type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
+
Meshes
-----------
If drawtype "mesh" is used tiles should hold model materials textures.
Only static meshes are implemented.
For supported model formats see Irrlicht engine documentation.
-
+
+
+Noise Parameters
+--------------------
+Noise Parameters, or commonly called NoiseParams, define the properties of perlin noise.
+ - offset
+ Offset that the noise is translated by (i.e. added) after calculation.
+ - scale
+ Factor that the noise is scaled by (i.e. multiplied) after calculation.
+ - spread
+ Vector containing values by which each coordinate is divided by before calculation.
+ Higher spread values result in larger noise features.
+ A value of {x=250, y=250, z=250} is common.
+ - seed
+ Random seed for the noise. Add the world seed to a seed offset for world-unique noise.
+ In the case of minetest.get_perlin(), this value has the world seed automatically added.
+ - octaves
+ Number of times the noise gradient is accumulated into the noise.
+ Increase this number to increase the amount of detail in the resulting noise.
+ A value of 6 is common.
+ - persistence
+ Factor by which the effect of the noise gradient function changes with each successive octave.
+ Values less than 1 make the details of successive octaves' noise diminish, while values
+ greater than 1 make successive octaves stronger.
+ A value of 0.6 is common.
+ - lacunarity
+ Factor by which the noise feature sizes change with each successive octave.
+ A value of 2.0 is common.
+ - flags
+ Leave this field unset for no special handling.
+ Currently supported are:
+ - defaults
+ Specify this if you would like to keep auto-selection of eased/not-eased while specifying
+ some other flags.
+ - eased
+ Maps noise gradient values onto a quintic S-curve before performing interpolation.
+ This results in smooth, rolling noise. Disable this for sharp-looking noise.
+ If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.
+ - absvalue
+ Accumulates the absolute value of each noise gradient result.
+
+
Ore types
---------------
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.
-- scatter
+ - scatter
Randomly chooses a location and generates a cluster of ore.
If noise_params is specified, the ore will be placed if the 3d perlin noise at
that point is greater than the noise_threshold, giving the ability to create a non-equal
distribution of ore.
-- sheet
+ - sheet
Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
The height of the blob is randomly scattered, with a maximum height of clust_size.
clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
-- claylike - NOT YET IMPLEMENTED
+ - claylike - NOT YET IMPLEMENTED
Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
neighborhood of clust_size radius.
+
Ore attributes
-------------------
See section Flag Specifier Format.
probability of a node randomly appearing when placed. This decoration type is intended to be used
for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
+
Schematic specifier
--------------------
A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
+
Schematic attributes
---------------------
See section Flag Specifier Format.
- place_center_z
Placement of this decoration is centered along the Z axis.
+
HUD element types
-------------------
The position field is used for all element types.
^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
+minetest.get_perlin(noiseparams)
minetest.get_perlin(seeddiff, octaves, persistence, scale)
^ Return world-specific perlin noise (int(worldseed)+seeddiff)
minetest.get_voxel_manip()
implementation making bad distribution otherwise.
PerlinNoise: A perlin noise generator
-- Can be created via PerlinNoise(seed, octaves, persistence, scale)
-- Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
+- Can be created via PerlinNoise(seed, octaves, persistence, scale) or PerlinNoise(noiseparams)
+- Also minetest.get_perlin(seeddiff, octaves, persistence, scale) or minetest.get_perlin(noiseparams)
methods:
- get2d(pos) -> 2d noise value at pos={x=,y=}
- get3d(pos) -> 3d noise value at pos={x=,y=,z=}
{
GET_ENV_PTR;
- int seeddiff = luaL_checkint(L, 1);
- int octaves = luaL_checkint(L, 2);
- float persistence = luaL_checknumber(L, 3);
- float scale = luaL_checknumber(L, 4);
+ NoiseParams params;
- LuaPerlinNoise *n = new LuaPerlinNoise(seeddiff + int(env->getServerMap().getSeed()), octaves, persistence, scale);
+ if (lua_istable(L, 1)) {
+ read_noiseparams(L, 1, ¶ms);
+ } else {
+ params.seed = luaL_checkint(L, 1);
+ params.octaves = luaL_checkint(L, 2);
+ params.persist = luaL_checknumber(L, 3);
+ params.spread = v3f(1, 1, 1) * luaL_checknumber(L, 4);
+ }
+
+ params.seed += (int)env->getServerMap().getSeed();
+
+ LuaPerlinNoise *n = new LuaPerlinNoise(¶ms);
*(void **)(lua_newuserdata(L, sizeof(void *))) = n;
luaL_getmetatable(L, "PerlinNoise");
lua_setmetatable(L, -2);
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkobject(L, 1);
- v2f pos2d = read_v2f(L,2);
- lua_Number val = noise2d_perlin(pos2d.X/o->scale, pos2d.Y/o->scale, o->seed, o->octaves, o->persistence);
+ v2f p = read_v2f(L, 2);
+ lua_Number val = NoisePerlin2D(&o->np, p.X, p.Y, 0);
lua_pushnumber(L, val);
return 1;
}
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkobject(L, 1);
- v3f pos3d = read_v3f(L,2);
- lua_Number val = noise3d_perlin(pos3d.X/o->scale, pos3d.Y/o->scale, pos3d.Z/o->scale, o->seed, o->octaves, o->persistence);
+ v3f p = read_v3f(L, 2);
+ lua_Number val = NoisePerlin3D(&o->np, p.X, p.Y, p.Z, 0);
lua_pushnumber(L, val);
return 1;
}
-LuaPerlinNoise::LuaPerlinNoise(int a_seed, int a_octaves, float a_persistence,
- float a_scale):
- seed(a_seed),
- octaves(a_octaves),
- persistence(a_persistence),
- scale(a_scale)
+LuaPerlinNoise::LuaPerlinNoise(NoiseParams *params) :
+ np(*params)
{
}
+/*
+LuaPerlinNoise::LuaPerlinNoise(int a_seed, int a_octaves,
+ float a_persistence, float a_scale)
+{
+ np.seed = a_seed;
+ np.octaves = a_octaves;
+ np.persist = a_persistence;
+ np.spread = v3f(a_scale, a_scale, a_scale);
+}
+*/
+
LuaPerlinNoise::~LuaPerlinNoise()
{
}
int LuaPerlinNoise::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
- int seed = luaL_checkint(L, 1);
- int octaves = luaL_checkint(L, 2);
- float persistence = luaL_checknumber(L, 3);
- float scale = luaL_checknumber(L, 4);
- LuaPerlinNoise *o = new LuaPerlinNoise(seed, octaves, persistence, scale);
+
+ NoiseParams params;
+
+ if (lua_istable(L, 1)) {
+ read_noiseparams(L, 1, ¶ms);
+ } else {
+ params.seed = luaL_checkint(L, 1);
+ params.octaves = luaL_checkint(L, 2);
+ params.persist = luaL_checknumber(L, 3);
+ params.spread = v3f(1, 1, 1) * luaL_checknumber(L, 4);
+ }
+
+ LuaPerlinNoise *o = new LuaPerlinNoise(¶ms);
+
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);