class GenerateNotifier;
+/*
+ CavesNoiseIntersection is a cave digging algorithm that carves smooth,
+ web-like, continuous tunnels at points where the density of the intersection
+ between two separate 3d noises is above a certain value. This value,
+ cave_width, can be modified to set the effective width of these tunnels.
+
+ This algorithm is relatively heavyweight, taking ~80ms to generate an
+ 80x80x80 chunk of map on a modern processor. Use sparingly!
+
+ TODO(hmmmm): Remove dependency on biomes
+ TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
+*/
+class CavesNoiseIntersection
+{
+public:
+ CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
+ v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
+ s32 seed, float cave_width);
+ ~CavesNoiseIntersection();
+
+ void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
+
+private:
+ INodeDefManager *m_ndef;
+ BiomeManager *m_bmgr;
+
+ // configurable parameters
+ v3s16 m_csize;
+ float m_cave_width;
+
+ // intermediate state variables
+ u16 m_ystride;
+ u16 m_zstride_1d;
+
+ Noise *noise_cave1;
+ Noise *noise_cave2;
+};
+
+/*
+ CavernsNoise is a cave digging algorithm
+*/
+class CavernsNoise
+{
+public:
+ CavernsNoise(INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+ s32 seed, float cavern_limit, float cavern_taper,
+ float cavern_threshold);
+ ~CavernsNoise();
+
+ bool generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax);
+
+private:
+ INodeDefManager *m_ndef;
+
+ // configurable parameters
+ v3s16 m_csize;
+ float m_cavern_limit;
+ float m_cavern_taper;
+ float m_cavern_threshold;
+
+ // intermediate state variables
+ u16 m_ystride;
+ u16 m_zstride_1d;
+
+ Noise *noise_cavern;
+
+ content_t c_water_source;
+ content_t c_lava_source;
+};
+
/*
CavesRandomWalk is an implementation of a cave-digging algorithm that
operates on the principle of a "random walk" to approximate the stochiastic
This algorithm is very fast, executing in less than 1ms on average for an
80x80x80 chunk of map on a modern processor.
*/
-class CavesRandomWalk {
+class CavesRandomWalk
+{
public:
MMVManip *vm;
INodeDefManager *ndef;
s16 *heightmap;
// configurable parameters
- int seed;
+ s32 seed;
int water_level;
int lava_depth;
NoiseParams *np_caveliquids;
// ndef is a mandatory parameter.
// If gennotify is NULL, generation events are not logged.
- CavesRandomWalk(INodeDefManager *ndef,
- GenerateNotifier *gennotify = NULL,
- int seed = 0,
- int water_level = 1,
- content_t water_source = CONTENT_IGNORE,
- content_t lava_source = CONTENT_IGNORE);
+ CavesRandomWalk(INodeDefManager *ndef, GenerateNotifier *gennotify = NULL,
+ s32 seed = 0, int water_level = 1,
+ content_t water_source = CONTENT_IGNORE,
+ content_t lava_source = CONTENT_IGNORE);
// vm and ps are mandatory parameters.
// If heightmap is NULL, the surface level at all points is assumed to
// be water_level.
void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
- bool is_large_cave, int max_stone_height, s16 *heightmap);
+ bool is_large_cave, int max_stone_height, s16 *heightmap);
private:
void makeTunnel(bool dirswitch);
tl;dr,
*** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
*/
-class CavesV6 {
+class CavesV6
+{
public:
MMVManip *vm;
INodeDefManager *ndef;
// ndef is a mandatory parameter.
// If gennotify is NULL, generation events are not logged.
- CavesV6(INodeDefManager *ndef,
- GenerateNotifier *gennotify = NULL,
- int water_level = 1,
- content_t water_source = CONTENT_IGNORE,
- content_t lava_source = CONTENT_IGNORE);
+ CavesV6(INodeDefManager *ndef, GenerateNotifier *gennotify = NULL,
+ int water_level = 1, content_t water_source = CONTENT_IGNORE,
+ content_t lava_source = CONTENT_IGNORE);
// vm, ps, and ps2 are mandatory parameters.
// If heightmap is NULL, the surface level at all points is assumed to
// be water_level.
- void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
- PseudoRandom *ps, PseudoRandom *ps2,
- bool is_large_cave, int max_stone_height, s16 *heightmap = NULL);
+ void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
+ PseudoRandom *ps2, bool is_large_cave, int max_stone_height,
+ s16 *heightmap = NULL);
private:
void makeTunnel(bool dirswitch);