3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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"
39 #include "mg_decoration.h"
40 #include "mapgen_fractal.h"
43 FlagDesc flagdesc_mapgen_fractal[] = {
47 ///////////////////////////////////////////////////////////////////////////////////////
50 MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
51 : Mapgen(mapgenid, params, emerge)
53 this->m_emerge = emerge;
54 this->bmgr = emerge->biomemgr;
56 //// amount of elements to skip for the next index
57 //// for noise/height/biome maps (not vmanip)
58 this->ystride = csize.X;
59 this->zstride = csize.X * (csize.Y + 2);
61 this->biomemap = new u8[csize.X * csize.Z];
62 this->heightmap = new s16[csize.X * csize.Z];
64 this->humidmap = NULL;
66 MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
67 this->spflags = sp->spflags;
69 this->fractal = sp->fractal;
70 this->iterations = sp->iterations;
71 this->scale = sp->scale;
72 this->offset = sp->offset;
73 this->slice_w = sp->slice_w;
75 this->julia_x = sp->julia_x;
76 this->julia_y = sp->julia_y;
77 this->julia_z = sp->julia_z;
78 this->julia_w = sp->julia_w;
80 this->formula = fractal / 2 + fractal % 2;
81 this->julia = fractal % 2 == 0;
84 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
85 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
88 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
89 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
92 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
93 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
94 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
95 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
97 //// Resolve nodes to be used
98 INodeDefManager *ndef = emerge->ndef;
100 c_stone = ndef->getId("mapgen_stone");
101 c_water_source = ndef->getId("mapgen_water_source");
102 c_lava_source = ndef->getId("mapgen_lava_source");
103 c_desert_stone = ndef->getId("mapgen_desert_stone");
104 c_ice = ndef->getId("mapgen_ice");
105 c_sandstone = ndef->getId("mapgen_sandstone");
107 c_cobble = ndef->getId("mapgen_cobble");
108 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
109 c_mossycobble = ndef->getId("mapgen_mossycobble");
110 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
111 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
113 if (c_ice == CONTENT_IGNORE)
115 if (c_mossycobble == CONTENT_IGNORE)
116 c_mossycobble = c_cobble;
117 if (c_stair_cobble == CONTENT_IGNORE)
118 c_stair_cobble = c_cobble;
119 if (c_sandstonebrick == CONTENT_IGNORE)
120 c_sandstonebrick = c_sandstone;
121 if (c_stair_sandstonebrick == CONTENT_IGNORE)
122 c_stair_sandstonebrick = c_sandstone;
126 MapgenFractal::~MapgenFractal()
129 delete noise_filler_depth;
134 delete noise_humidity;
135 delete noise_heat_blend;
136 delete noise_humidity_blend;
143 MapgenFractalParams::MapgenFractalParams()
149 scale = v3f(4096.0, 1024.0, 4096.0);
150 offset = v3f(1.79, 0.0, 0.0);
158 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
159 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
160 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
161 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
165 void MapgenFractalParams::readParams(const Settings *settings)
167 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
169 settings->getU16NoEx("mgfractal_fractal", fractal);
170 settings->getU16NoEx("mgfractal_iterations", iterations);
171 settings->getV3FNoEx("mgfractal_scale", scale);
172 settings->getV3FNoEx("mgfractal_offset", offset);
173 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
175 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
176 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
177 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
178 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
180 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
181 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
182 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
183 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
187 void MapgenFractalParams::writeParams(Settings *settings) const
189 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
191 settings->setU16("mgfractal_fractal", fractal);
192 settings->setU16("mgfractal_iterations", iterations);
193 settings->setV3F("mgfractal_scale", scale);
194 settings->setV3F("mgfractal_offset", offset);
195 settings->setFloat("mgfractal_slice_w", slice_w);
197 settings->setFloat("mgfractal_julia_x", julia_x);
198 settings->setFloat("mgfractal_julia_y", julia_y);
199 settings->setFloat("mgfractal_julia_z", julia_z);
200 settings->setFloat("mgfractal_julia_w", julia_w);
202 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
203 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
204 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
205 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
209 /////////////////////////////////////////////////////////////////
212 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
214 bool solid_below = false; // Dry solid node is present below to spawn on
215 u8 air_count = 0; // Consecutive air nodes above the dry solid node
216 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
217 // Seabed can rise above water_level or might be raised to create dry land
218 s16 search_start = MYMAX(seabed_level, water_level + 1);
219 if (seabed_level > water_level)
222 for (s16 y = search_start; y <= search_start + 128; y++) {
223 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
226 } else if (solid_below) { // Air above solid node
233 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
237 void MapgenFractal::makeChunk(BlockMakeData *data)
240 assert(data->vmanip);
241 assert(data->nodedef);
242 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
243 data->blockpos_requested.Y >= data->blockpos_min.Y &&
244 data->blockpos_requested.Z >= data->blockpos_min.Z);
245 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
246 data->blockpos_requested.Y <= data->blockpos_max.Y &&
247 data->blockpos_requested.Z <= data->blockpos_max.Z);
249 this->generating = true;
250 this->vm = data->vmanip;
251 this->ndef = data->nodedef;
252 //TimeTaker t("makeChunk");
254 v3s16 blockpos_min = data->blockpos_min;
255 v3s16 blockpos_max = data->blockpos_max;
256 node_min = blockpos_min * MAP_BLOCKSIZE;
257 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
258 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
259 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
261 blockseed = getBlockSeed2(full_node_min, seed);
266 // Generate base terrain, mountains, and ridges with initial heightmaps
267 s16 stone_surface_max_y = generateTerrain();
270 updateHeightmap(node_min, node_max);
272 // Create biomemap at heightmap surface
273 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
274 noise_humidity->result, heightmap, biomemap);
276 // Actually place the biome-specific nodes
277 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
279 if (flags & MG_CAVES)
280 generateCaves(stone_surface_max_y);
282 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
285 dp.np_rarity = nparams_dungeon_rarity;
286 dp.np_density = nparams_dungeon_density;
287 dp.np_wetness = nparams_dungeon_wetness;
288 dp.c_water = c_water_source;
289 if (stone_type == STONE) {
290 dp.c_cobble = c_cobble;
291 dp.c_moss = c_mossycobble;
292 dp.c_stair = c_stair_cobble;
294 dp.diagonal_dirs = false;
296 dp.holesize = v3s16(1, 2, 1);
297 dp.roomsize = v3s16(0, 0, 0);
298 dp.notifytype = GENNOTIFY_DUNGEON;
299 } else if (stone_type == DESERT_STONE) {
300 dp.c_cobble = c_desert_stone;
301 dp.c_moss = c_desert_stone;
302 dp.c_stair = c_desert_stone;
304 dp.diagonal_dirs = true;
306 dp.holesize = v3s16(2, 3, 2);
307 dp.roomsize = v3s16(2, 5, 2);
308 dp.notifytype = GENNOTIFY_TEMPLE;
309 } else if (stone_type == SANDSTONE) {
310 dp.c_cobble = c_sandstonebrick;
311 dp.c_moss = c_sandstonebrick;
312 dp.c_stair = c_sandstonebrick;
314 dp.diagonal_dirs = false;
316 dp.holesize = v3s16(2, 2, 2);
317 dp.roomsize = v3s16(2, 0, 2);
318 dp.notifytype = GENNOTIFY_DUNGEON;
321 DungeonGen dgen(this, &dp);
322 dgen.generate(blockseed, full_node_min, full_node_max);
325 // Generate the registered decorations
326 if (flags & MG_DECORATIONS)
327 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
329 // Generate the registered ores
330 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
332 // Sprinkle some dust on top after everything else was generated
335 //printf("makeChunk: %dms\n", t.stop());
337 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
339 if (flags & MG_LIGHT)
340 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
341 full_node_min, full_node_max);
343 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
344 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
346 this->generating = false;
350 void MapgenFractal::calculateNoise()
352 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
356 noise_seabed->perlinMap2D(x, z);
358 // Cave noises are calculated in generateCaves()
359 // only if solid terrain is present in mapchunk
361 noise_filler_depth->perlinMap2D(x, z);
362 noise_heat->perlinMap2D(x, z);
363 noise_humidity->perlinMap2D(x, z);
364 noise_heat_blend->perlinMap2D(x, z);
365 noise_humidity_blend->perlinMap2D(x, z);
367 for (s32 i = 0; i < csize.X * csize.Z; i++) {
368 noise_heat->result[i] += noise_heat_blend->result[i];
369 noise_humidity->result[i] += noise_humidity_blend->result[i];
372 heatmap = noise_heat->result;
373 humidmap = noise_humidity->result;
374 //printf("calculateNoise: %dus\n", t.stop());
378 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
380 float cx, cy, cz, cw, ox, oy, oz, ow;
382 if (julia) { // Julia set
387 ox = (float)x / scale.X - offset.X;
388 oy = (float)y / scale.Y - offset.Y;
389 oz = (float)z / scale.Z - offset.Z;
391 } else { // Mandelbrot set
392 cx = (float)x / scale.X - offset.X;
393 cy = (float)y / scale.Y - offset.Y;
394 cz = (float)z / scale.Z - offset.Z;
407 for (u16 iter = 0; iter < iterations; iter++) {
409 if (formula == 1) { // 4D "Roundy"
410 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
411 ny = 2.0f * (ox * oy + oz * ow) + cy;
412 nz = 2.0f * (ox * oz + oy * ow) + cz;
413 nw = 2.0f * (ox * ow + oy * oz) + cw;
414 } else if (formula == 2) { // 4D "Squarry"
415 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
416 ny = 2.0f * (ox * oy + oz * ow) + cy;
417 nz = 2.0f * (ox * oz + oy * ow) + cz;
418 nw = 2.0f * (ox * ow - oy * oz) + cw;
419 } else if (formula == 3) { // 4D "Mandy Cousin"
420 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
421 ny = 2.0f * (ox * oy + oz * ow) + cy;
422 nz = 2.0f * (ox * oz + oy * ow) + cz;
423 nw = 2.0f * (ox * ow + oy * oz) + cw;
424 } else if (formula == 4) { // 4D "Variation"
425 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
426 ny = 2.0f * (ox * oy + oz * ow) + cy;
427 nz = 2.0f * (ox * oz - oy * ow) + cz;
428 nw = 2.0f * (ox * ow + oy * oz) + cw;
429 } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
430 nx = ox * ox - oy * oy - oz * oz + cx;
431 ny = 2.0f * ox * oy + cy;
432 nz = -2.0f * ox * oz + cz;
433 } else if (formula == 6) { // 3D "Christmas Tree"
434 // Altering the formula here is necessary to avoid division by zero
435 if (fabs(oz) < 0.000000001f) {
436 nx = ox * ox - oy * oy - oz * oz + cx;
437 ny = 2.0f * oy * ox + cy;
438 nz = 4.0f * oz * ox + cz;
440 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
441 nx = ox * ox - oy * oy - oz * oz + cx;
442 ny = a * (oy * oy - oz * oz) + cy;
443 nz = a * 2.0f * oy * oz + cz;
445 } else if (formula == 7) { // 3D "Mandelbulb"
446 if (fabs(oy) < 0.000000001f) {
447 nx = ox * ox - oz * oz + cx;
449 nz = -2.0f * oz * sqrt(ox * ox) + cz;
451 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
452 nx = (ox * ox - oy * oy) * a + cx;
453 ny = 2.0f * ox * oy * a + cy;
454 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
456 } else if (formula == 8) { // 3D "Cosine Mandelbulb"
457 if (fabs(oy) < 0.000000001f) {
458 nx = 2.0f * ox * oz + cx;
459 ny = 4.0f * oy * oz + cy;
460 nz = oz * oz - ox * ox - oy * oy + cz;
462 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
463 nx = (ox * ox - oy * oy) * a + cx;
464 ny = 2.0f * ox * oy * a + cy;
465 nz = oz * oz - ox * ox - oy * oy + cz;
467 } else if (formula == 9) { // 4D "Mandelbulb"
468 float rxy = sqrt(ox * ox + oy * oy);
469 float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
470 if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
471 nx = (ox * ox - oy * oy) + cx;
472 ny = 2.0f * ox * oy + cy;
473 nz = -2.0f * rxy * oz + cz;
474 nw = 2.0f * rxyz * ow + cw;
476 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
477 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
478 nx = (ox * ox - oy * oy) * b + cx;
479 ny = 2.0f * ox * oy * b + cy;
480 nz = -2.0f * rxy * oz * a + cz;
481 nw = 2.0f * rxyz * ow + cw;
485 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
498 s16 MapgenFractal::generateTerrain()
500 MapNode n_air(CONTENT_AIR);
501 MapNode n_stone(c_stone);
502 MapNode n_water(c_water_source);
504 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
507 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
508 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
509 u32 vi = vm->m_area.index(node_min.X, y, z);
510 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
511 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
512 s16 seabed_height = noise_seabed->result[index2d];
514 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
515 vm->m_data[vi] = n_stone;
516 if (y > stone_surface_max_y)
517 stone_surface_max_y = y;
518 } else if (y <= water_level) {
519 vm->m_data[vi] = n_water;
521 vm->m_data[vi] = n_air;
530 return stone_surface_max_y;
534 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
536 v3s16 em = vm->m_area.getExtent();
538 MgStoneType stone_type = STONE;
540 for (s16 z = node_min.Z; z <= node_max.Z; z++)
541 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
545 u16 depth_water_top = 0;
546 u32 vi = vm->m_area.index(x, node_max.Y, z);
548 // Check node at base of mapchunk above, either a node of a previously
549 // generated mapchunk or if not, a node of overgenerated base terrain.
550 content_t c_above = vm->m_data[vi + em.X].getContent();
551 bool air_above = c_above == CONTENT_AIR;
552 bool water_above = c_above == c_water_source;
554 // If there is air or water above enable top/filler placement, otherwise force
555 // nplaced to stone level by setting a number exceeding any possible filler depth.
556 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
559 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
560 content_t c = vm->m_data[vi].getContent();
562 // Biome is recalculated each time an upper surface is detected while
563 // working down a column. The selected biome then remains in effect for
564 // all nodes below until the next surface and biome recalculation.
565 // Biome is recalculated:
566 // 1. At the surface of stone below air or water.
567 // 2. At the surface of water below air.
568 // 3. When stone or water is detected but biome has not yet been calculated.
569 if ((c == c_stone && (air_above || water_above || !biome)) ||
570 (c == c_water_source && (air_above || !biome))) {
571 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
572 depth_top = biome->depth_top;
573 base_filler = MYMAX(depth_top + biome->depth_filler
574 + noise_filler_depth->result[index], 0);
575 depth_water_top = biome->depth_water_top;
577 // Detect stone type for dungeons during every biome calculation.
578 // This is more efficient than detecting per-node and will not
579 // miss any desert stone or sandstone biomes.
580 if (biome->c_stone == c_desert_stone)
581 stone_type = DESERT_STONE;
582 else if (biome->c_stone == c_sandstone)
583 stone_type = SANDSTONE;
587 content_t c_below = vm->m_data[vi - em.X].getContent();
589 // If the node below isn't solid, make this node stone, so that
590 // any top/filler nodes above are structurally supported.
591 // This is done by aborting the cycle of top/filler placement
592 // immediately by forcing nplaced to stone level.
593 if (c_below == CONTENT_AIR || c_below == c_water_source)
596 if (nplaced < depth_top) {
597 vm->m_data[vi] = MapNode(biome->c_top);
599 } else if (nplaced < base_filler) {
600 vm->m_data[vi] = MapNode(biome->c_filler);
603 vm->m_data[vi] = MapNode(biome->c_stone);
608 } else if (c == c_water_source) {
609 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
610 biome->c_water_top : biome->c_water);
611 nplaced = 0; // Enable top/filler placement for next surface
614 } else if (c == CONTENT_AIR) {
615 nplaced = 0; // Enable top/filler placement for next surface
618 } else { // Possible various nodes overgenerated from neighbouring mapchunks
619 nplaced = U16_MAX; // Disable top/filler placement
624 vm->m_area.add_y(em, vi, -1);
632 void MapgenFractal::dustTopNodes()
634 if (node_max.Y < water_level)
637 v3s16 em = vm->m_area.getExtent();
640 for (s16 z = node_min.Z; z <= node_max.Z; z++)
641 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
642 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
644 if (biome->c_dust == CONTENT_IGNORE)
647 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
648 content_t c_full_max = vm->m_data[vi].getContent();
651 if (c_full_max == CONTENT_AIR) {
652 y_start = full_node_max.Y - 1;
653 } else if (c_full_max == CONTENT_IGNORE) {
654 vi = vm->m_area.index(x, node_max.Y + 1, z);
655 content_t c_max = vm->m_data[vi].getContent();
657 if (c_max == CONTENT_AIR)
658 y_start = node_max.Y;
665 vi = vm->m_area.index(x, y_start, z);
666 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
667 if (vm->m_data[vi].getContent() != CONTENT_AIR)
670 vm->m_area.add_y(em, vi, -1);
673 content_t c = vm->m_data[vi].getContent();
674 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
675 vm->m_area.add_y(em, vi, 1);
676 vm->m_data[vi] = MapNode(biome->c_dust);
682 void MapgenFractal::generateCaves(s16 max_stone_y)
684 if (max_stone_y < node_min.Y)
687 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
688 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
690 v3s16 em = vm->m_area.getExtent();
693 for (s16 z = node_min.Z; z <= node_max.Z; z++)
694 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
695 bool column_is_open = false; // Is column open to overground
696 bool is_tunnel = false; // Is tunnel or tunnel floor
697 u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
698 u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
701 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
703 for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
704 y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
705 // Don't excavate the overgenerated stone at node_max.Y + 1,
706 // this creates a 'roof' over the tunnel, preventing light in
707 // tunnels at mapchunk borders when generating mapchunks upwards.
711 content_t c = vm->m_data[vi].getContent();
712 if (c == CONTENT_AIR || c == biome->c_water_top ||
713 c == biome->c_water) {
714 column_is_open = true;
718 float d1 = contour(noise_cave1->result[index3d]);
719 float d2 = contour(noise_cave2->result[index3d]);
720 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
721 // In tunnel and ground content, excavate
722 vm->m_data[vi] = MapNode(CONTENT_AIR);
724 } else if (is_tunnel && column_is_open &&
725 (c == biome->c_filler || c == biome->c_stone)) {
726 // Tunnel entrance floor
727 vm->m_data[vi] = MapNode(biome->c_top);
728 column_is_open = false;
731 column_is_open = false;
737 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
740 PseudoRandom ps(blockseed + 21343);
741 u32 bruises_count = ps.range(0, 2);
742 for (u32 i = 0; i < bruises_count; i++) {
743 CaveV5 cave(this, &ps);
744 cave.makeCave(node_min, node_max, max_stone_y);