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 // 1-down overgeneration
60 this->zstride_1d = csize.X * (csize.Y + 1);
62 this->biomemap = new u8[csize.X * csize.Z];
63 this->heightmap = new s16[csize.X * csize.Z];
65 this->humidmap = NULL;
67 MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
68 this->spflags = sp->spflags;
70 this->fractal = sp->fractal;
71 this->iterations = sp->iterations;
72 this->scale = sp->scale;
73 this->offset = sp->offset;
74 this->slice_w = sp->slice_w;
76 this->julia_x = sp->julia_x;
77 this->julia_y = sp->julia_y;
78 this->julia_z = sp->julia_z;
79 this->julia_w = sp->julia_w;
81 this->formula = fractal / 2 + fractal % 2;
82 this->julia = fractal % 2 == 0;
85 noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
86 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
89 // 1-down overgeneraion
90 noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
91 noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
94 noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
95 noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
96 noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
97 noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
99 //// Resolve nodes to be used
100 INodeDefManager *ndef = emerge->ndef;
102 c_stone = ndef->getId("mapgen_stone");
103 c_water_source = ndef->getId("mapgen_water_source");
104 c_lava_source = ndef->getId("mapgen_lava_source");
105 c_desert_stone = ndef->getId("mapgen_desert_stone");
106 c_ice = ndef->getId("mapgen_ice");
107 c_sandstone = ndef->getId("mapgen_sandstone");
109 c_cobble = ndef->getId("mapgen_cobble");
110 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
111 c_mossycobble = ndef->getId("mapgen_mossycobble");
112 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
113 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
115 if (c_ice == CONTENT_IGNORE)
117 if (c_mossycobble == CONTENT_IGNORE)
118 c_mossycobble = c_cobble;
119 if (c_stair_cobble == CONTENT_IGNORE)
120 c_stair_cobble = c_cobble;
121 if (c_sandstonebrick == CONTENT_IGNORE)
122 c_sandstonebrick = c_sandstone;
123 if (c_stair_sandstonebrick == CONTENT_IGNORE)
124 c_stair_sandstonebrick = c_sandstone;
128 MapgenFractal::~MapgenFractal()
131 delete noise_filler_depth;
136 delete noise_humidity;
137 delete noise_heat_blend;
138 delete noise_humidity_blend;
145 MapgenFractalParams::MapgenFractalParams()
151 scale = v3f(4096.0, 1024.0, 4096.0);
152 offset = v3f(1.79, 0.0, 0.0);
160 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
161 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
162 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
163 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
167 void MapgenFractalParams::readParams(const Settings *settings)
169 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
171 settings->getU16NoEx("mgfractal_fractal", fractal);
172 settings->getU16NoEx("mgfractal_iterations", iterations);
173 settings->getV3FNoEx("mgfractal_scale", scale);
174 settings->getV3FNoEx("mgfractal_offset", offset);
175 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
177 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
178 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
179 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
180 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
182 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
183 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
184 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
185 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
189 void MapgenFractalParams::writeParams(Settings *settings) const
191 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
193 settings->setU16("mgfractal_fractal", fractal);
194 settings->setU16("mgfractal_iterations", iterations);
195 settings->setV3F("mgfractal_scale", scale);
196 settings->setV3F("mgfractal_offset", offset);
197 settings->setFloat("mgfractal_slice_w", slice_w);
199 settings->setFloat("mgfractal_julia_x", julia_x);
200 settings->setFloat("mgfractal_julia_y", julia_y);
201 settings->setFloat("mgfractal_julia_z", julia_z);
202 settings->setFloat("mgfractal_julia_w", julia_w);
204 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
205 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
206 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
207 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
211 /////////////////////////////////////////////////////////////////
214 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
216 bool solid_below = false; // Dry solid node is present below to spawn on
217 u8 air_count = 0; // Consecutive air nodes above the dry solid node
218 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
219 // Seabed can rise above water_level or might be raised to create dry land
220 s16 search_start = MYMAX(seabed_level, water_level + 1);
221 if (seabed_level > water_level)
224 for (s16 y = search_start; y <= search_start + 128; y++) {
225 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
228 } else if (solid_below) { // Air above solid node
235 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
239 void MapgenFractal::makeChunk(BlockMakeData *data)
242 assert(data->vmanip);
243 assert(data->nodedef);
244 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
245 data->blockpos_requested.Y >= data->blockpos_min.Y &&
246 data->blockpos_requested.Z >= data->blockpos_min.Z);
247 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
248 data->blockpos_requested.Y <= data->blockpos_max.Y &&
249 data->blockpos_requested.Z <= data->blockpos_max.Z);
251 this->generating = true;
252 this->vm = data->vmanip;
253 this->ndef = data->nodedef;
254 //TimeTaker t("makeChunk");
256 v3s16 blockpos_min = data->blockpos_min;
257 v3s16 blockpos_max = data->blockpos_max;
258 node_min = blockpos_min * MAP_BLOCKSIZE;
259 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
260 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
261 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
263 blockseed = getBlockSeed2(full_node_min, seed);
268 // Generate base terrain, mountains, and ridges with initial heightmaps
269 s16 stone_surface_max_y = generateTerrain();
272 updateHeightmap(node_min, node_max);
274 // Create biomemap at heightmap surface
275 bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
276 noise_humidity->result, heightmap, biomemap);
278 // Actually place the biome-specific nodes
279 MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
281 if (flags & MG_CAVES)
282 generateCaves(stone_surface_max_y);
284 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
287 dp.np_rarity = nparams_dungeon_rarity;
288 dp.np_density = nparams_dungeon_density;
289 dp.np_wetness = nparams_dungeon_wetness;
290 dp.c_water = c_water_source;
291 if (stone_type == STONE) {
292 dp.c_cobble = c_cobble;
293 dp.c_moss = c_mossycobble;
294 dp.c_stair = c_stair_cobble;
296 dp.diagonal_dirs = false;
298 dp.holesize = v3s16(1, 2, 1);
299 dp.roomsize = v3s16(0, 0, 0);
300 dp.notifytype = GENNOTIFY_DUNGEON;
301 } else if (stone_type == DESERT_STONE) {
302 dp.c_cobble = c_desert_stone;
303 dp.c_moss = c_desert_stone;
304 dp.c_stair = c_desert_stone;
306 dp.diagonal_dirs = true;
308 dp.holesize = v3s16(2, 3, 2);
309 dp.roomsize = v3s16(2, 5, 2);
310 dp.notifytype = GENNOTIFY_TEMPLE;
311 } else if (stone_type == SANDSTONE) {
312 dp.c_cobble = c_sandstonebrick;
313 dp.c_moss = c_sandstonebrick;
314 dp.c_stair = c_sandstonebrick;
316 dp.diagonal_dirs = false;
318 dp.holesize = v3s16(2, 2, 2);
319 dp.roomsize = v3s16(2, 0, 2);
320 dp.notifytype = GENNOTIFY_DUNGEON;
323 DungeonGen dgen(this, &dp);
324 dgen.generate(blockseed, full_node_min, full_node_max);
327 // Generate the registered decorations
328 if (flags & MG_DECORATIONS)
329 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
331 // Generate the registered ores
332 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
334 // Sprinkle some dust on top after everything else was generated
337 //printf("makeChunk: %dms\n", t.stop());
339 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
341 if (flags & MG_LIGHT)
342 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
343 full_node_min, full_node_max);
345 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
346 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
348 this->generating = false;
352 void MapgenFractal::calculateNoise()
354 //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
358 noise_seabed->perlinMap2D(x, z);
360 // Cave noises are calculated in generateCaves()
361 // only if solid terrain is present in mapchunk
363 noise_filler_depth->perlinMap2D(x, z);
364 noise_heat->perlinMap2D(x, z);
365 noise_humidity->perlinMap2D(x, z);
366 noise_heat_blend->perlinMap2D(x, z);
367 noise_humidity_blend->perlinMap2D(x, z);
369 for (s32 i = 0; i < csize.X * csize.Z; i++) {
370 noise_heat->result[i] += noise_heat_blend->result[i];
371 noise_humidity->result[i] += noise_humidity_blend->result[i];
374 heatmap = noise_heat->result;
375 humidmap = noise_humidity->result;
376 //printf("calculateNoise: %dus\n", t.stop());
380 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
382 float cx, cy, cz, cw, ox, oy, oz, ow;
384 if (julia) { // Julia set
389 ox = (float)x / scale.X - offset.X;
390 oy = (float)y / scale.Y - offset.Y;
391 oz = (float)z / scale.Z - offset.Z;
393 } else { // Mandelbrot set
394 cx = (float)x / scale.X - offset.X;
395 cy = (float)y / scale.Y - offset.Y;
396 cz = (float)z / scale.Z - offset.Z;
409 for (u16 iter = 0; iter < iterations; iter++) {
411 if (formula == 1) { // 4D "Roundy"
412 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
413 ny = 2.0f * (ox * oy + oz * ow) + cy;
414 nz = 2.0f * (ox * oz + oy * ow) + cz;
415 nw = 2.0f * (ox * ow + oy * oz) + cw;
416 } else if (formula == 2) { // 4D "Squarry"
417 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
418 ny = 2.0f * (ox * oy + oz * ow) + cy;
419 nz = 2.0f * (ox * oz + oy * ow) + cz;
420 nw = 2.0f * (ox * ow - oy * oz) + cw;
421 } else if (formula == 3) { // 4D "Mandy Cousin"
422 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
423 ny = 2.0f * (ox * oy + oz * ow) + cy;
424 nz = 2.0f * (ox * oz + oy * ow) + cz;
425 nw = 2.0f * (ox * ow + oy * oz) + cw;
426 } else if (formula == 4) { // 4D "Variation"
427 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
428 ny = 2.0f * (ox * oy + oz * ow) + cy;
429 nz = 2.0f * (ox * oz - oy * ow) + cz;
430 nw = 2.0f * (ox * ow + oy * oz) + cw;
431 } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
432 nx = ox * ox - oy * oy - oz * oz + cx;
433 ny = 2.0f * ox * oy + cy;
434 nz = -2.0f * ox * oz + cz;
435 } else if (formula == 6) { // 3D "Christmas Tree"
436 // Altering the formula here is necessary to avoid division by zero
437 if (fabs(oz) < 0.000000001f) {
438 nx = ox * ox - oy * oy - oz * oz + cx;
439 ny = 2.0f * oy * ox + cy;
440 nz = 4.0f * oz * ox + cz;
442 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
443 nx = ox * ox - oy * oy - oz * oz + cx;
444 ny = a * (oy * oy - oz * oz) + cy;
445 nz = a * 2.0f * oy * oz + cz;
447 } else if (formula == 7) { // 3D "Mandelbulb"
448 if (fabs(oy) < 0.000000001f) {
449 nx = ox * ox - oz * oz + cx;
451 nz = -2.0f * oz * sqrt(ox * ox) + cz;
453 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
454 nx = (ox * ox - oy * oy) * a + cx;
455 ny = 2.0f * ox * oy * a + cy;
456 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
458 } else if (formula == 8) { // 3D "Cosine Mandelbulb"
459 if (fabs(oy) < 0.000000001f) {
460 nx = 2.0f * ox * oz + cx;
461 ny = 4.0f * oy * oz + cy;
462 nz = oz * oz - ox * ox - oy * oy + cz;
464 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
465 nx = (ox * ox - oy * oy) * a + cx;
466 ny = 2.0f * ox * oy * a + cy;
467 nz = oz * oz - ox * ox - oy * oy + cz;
469 } else if (formula == 9) { // 4D "Mandelbulb"
470 float rxy = sqrt(ox * ox + oy * oy);
471 float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
472 if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
473 nx = (ox * ox - oy * oy) + cx;
474 ny = 2.0f * ox * oy + cy;
475 nz = -2.0f * rxy * oz + cz;
476 nw = 2.0f * rxyz * ow + cw;
478 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
479 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
480 nx = (ox * ox - oy * oy) * b + cx;
481 ny = 2.0f * ox * oy * b + cy;
482 nz = -2.0f * rxy * oz * a + cz;
483 nw = 2.0f * rxyz * ow + cw;
487 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
500 s16 MapgenFractal::generateTerrain()
502 MapNode n_air(CONTENT_AIR);
503 MapNode n_stone(c_stone);
504 MapNode n_water(c_water_source);
506 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
509 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
510 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
511 u32 vi = vm->m_area.index(node_min.X, y, z);
512 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
513 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
514 s16 seabed_height = noise_seabed->result[index2d];
516 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
517 vm->m_data[vi] = n_stone;
518 if (y > stone_surface_max_y)
519 stone_surface_max_y = y;
520 } else if (y <= water_level) {
521 vm->m_data[vi] = n_water;
523 vm->m_data[vi] = n_air;
532 return stone_surface_max_y;
536 MgStoneType MapgenFractal::generateBiomes(float *heat_map, float *humidity_map)
538 v3s16 em = vm->m_area.getExtent();
540 MgStoneType stone_type = STONE;
542 for (s16 z = node_min.Z; z <= node_max.Z; z++)
543 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
547 u16 depth_water_top = 0;
548 u32 vi = vm->m_area.index(x, node_max.Y, z);
550 // Check node at base of mapchunk above, either a node of a previously
551 // generated mapchunk or if not, a node of overgenerated base terrain.
552 content_t c_above = vm->m_data[vi + em.X].getContent();
553 bool air_above = c_above == CONTENT_AIR;
554 bool water_above = c_above == c_water_source;
556 // If there is air or water above enable top/filler placement, otherwise force
557 // nplaced to stone level by setting a number exceeding any possible filler depth.
558 u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
561 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
562 content_t c = vm->m_data[vi].getContent();
564 // Biome is recalculated each time an upper surface is detected while
565 // working down a column. The selected biome then remains in effect for
566 // all nodes below until the next surface and biome recalculation.
567 // Biome is recalculated:
568 // 1. At the surface of stone below air or water.
569 // 2. At the surface of water below air.
570 // 3. When stone or water is detected but biome has not yet been calculated.
571 if ((c == c_stone && (air_above || water_above || !biome)) ||
572 (c == c_water_source && (air_above || !biome))) {
573 biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
574 depth_top = biome->depth_top;
575 base_filler = MYMAX(depth_top + biome->depth_filler
576 + noise_filler_depth->result[index], 0);
577 depth_water_top = biome->depth_water_top;
579 // Detect stone type for dungeons during every biome calculation.
580 // This is more efficient than detecting per-node and will not
581 // miss any desert stone or sandstone biomes.
582 if (biome->c_stone == c_desert_stone)
583 stone_type = DESERT_STONE;
584 else if (biome->c_stone == c_sandstone)
585 stone_type = SANDSTONE;
589 content_t c_below = vm->m_data[vi - em.X].getContent();
591 // If the node below isn't solid, make this node stone, so that
592 // any top/filler nodes above are structurally supported.
593 // This is done by aborting the cycle of top/filler placement
594 // immediately by forcing nplaced to stone level.
595 if (c_below == CONTENT_AIR || c_below == c_water_source)
598 if (nplaced < depth_top) {
599 vm->m_data[vi] = MapNode(biome->c_top);
601 } else if (nplaced < base_filler) {
602 vm->m_data[vi] = MapNode(biome->c_filler);
605 vm->m_data[vi] = MapNode(biome->c_stone);
610 } else if (c == c_water_source) {
611 vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
612 biome->c_water_top : biome->c_water);
613 nplaced = 0; // Enable top/filler placement for next surface
616 } else if (c == CONTENT_AIR) {
617 nplaced = 0; // Enable top/filler placement for next surface
620 } else { // Possible various nodes overgenerated from neighbouring mapchunks
621 nplaced = U16_MAX; // Disable top/filler placement
626 vm->m_area.add_y(em, vi, -1);
634 void MapgenFractal::dustTopNodes()
636 if (node_max.Y < water_level)
639 v3s16 em = vm->m_area.getExtent();
642 for (s16 z = node_min.Z; z <= node_max.Z; z++)
643 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
644 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
646 if (biome->c_dust == CONTENT_IGNORE)
649 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
650 content_t c_full_max = vm->m_data[vi].getContent();
653 if (c_full_max == CONTENT_AIR) {
654 y_start = full_node_max.Y - 1;
655 } else if (c_full_max == CONTENT_IGNORE) {
656 vi = vm->m_area.index(x, node_max.Y + 1, z);
657 content_t c_max = vm->m_data[vi].getContent();
659 if (c_max == CONTENT_AIR)
660 y_start = node_max.Y;
667 vi = vm->m_area.index(x, y_start, z);
668 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
669 if (vm->m_data[vi].getContent() != CONTENT_AIR)
672 vm->m_area.add_y(em, vi, -1);
675 content_t c = vm->m_data[vi].getContent();
676 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
677 vm->m_area.add_y(em, vi, 1);
678 vm->m_data[vi] = MapNode(biome->c_dust);
684 void MapgenFractal::generateCaves(s16 max_stone_y)
686 if (max_stone_y < node_min.Y)
689 noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
690 noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
692 v3s16 em = vm->m_area.getExtent();
695 for (s16 z = node_min.Z; z <= node_max.Z; z++)
696 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
697 bool column_is_open = false; // Is column open to overground
698 bool is_tunnel = false; // Is tunnel or tunnel floor
699 u32 vi = vm->m_area.index(x, node_max.Y, z);
700 u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
703 Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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.
708 // This 'roof' is removed when the mapchunk above is generated.
709 for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
711 vm->m_area.add_y(em, vi, -1)) {
713 content_t c = vm->m_data[vi].getContent();
714 if (c == CONTENT_AIR || c == biome->c_water_top ||
715 c == biome->c_water) {
716 column_is_open = true;
720 float d1 = contour(noise_cave1->result[index3d]);
721 float d2 = contour(noise_cave2->result[index3d]);
723 if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
724 // In tunnel and ground content, excavate
725 vm->m_data[vi] = MapNode(CONTENT_AIR);
728 // Not in tunnel or not ground content
729 if (is_tunnel && column_is_open &&
730 (c == biome->c_filler || c == biome->c_stone))
731 // Tunnel entrance floor
732 vm->m_data[vi] = MapNode(biome->c_top);
734 column_is_open = false;
740 if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
743 PseudoRandom ps(blockseed + 21343);
744 u32 bruises_count = ps.range(0, 2);
745 for (u32 i = 0; i < bruises_count; i++) {
746 CaveV5 cave(this, &ps);
747 cave.makeCave(node_min, node_max, max_stone_y);