- get2d(pos) -> 2d noise value at pos={x=,y=}
- get3d(pos) -> 3d noise value at pos={x=,y=,z=}
+PerlinNoiseMap: A fast, bulk perlin noise generator
+- Can be created via PerlinNoiseMap(noiseparams, size)
+- Also minetest.get_perlin_map(noiseparams, size)
+methods:
+- get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
+- get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
+- get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
+- get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
+
VoxelManip: An interface to the MapVoxelManipulator for Lua
- Can be created via VoxelManip()
- Also minetest.get_voxel_manip()
return 1;
}
+int LuaPerlinNoiseMap::l_get2dMap_flat(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+
+ LuaPerlinNoiseMap *o = checkobject(L, 1);
+ v2f p = read_v2f(L, 2);
+
+ Noise *n = o->noise;
+ n->perlinMap2D(p.X, p.Y);
+
+ int maplen = n->sx * n->sy;
+
+ lua_newtable(L);
+ for (int i = 0; i != maplen; i++) {
+ float noiseval = n->np->offset + n->np->scale * n->result[i];
+ lua_pushnumber(L, noiseval);
+ lua_rawseti(L, -2, i + 1);
+ }
+ return 1;
+}
+
int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
return 1;
}
+int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+
+ LuaPerlinNoiseMap *o = checkobject(L, 1);
+ v3f p = read_v3f(L, 2);
+
+ Noise *n = o->noise;
+ n->perlinMap3D(p.X, p.Y, p.Z);
+
+
+ int maplen = n->sx * n->sy * n->sz;
+
+ lua_newtable(L);
+ for (int i = 0; i != maplen; i++) {
+ float noiseval = n->np->offset + n->np->scale * n->result[i];
+ lua_pushnumber(L, noiseval);
+ lua_rawseti(L, -2, i + 1);
+ }
+ return 1;
+}
+
LuaPerlinNoiseMap::LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size) {
noise = new Noise(np, seed, size.X, size.Y, size.Z);
}
const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
const luaL_reg LuaPerlinNoiseMap::methods[] = {
luamethod(LuaPerlinNoiseMap, get2dMap),
+ luamethod(LuaPerlinNoiseMap, get2dMap_flat),
luamethod(LuaPerlinNoiseMap, get3dMap),
+ luamethod(LuaPerlinNoiseMap, get3dMap_flat),
{0,0}
};