3 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2017 paramat
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_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
51 ///////////////////////////////////////////////////////////////////////////////
54 MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
55 : MapgenBasic(mapgenid, params, emerge)
57 this->spflags = params->spflags;
58 this->cave_width = params->cave_width;
59 this->float_mount_density = params->float_mount_density;
60 this->float_mount_height = params->float_mount_height;
61 this->floatland_level = params->floatland_level;
62 this->shadow_limit = params->shadow_limit;
63 this->cavern_limit = params->cavern_limit;
64 this->cavern_taper = params->cavern_taper;
65 this->cavern_threshold = params->cavern_threshold;
68 noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
69 noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
70 noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
71 noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
72 noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
74 if (spflags & MGV7_MOUNTAINS)
75 noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
77 if (spflags & MGV7_FLOATLANDS) {
78 noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
79 noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
82 if (spflags & MGV7_RIDGES) {
83 noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
84 // 3D noise, 1-up 1-down overgeneration
85 noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
87 // 3D noise, 1 up, 1 down overgeneration
88 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
89 noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
90 // 3D noise, 1 down overgeneration
91 MapgenBasic::np_cave1 = params->np_cave1;
92 MapgenBasic::np_cave2 = params->np_cave2;
93 MapgenBasic::np_cavern = params->np_cavern;
99 delete noise_terrain_base;
100 delete noise_terrain_alt;
101 delete noise_terrain_persist;
102 delete noise_height_select;
103 delete noise_filler_depth;
105 if (spflags & MGV7_MOUNTAINS)
106 delete noise_mount_height;
108 if (spflags & MGV7_FLOATLANDS) {
109 delete noise_floatland_base;
110 delete noise_float_base_height;
113 if (spflags & MGV7_RIDGES) {
114 delete noise_ridge_uwater;
118 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
119 delete noise_mountain;
123 MapgenV7Params::MapgenV7Params()
125 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
126 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
127 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
128 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
129 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
130 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
131 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
132 np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
133 np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
134 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
135 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
136 np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
137 np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
138 np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
142 void MapgenV7Params::readParams(const Settings *settings)
144 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
145 settings->getFloatNoEx("mgv7_cave_width", cave_width);
146 settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
147 settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
148 settings->getS16NoEx("mgv7_floatland_level", floatland_level);
149 settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
150 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
151 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
152 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
154 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
155 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
156 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
157 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
158 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
159 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
160 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
161 settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
162 settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
163 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
164 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
165 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
166 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
167 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
171 void MapgenV7Params::writeParams(Settings *settings) const
173 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
174 settings->setFloat("mgv7_cave_width", cave_width);
175 settings->setFloat("mgv7_float_mount_density", float_mount_density);
176 settings->setFloat("mgv7_float_mount_height", float_mount_height);
177 settings->setS16("mgv7_floatland_level", floatland_level);
178 settings->setS16("mgv7_shadow_limit", shadow_limit);
179 settings->setS16("mgv7_cavern_limit", cavern_limit);
180 settings->setS16("mgv7_cavern_taper", cavern_taper);
181 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
183 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
184 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
185 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
186 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
187 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
188 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
189 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
190 settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
191 settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
192 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
193 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
194 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
195 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
196 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
200 ///////////////////////////////////////////////////////////////////////////////
203 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
205 // Base terrain calculation
206 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
208 // If enabled, check if inside a river
209 if (spflags & MGV7_RIDGES) {
211 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
212 if (fabs(uwatern) <= width)
213 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
216 // If mountains are disabled, terrain level is base terrain level
217 // Avoids spawn on non-existant mountain terrain
218 if (!(spflags & MGV7_MOUNTAINS)) {
219 if (y <= water_level || y > water_level + 16)
220 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
225 // Mountain terrain calculation
228 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
229 if (y <= water_level || y > water_level + 16)
230 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
237 // Unsuitable spawn point, no mountain surface found
238 return MAX_MAP_GENERATION_LIMIT;
242 void MapgenV7::makeChunk(BlockMakeData *data)
245 assert(data->vmanip);
246 assert(data->nodedef);
247 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
248 data->blockpos_requested.Y >= data->blockpos_min.Y &&
249 data->blockpos_requested.Z >= data->blockpos_min.Z);
250 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
251 data->blockpos_requested.Y <= data->blockpos_max.Y &&
252 data->blockpos_requested.Z <= data->blockpos_max.Z);
254 this->generating = true;
255 this->vm = data->vmanip;
256 this->ndef = data->nodedef;
257 //TimeTaker t("makeChunk");
259 v3s16 blockpos_min = data->blockpos_min;
260 v3s16 blockpos_max = data->blockpos_max;
261 node_min = blockpos_min * MAP_BLOCKSIZE;
262 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
263 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
264 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
266 blockseed = getBlockSeed2(full_node_min, seed);
268 // Generate base and mountain terrain
269 // An initial heightmap is no longer created here for use in generateRidgeTerrain()
270 s16 stone_surface_max_y = generateTerrain();
273 if (spflags & MGV7_RIDGES)
274 generateRidgeTerrain();
277 updateHeightmap(node_min, node_max);
279 // Init biome generator, place biome-specific nodes, and build biomemap
280 biomegen->calcBiomeNoise(node_min);
281 MgStoneType stone_type = generateBiomes();
283 // Generate caverns, tunnels and classic caves
284 if (flags & MG_CAVES) {
285 bool near_cavern = false;
287 if (spflags & MGV7_CAVERNS)
288 near_cavern = generateCaverns(stone_surface_max_y);
289 // Generate tunnels and classic caves
291 // Disable classic caves in this mapchunk by setting
292 // 'large cave depth' to world base. Avoids excessive liquid in
293 // large caverns and floating blobs of overgenerated liquid.
294 generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
296 generateCaves(stone_surface_max_y, water_level);
300 if (flags & MG_DUNGEONS)
301 generateDungeons(stone_surface_max_y, stone_type);
303 // Generate the registered decorations
304 if (flags & MG_DECORATIONS)
305 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
307 // Generate the registered ores
308 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
310 // Sprinkle some dust on top after everything else was generated
313 //printf("makeChunk: %dms\n", t.stop());
316 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
318 // Calculate lighting
319 // Limit floatland shadow
320 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
321 node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
323 if (flags & MG_LIGHT)
324 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
325 full_node_min, full_node_max, propagate_shadow);
327 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
328 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
330 this->generating = false;
334 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
336 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
337 hselect = rangelim(hselect, 0.0, 1.0);
339 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
341 noise_terrain_base->np.persist = persist;
342 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
344 noise_terrain_alt->np.persist = persist;
345 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
347 if (height_alt > height_base)
350 return (height_base * hselect) + (height_alt * (1.0 - hselect));
354 float MapgenV7::baseTerrainLevelFromMap(int index)
356 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
357 float height_base = noise_terrain_base->result[index];
358 float height_alt = noise_terrain_alt->result[index];
360 if (height_alt > height_base)
363 return (height_base * hselect) + (height_alt * (1.0 - hselect));
367 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
369 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
370 float density_gradient = -((float)y / mnt_h_n);
371 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
373 return mnt_n + density_gradient >= 0.0;
377 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
379 float mounthn = noise_mount_height->result[idx_xz];
380 float density_gradient = -((float)y / mounthn);
381 float mountn = noise_mountain->result[idx_xyz];
383 return mountn + density_gradient >= 0.0;
387 bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
389 // Make rim 2 nodes thick to match floatland base terrain
390 float density_gradient = (y >= floatland_level) ?
391 -pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
392 -pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
394 float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
396 return floatn + density_gradient >= 0.0f;
400 void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
402 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
403 s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
404 s16 base_max = MAX_MAP_GENERATION_LIMIT;
406 float n_base = noise_floatland_base->result[idx_xz];
408 float n_base_height = noise_float_base_height->result[idx_xz];
409 float amp = n_base * n_base_height;
410 float ridge = n_base_height / 3.0f;
411 base_min = floatland_level - amp / 1.5f;
413 if (amp > ridge * 2.0f) {
415 base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
418 float diff = fabs(amp - ridge) / ridge;
419 // Smooth ridges using the 'smoothstep function'
420 float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
421 base_max = floatland_level + ridge - smooth_diff * ridge;
425 *float_base_min = base_min;
426 *float_base_max = base_max;
430 int MapgenV7::generateTerrain()
432 MapNode n_air(CONTENT_AIR);
433 MapNode n_stone(c_stone);
434 MapNode n_water(c_water_source);
436 //// Calculate noise for terrain generation
437 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
438 float *persistmap = noise_terrain_persist->result;
440 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
441 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
442 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
444 if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
445 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
448 if (spflags & MGV7_MOUNTAINS) {
449 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
452 if (spflags & MGV7_FLOATLANDS) {
453 noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
454 noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
458 v3s16 em = vm->m_area.getExtent();
459 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
462 for (s16 z = node_min.Z; z <= node_max.Z; z++)
463 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
464 s16 surface_y = baseTerrainLevelFromMap(index2d);
465 if (surface_y > stone_surface_max_y)
466 stone_surface_max_y = surface_y;
468 // Get extent of floatland base terrain
469 // '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
470 s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
471 s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
472 if (spflags & MGV7_FLOATLANDS)
473 floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
475 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
476 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
478 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
479 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
480 if (y <= surface_y) {
481 vm->m_data[vi] = n_stone; // Base terrain
482 } else if ((spflags & MGV7_MOUNTAINS) &&
483 getMountainTerrainFromMap(index3d, index2d, y)) {
484 vm->m_data[vi] = n_stone; // Mountain terrain
485 if (y > stone_surface_max_y)
486 stone_surface_max_y = y;
487 } else if ((spflags & MGV7_FLOATLANDS) &&
488 ((y >= float_base_min && y <= float_base_max) ||
489 getFloatlandMountainFromMap(index3d, index2d, y))) {
490 vm->m_data[vi] = n_stone; // Floatland terrain
491 stone_surface_max_y = node_max.Y;
492 } else if (y <= water_level) {
493 vm->m_data[vi] = n_water; // Ground level water
494 } else if ((spflags & MGV7_FLOATLANDS) &&
495 (y >= float_base_max && y <= floatland_level)) {
496 vm->m_data[vi] = n_water; // Floatland water
498 vm->m_data[vi] = n_air;
501 vm->m_area.add_y(em, vi, 1);
506 return stone_surface_max_y;
510 void MapgenV7::generateRidgeTerrain()
512 if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
515 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
516 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
518 MapNode n_water(c_water_source);
519 MapNode n_air(CONTENT_AIR);
523 for (s16 z = node_min.Z; z <= node_max.Z; z++)
524 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
525 u32 vi = vm->m_area.index(node_min.X, y, z);
526 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
527 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
529 float uwatern = noise_ridge_uwater->result[j] * 2;
530 if (fabs(uwatern) > width)
533 float altitude = y - water_level;
534 float height_mod = (altitude + 17) / 2.5;
535 float width_mod = width - fabs(uwatern);
536 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
538 if (nridge + width_mod * height_mod < 0.6)
541 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
547 ////////////////////////////////////////////////////////////////////////////////
550 //// Much of the stuff here has potential to become useful again at some point
551 //// in the future, but we don't want it to get lost or forgotten in version
556 int MapgenV7::generateMountainTerrain(s16 ymax)
558 MapNode n_stone(c_stone);
561 for (s16 z = node_min.Z; z <= node_max.Z; z++)
562 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
563 u32 vi = vm->m_area.index(node_min.X, y, z);
564 for (s16 x = node_min.X; x <= node_max.X; x++) {
565 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
566 content_t c = vm->m_data[vi].getContent();
568 if (getMountainTerrainFromMap(j, index, y)
569 && (c == CONTENT_AIR || c == c_water_source)) {
570 vm->m_data[vi] = n_stone;
586 void MapgenV7::carveRivers() {
587 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
588 MapNode n_stone(c_stone);
593 for (s16 z = node_min.Z; z <= node_max.Z; z++)
594 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
595 float terrain_mod = noise_terrain_mod->result[index];
596 NoiseParams *np = noise_terrain_river->np;
597 np.persist = noise_terrain_persist->result[index];
598 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
599 float height = terrain_river * (1 - abs(terrain_mod)) *
600 noise_terrain_river->np.scale;
601 height = log(height * height); //log(h^3) is pretty interesting for terrain
603 s16 y = heightmap[index];
604 if (height < 1.0 && y > river_depth &&
605 y - river_depth >= node_min.Y && y <= node_max.Y) {
607 for (s16 ry = y; ry != y - river_depth; ry--) {
608 u32 vi = vm->m_area.index(x, ry, z);
609 vm->m_data[vi] = n_air;
612 u32 vi = vm->m_area.index(x, y - river_depth, z);
613 vm->m_data[vi] = n_water_source;
621 void MapgenV7::addTopNodes()
623 v3s16 em = vm->m_area.getExtent();
627 for (s16 z = node_min.Z; z <= node_max.Z; z++)
628 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
629 Biome *biome = bmgr->biomes[biomemap[index]];
631 //////////////////// First, add top nodes below the ridge
632 s16 y = ridge_heightmap[index];
634 // This cutoff is good enough, but not perfect.
635 // It will cut off potentially placed top nodes at chunk boundaries
638 if (y > node_max.Y) {
639 y = node_max.Y; // Let's see if we can still go downward anyway
640 u32 vi = vm->m_area.index(x, y, z);
641 content_t c = vm->m_data[vi].getContent();
642 if (ndef->get(c).walkable)
646 // N.B. It is necessary to search downward since ridge_heightmap[i]
647 // might not be the actual height, just the lowest part in the chunk
648 // where a ridge had been carved
649 u32 i = vm->m_area.index(x, y, z);
650 for (; y >= node_min.Y; y--) {
651 content_t c = vm->m_data[i].getContent();
652 if (ndef->get(c).walkable)
654 vm->m_area.add_y(em, i, -1);
657 if (y != node_min.Y - 1 && y >= water_level) {
658 ridge_heightmap[index] = y; //update ridgeheight
659 ntopnodes = biome->top_depth;
660 for (; y <= node_max.Y && ntopnodes; y++) {
662 vm->m_data[i] = MapNode(biome->c_top);
663 vm->m_area.add_y(em, i, 1);
665 // If dirt, grow grass on it.
666 if (y > water_level - 10 &&
667 vm->m_data[i].getContent() == CONTENT_AIR) {
668 vm->m_area.add_y(em, i, -1);
669 if (vm->m_data[i].getContent() == c_dirt)
670 vm->m_data[i] = MapNode(c_dirt_with_grass);
674 //////////////////// Now, add top nodes on top of the ridge
675 y = heightmap[index];
676 if (y > node_max.Y) {
677 y = node_max.Y; // Let's see if we can still go downward anyway
678 u32 vi = vm->m_area.index(x, y, z);
679 content_t c = vm->m_data[vi].getContent();
680 if (ndef->get(c).walkable)
684 i = vm->m_area.index(x, y, z);
685 for (; y >= node_min.Y; y--) {
686 content_t c = vm->m_data[i].getContent();
687 if (ndef->get(c).walkable)
689 vm->m_area.add_y(em, i, -1);
692 if (y != node_min.Y - 1) {
693 ntopnodes = biome->top_depth;
694 // Let's see if we've already added it...
695 if (y == ridge_heightmap[index] + ntopnodes - 1)
698 for (; y <= node_max.Y && ntopnodes; y++) {
700 vm->m_data[i] = MapNode(biome->c_top);
701 vm->m_area.add_y(em, i, 1);
703 // If dirt, grow grass on it.
704 if (y > water_level - 10 &&
705 vm->m_data[i].getContent() == CONTENT_AIR) {
706 vm->m_area.add_y(em, i, -1);
707 if (vm->m_data[i].getContent() == c_dirt)
708 vm->m_data[i] = MapNode(c_dirt_with_grass);