);
345 if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) {
346 nx = (ox * ox - oy * oy) + cx;
347 ny = 2.0f * ox * oy + cy;
348 nz = -2.0f * rxy * oz + cz;
349 nw = 2.0f * rxyz * ow + cw;
351 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
352 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
353 nx = (ox * ox - oy * oy) * b + cx;
354 ny = 2.0f * ox * oy * b + cy;
355 nz = -2.0f * rxy * oz * a + cz;
356 nw = 2.0f * rxyz * ow + cw;
361 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
374 s16 MapgenFractal::generateTerrain()
376 MapNode n_air(CONTENT_AIR);
377 MapNode n_stone(c_stone);
378 MapNode n_water(c_water_source);
380 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
383 noise_seabed->perlinMap2D(node_min.X, node_min.Z);
385 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
386 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
387 u32 vi = vm->m_area.index(node_min.X, y, z);
388 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
389 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
390 s16 seabed_height = noise_seabed->result[index2d];
392 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
393 vm->m_data[vi] = n_stone;
394 if (y > stone_surface_max_y)
395 stone_surface_max_y = y;
396 } else if (y <= water_level) {
397 vm->m_data[vi] = n_water;
399 vm->m_data[vi] = n_air;
408 return stone_surface_max_y;