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 this->spflags = params->spflags;
53 this->cave_width = params->cave_width;
54 this->fractal = params->fractal;
55 this->iterations = params->iterations;
56 this->scale = params->scale;
57 this->offset = params->offset;
58 this->slice_w = params->slice_w;
59 this->julia_x = params->julia_x;
60 this->julia_y = params->julia_y;
61 this->julia_z = params->julia_z;
62 this->julia_w = params->julia_w;
65 noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
66 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
68 MapgenBasic::np_cave1 = params->np_cave1;
69 MapgenBasic::np_cave2 = params->np_cave2;
71 this->formula = fractal / 2 + fractal % 2;
72 this->julia = fractal % 2 == 0;
76 MapgenFractal::~MapgenFractal()
79 delete noise_filler_depth;
83 MapgenFractalParams::MapgenFractalParams()
85 np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
86 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
87 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
88 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
92 void MapgenFractalParams::readParams(const Settings *settings)
94 settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
95 settings->getFloatNoEx("mgfractal_cave_width", cave_width);
96 settings->getU16NoEx("mgfractal_fractal", fractal);
97 settings->getU16NoEx("mgfractal_iterations", iterations);
98 settings->getV3FNoEx("mgfractal_scale", scale);
99 settings->getV3FNoEx("mgfractal_offset", offset);
100 settings->getFloatNoEx("mgfractal_slice_w", slice_w);
101 settings->getFloatNoEx("mgfractal_julia_x", julia_x);
102 settings->getFloatNoEx("mgfractal_julia_y", julia_y);
103 settings->getFloatNoEx("mgfractal_julia_z", julia_z);
104 settings->getFloatNoEx("mgfractal_julia_w", julia_w);
106 settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
107 settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
108 settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
109 settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
113 void MapgenFractalParams::writeParams(Settings *settings) const
115 settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
116 settings->setFloat("mgfractal_cave_width", cave_width);
117 settings->setU16("mgfractal_fractal", fractal);
118 settings->setU16("mgfractal_iterations", iterations);
119 settings->setV3F("mgfractal_scale", scale);
120 settings->setV3F("mgfractal_offset", offset);
121 settings->setFloat("mgfractal_slice_w", slice_w);
122 settings->setFloat("mgfractal_julia_x", julia_x);
123 settings->setFloat("mgfractal_julia_y", julia_y);
124 settings->setFloat("mgfractal_julia_z", julia_z);
125 settings->setFloat("mgfractal_julia_w", julia_w);
127 settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
128 settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
129 settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
130 settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
134 /////////////////////////////////////////////////////////////////
137 int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
139 bool solid_below = false; // Dry solid node is present below to spawn on
140 u8 air_count = 0; // Consecutive air nodes above the dry solid node
141 s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
142 // Seabed can rise above water_level or might be raised to create dry land
143 s16 search_start = MYMAX(seabed_level, water_level + 1);
144 if (seabed_level > water_level)
147 for (s16 y = search_start; y <= search_start + 128; y++) {
148 if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
151 } else if (solid_below) { // Air above solid node
158 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
162 void MapgenFractal::makeChunk(BlockMakeData *data)
165 assert(data->vmanip);
166 assert(data->nodedef);
167 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
168 data->blockpos_requested.Y >= data->blockpos_min.Y &&
169 data->blockpos_requested.Z >= data->blockpos_min.Z);
170 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
171 data->blockpos_requested.Y <= data->blockpos_max.Y &&
172 data->blockpos_requested.Z <= data->blockpos_max.Z);
174 this->generating = true;
175 this->vm = data->vmanip;
176 this->ndef = data->nodedef;
177 //TimeTaker t("makeChunk");
179 v3s16 blockpos_min = data->blockpos_min;
180 v3s16 blockpos_max = data->blockpos_max;
181 node_min = blockpos_min * MAP_BLOCKSIZE;
182 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
183 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
184 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
186 blockseed = getBlockSeed2(full_node_min, seed);
188 // Generate base terrain, mountains, and ridges with initial heightmaps
189 s16 stone_surface_max_y = generateTerrain();
192 updateHeightmap(node_min, node_max);
194 // Init biome generator, place biome-specific nodes, and build biomemap
195 biomegen->calcBiomeNoise(node_min);
196 MgStoneType stone_type = generateBiomes();
198 if (flags & MG_CAVES)
199 generateCaves(stone_surface_max_y, MGFRACTAL_LARGE_CAVE_DEPTH);
201 if (flags & MG_DUNGEONS)
202 generateDungeons(stone_surface_max_y, stone_type);
204 // Generate the registered decorations
205 if (flags & MG_DECORATIONS)
206 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
208 // Generate the registered ores
209 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
211 // Sprinkle some dust on top after everything else was generated
214 //printf("makeChunk: %dms\n", t.stop());
216 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
218 if (flags & MG_LIGHT)
219 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
220 full_node_min, full_node_max);
222 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
223 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
225 this->generating = false;
229 bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
231 float cx, cy, cz, cw, ox, oy, oz, ow;
233 if (julia) { // Julia set
238 ox = (float)x / scale.X - offset.X;
239 oy = (float)y / scale.Y - offset.Y;
240 oz = (float)z / scale.Z - offset.Z;
242 } else { // Mandelbrot set
243 cx = (float)x / scale.X - offset.X;
244 cy = (float)y / scale.Y - offset.Y;
245 cz = (float)z / scale.Z - offset.Z;
258 for (u16 iter = 0; iter < iterations; iter++) {
260 if (formula == 1) { // 4D "Roundy"
261 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
262 ny = 2.0f * (ox * oy + oz * ow) + cy;
263 nz = 2.0f * (ox * oz + oy * ow) + cz;
264 nw = 2.0f * (ox * ow + oy * oz) + cw;
265 } else if (formula == 2) { // 4D "Squarry"
266 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
267 ny = 2.0f * (ox * oy + oz * ow) + cy;
268 nz = 2.0f * (ox * oz + oy * ow) + cz;
269 nw = 2.0f * (ox * ow - oy * oz) + cw;
270 } else if (formula == 3) { // 4D "Mandy Cousin"
271 nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
272 ny = 2.0f * (ox * oy + oz * ow) + cy;
273 nz = 2.0f * (ox * oz + oy * ow) + cz;
274 nw = 2.0f * (ox * ow + oy * oz) + cw;
275 } else if (formula == 4) { // 4D "Variation"
276 nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
277 ny = 2.0f * (ox * oy + oz * ow) + cy;
278 nz = 2.0f * (ox * oz - oy * ow) + cz;
279 nw = 2.0f * (ox * ow + oy * oz) + cw;
280 } else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
281 nx = ox * ox - oy * oy - oz * oz + cx;
282 ny = 2.0f * ox * oy + cy;
283 nz = -2.0f * ox * oz + cz;
284 } else if (formula == 6) { // 3D "Christmas Tree"
285 // Altering the formula here is necessary to avoid division by zero
286 if (fabs(oz) < 0.000000001f) {
287 nx = ox * ox - oy * oy - oz * oz + cx;
288 ny = 2.0f * oy * ox + cy;
289 nz = 4.0f * oz * ox + cz;
291 float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
292 nx = ox * ox - oy * oy - oz * oz + cx;
293 ny = a * (oy * oy - oz * oz) + cy;
294 nz = a * 2.0f * oy * oz + cz;
296 } else if (formula == 7) { // 3D "Mandelbulb"
297 if (fabs(oy) < 0.000000001f) {
298 nx = ox * ox - oz * oz + cx;
300 nz = -2.0f * oz * sqrt(ox * ox) + cz;
302 float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
303 nx = (ox * ox - oy * oy) * a + cx;
304 ny = 2.0f * ox * oy * a + cy;
305 nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
307 } else if (formula == 8) { // 3D "Cosine Mandelbulb"
308 if (fabs(oy) < 0.000000001f) {
309 nx = 2.0f * ox * oz + cx;
310 ny = 4.0f * oy * oz + cy;
311 nz = oz * oz - ox * ox - oy * oy + cz;
313 float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
314 nx = (ox * ox - oy * oy) * a + cx;
315 ny = 2.0f * ox * oy * a + cy;
316 nz = oz * oz - ox * ox - oy * oy + cz;
318 } else if (formula == 9) { // 4D "Mandelbulb"
319 float rxy = sqrt(ox * ox + oy * oy);
320 float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
321 if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
322 nx = (ox * ox - oy * oy) + cx;
323 ny = 2.0f * ox * oy + cy;
324 nz = -2.0f * rxy * oz + cz;
325 nw = 2.0f * rxyz * ow + cw;
327 float a = 1.0f - (ow * ow) / (rxyz * rxyz);
328 float b = a * (1.0f - (oz * oz) / (rxy * rxy));
329 nx = (ox * ox - oy * oy) * b + cx;
330 ny = 2.0f * ox * oy * b + cy;
331 nz = -2.0f * rxy * oz * a + cz;
332 nw = 2.0f * rxyz * ow + cw;
336 if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
349 s16 MapgenFractal::generateTerrain()
351 MapNode n_air(CONTENT_AIR);
352 MapNode n_stone(c_stone);
353 MapNode n_water(c_water_source);
355 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
358 noise_seabed->perlinMap2D(node_min.X, node_min.Z);
360 for (s16 z = node_min.Z; z <= node_max.Z; z++) {
361 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
362 u32 vi = vm->m_area.index(node_min.X, y, z);
363 for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
364 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
365 s16 seabed_height = noise_seabed->result[index2d];
367 if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
368 vm->m_data[vi] = n_stone;
369 if (y > stone_surface_max_y)
370 stone_surface_max_y = y;
371 } else if (y <= water_level) {
372 vm->m_data[vi] = n_water;
374 vm->m_data[vi] = n_air;
383 return stone_surface_max_y;