3 Copyright (C) 2015-2017 paramat
4 Copyright (C) 2015-2016 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 fractal = params->fractal;
57 iterations = params->iterations;
58 scale = params->scale;
59 offset = params->offset;
60 slice_w = params->slice_w;
61 julia_x = params->julia_x;
62 julia_y = params->julia_y;
63 julia_z = params->julia_z;
64 julia_w = params->julia_w;
67 noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
68 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
70 MapgenBasic::np_cave1 = params->np_cave1;
71 MapgenBasic::np_cave2 = params->np_cave2;
73 formula = fractal / 2 + fractal % 2;
74 julia = fractal % 2 == 0;
78 MapgenFractal::~MapgenFractal()
81 delete noise_filler_depth;
85 MapgenFractalParams::MapgenFractalParams()
87 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
88 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
89 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
90 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
94 void MapgenFractalParams::readParams(const Settings *settings)
96 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
97 settings->getFloatNoEx("mgfractal_cave_width", cave_width);
98 settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
99 settings->getS16NoEx("mgfractal_lava_depth", lava_depth);
100 settings->getU16NoEx("mgfractal_fractal", fractal);
101 settings->getU16NoEx("mgfractal_iterations", iterations);
102 settings->getV3FNoEx("mgfractal_scale", scale);
103 settings->getV3FNoEx("mgfractal_offset", offset);
104 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
105 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
106 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
107 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
108 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
110 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
111 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
112 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
113 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
117 void MapgenFractalParams::writeParams(Settings *settings) const
119 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
120 settings->setFloat("mgfractal_cave_width", cave_width);
121 settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
122 settings->setS16("mgfractal_lava_depth", lava_depth);
123 settings->setU16("mgfractal_fractal", fractal);
124 settings->setU16("mgfractal_iterations", iterations);
125 settings->setV3F("mgfractal_scale", scale);
126 settings->setV3F("mgfractal_offset", offset);
127 settings->setFloat("mgfractal_slice_w", slice_w);
128 settings->setFloat("mgfractal_julia_x", julia_x);
129 settings->setFloat("mgfractal_julia_y", julia_y);
130 settings->setFloat("mgfractal_julia_z", julia_z);
131 settings->setFloat("mgfractal_julia_w", julia_w);
133 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
134 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
135 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
136 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
140 /////////////////////////////////////////////////////////////////
143 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
145 bool solid_below = false; // Dry solid node is present below to spawn on
146 u8 air_count = 0; // Consecutive air nodes above the dry solid node
147 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
148 // Seabed can rise above water_level or might be raised to create dry land
149 s16 search_start = MYMAX(seabed_level, water_level + 1);
150 if (seabed_level > water_level)
153 for (s16 y = search_start; y <= search_start + 128; y++) {
154 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
157 } else if (solid_below) { // Air above solid node
159 // 3 to account for snowblock dust
165 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
169 void MapgenFractal::makeChunk(BlockMakeData *data)
172 assert(data->vmanip);
173 assert(data->nodedef);
174 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
175 data->blockpos_requested.Y >= data->blockpos_min.Y &&
176 data->blockpos_requested.Z >= data->blockpos_min.Z);
177 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
178 data->blockpos_requested.Y <= data->blockpos_max.Y &&
179 data->blockpos_requested.Z <= data->blockpos_max.Z);
181 this->generating = true;
182 this->vm = data->vmanip;
183 this->ndef = data->nodedef;
184 //TimeTaker t("makeChunk");
186 v3s16 blockpos_min = data->blockpos_min;
187 v3s16 blockpos_max = data->blockpos_max;
188 node_min = blockpos_min * MAP_BLOCKSIZE;
189 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
190 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
191 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
193 blockseed = getBlockSeed2(full_node_min, seed);
195 // Generate base terrain, mountains, and ridges with initial heightmaps
196 s16 stone_surface_max_y = generateTerrain();
199 updateHeightmap(node_min, node_max);
201 // Init biome generator, place biome-specific nodes, and build biomemap
202 biomegen->calcBiomeNoise(node_min);
203 MgStoneType stone_type = generateBiomes(water_level - 1);
205 if (flags & MG_CAVES)
206 generateCaves(stone_surface_max_y, large_cave_depth);
208 if (flags & MG_DUNGEONS)
209 generateDungeons(stone_surface_max_y, stone_type);
211 // Generate the registered decorations
212 if (flags & MG_DECORATIONS)
213 m_emerge->decomgr->placeAllDecos(this, blockseed,
214 node_min, node_max, water_level - 1);
216 // Generate the registered ores
217 m_emerge->oremgr->placeAllOres(this, blockseed,
218 node_min, node_max, water_level - 1);
220 // Sprinkle some dust on top after everything else was generated
223 //printf("makeChunk: %dms\n", t.stop());
225 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
227 if (flags & MG_LIGHT)
228 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
229 full_node_min, full_node_max);
231 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
232 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
234 this->generating = false;
238 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
240 float cx, cy, cz, cw, ox, oy, oz, ow;
242 if (julia) { // Julia set
247 ox = (float)x / scale.X - offset.X;
248 oy = (float)y / scale.Y - offset.Y;
249 oz = (float)z / scale.Z - offset.Z;
251 } else { // Mandelbrot set
252 cx = (float)x / scale.X - offset.X;
253 cy = (float)y / scale.Y - offset.Y;
254 cz = (float)z / scale.Z - offset.Z;
267 for (u16 iter = 0; iter < iterations; iter++) {
269 if (formula == 1) { // 4D "Roundy"
270 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
271 ny = 2.0f * (ox * oy + oz * ow) + cy;
272 nz = 2.0f * (ox * oz + oy * ow) + cz;
273 nw = 2.0f * (ox * ow + oy * oz) + cw;
274 } else if (formula == 2) { // 4D "Squarry"
275 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
276 ny = 2.0f * (ox * oy + oz * ow) + cy;
277 nz = 2.0f * (ox * oz + oy * ow) + cz;
278 nw = 2.0f * (ox * ow - oy * oz) + cw;
279 } else if (formula == 3) { // 4D "Mandy Cousin"
280 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
281 ny = 2.0f * (ox * oy + oz * ow) + cy;
282 nz = 2.0f * (ox * oz + oy * ow) + cz;
283 nw = 2.0f * (ox * ow + oy * oz) + cw;
284 } else if (formula == 4) { // 4D "Variation"
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;
289 } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
290 nx = ox * ox - oy * oy - oz * oz + cx;
291 ny = 2.0f * ox * oy + cy;
292 nz = -2.0f * ox * oz + cz;
293 } else if (formula == 6) { // 3D "Christmas Tree"
294 // Altering the formula here is necessary to avoid division by zero
295 if (fabs(oz) < 0.000000001f) {
296 nx = ox * ox - oy * oy - oz * oz + cx;
297 ny = 2.0f * oy * ox + cy;
298 nz = 4.0f * oz * ox + cz;
300 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
301 nx = ox * ox - oy * oy - oz * oz + cx;
302 ny = a * (oy * oy - oz * oz) + cy;
303 nz = a * 2.0f * oy * oz + cz;
305 } else if (formula == 7) { // 3D "Mandelbulb"
306 if (fabs(oy) < 0.000000001f) {
307 nx = ox * ox - oz * oz + cx;
309 nz = -2.0f * oz * sqrt(ox * ox) + cz;
311 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
312 nx = (ox * ox - oy * oy) * a + cx;
313 ny = 2.0f * ox * oy * a + cy;
314 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
316 } else if (formula == 8) { // 3D "Cosine Mandelbulb"
317 if (fabs(oy) < 0.000000001f) {
318 nx = 2.0f * ox * oz + cx;
319 ny = 4.0f * oy * oz + cy;
320 nz = oz * oz - ox * ox - oy * oy + cz;
322 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
323 nx = (ox * ox - oy * oy) * a + cx;
324 ny = 2.0f * ox * oy * a + cy;
325 nz = oz * oz - ox * ox - oy * oy + cz;
327 } else if (formula == 9) { // 4D "Mandelbulb"
328 float rxy = sqrt(ox * ox + oy * oy);
329 float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
330 if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
331 nx = (ox * ox - oy * oy) + cx;
332 ny = 2.0f * ox * oy + cy;
333 nz = -2.0f * rxy * oz + cz;
334 nw = 2.0f * rxyz * ow + cw;
336 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
337 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
338 nx = (ox * ox - oy * oy) * b + cx;
339 ny = 2.0f * ox * oy * b + cy;
340 nz = -2.0f * rxy * oz * a + cz;
341 nw = 2.0f * rxyz * ow + cw;
345 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
358 s16 MapgenFractal::generateTerrain()
360 MapNode n_air(CONTENT_AIR);
361 MapNode n_stone(c_stone);
362 MapNode n_water(c_water_source);
364 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
367 noise_seabed->perlinMap2D(node_min.X, node_min.Z);
369 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
370 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
371 u32 vi = vm->m_area.index(node_min.X, y, z);
372 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
373 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
374 s16 seabed_height = noise_seabed->result[index2d];
376 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
377 vm->m_data[vi] = n_stone;
378 if (y > stone_surface_max_y)
379 stone_surface_max_y = y;
380 } else if (y <= water_level) {
381 vm->m_data[vi] = n_water;
383 vm->m_data[vi] = n_air;
392 return stone_surface_max_y;