}
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
// Lerp function
}
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
void MapgenCarpathian::makeChunk(BlockMakeData *data)
}
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
- float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+ float hilliness =
+ std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
// Rolling hills
float hill_mnt = hilliness * pow(n_hills, 2.f);
float hills = pow(hter, 3.f) * hill_mnt;
// Ridged mountains
- float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
+ float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
// Step (terraced) mountains
}
-///////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::generateTerrain()
MapNode mn_stone(c_stone);
MapNode mn_water(c_water_source);
- s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
- u32 index2d = 0;
- u32 index3d = 0;
-
// Calculate noise for terrain generation
noise_base->perlinMap2D(node_min.X, node_min.Z);
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
//// Place nodes
- for (s16 z = node_min.Z; z <= node_max.Z; z++) {
- for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
- u32 vi = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X;
- x++, vi++, index2d++, index3d++) {
- if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
- continue;
-
- // Base terrain
- float ground = noise_base->result[index2d];
-
- // Gradient & shallow seabed
- s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
-
- // Hill/Mountain height (hilliness)
- float height1 = noise_height1->result[index2d];
- float height2 = noise_height2->result[index2d];
- float height3 = noise_height3->result[index2d];
- float height4 = noise_height4->result[index2d];
- float mnt_var = noise_mnt_var->result[index3d];
- // Combine height noises and apply 3D variation
- float hill1 = getLerp(height1, height2, mnt_var);
- float hill2 = getLerp(height3, height4, mnt_var);
- float hill3 = getLerp(height3, height2, mnt_var);
- float hill4 = getLerp(height1, height4, mnt_var);
- // 'hilliness' determines whether hills/mountains are
- // small or large
- float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
-
- // Rolling hills
- float hter = noise_hills_terrain->result[index2d];
- float n_hills = noise_hills->result[index2d];
- float hill_mnt = hilliness * pow(n_hills, 2.f);
- float hills = pow(fabs(hter), 3.f) * hill_mnt;
-
- // Ridged mountains
- float rter = noise_ridge_terrain->result[index2d];
- float n_ridge_mnt = noise_ridge_mnt->result[index2d];
- float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
- float ridged_mountains = pow(fabs(rter), 3.f) * ridge_mnt;
-
- // Step (terraced) mountains
- float ster = noise_step_terrain->result[index2d];
- float n_step_mnt = noise_step_mnt->result[index2d];
- float step_mnt = hilliness * getSteps(n_step_mnt);
- float step_mountains = pow(fabs(ster), 3.f) * step_mnt;
-
- // Final terrain level
- float mountains = hills + ridged_mountains + step_mountains;
- float surface_level = ground + mountains + grad;
-
- if (y < surface_level) {
- vm->m_data[vi] = mn_stone; // Stone
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if (y <= water_level) {
- vm->m_data[vi] = mn_water; // Sea water
- } else {
- vm->m_data[vi] = mn_air; // Air
- }
+ const v3s16 &em = vm->m_area.getExtent();
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index2d = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ // Base terrain
+ float ground = noise_base->result[index2d];
+
+ // Hill/Mountain height (hilliness)
+ float height1 = noise_height1->result[index2d];
+ float height2 = noise_height2->result[index2d];
+ float height3 = noise_height3->result[index2d];
+ float height4 = noise_height4->result[index2d];
+
+ // Rolling hills
+ float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
+ float n_hills = noise_hills->result[index2d];
+ float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
+
+ // Ridged mountains
+ float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
+ float n_ridge_mnt = noise_ridge_mnt->result[index2d];
+ float ridge_mnt = rterabs * rterabs * rterabs *
+ (1.f - std::fabs(n_ridge_mnt));
+
+ // Step (terraced) mountains
+ float sterabs = std::fabs(noise_step_terrain->result[index2d]);
+ float n_step_mnt = noise_step_mnt->result[index2d];
+ float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
+
+ // Initialise 3D noise index and voxelmanip index to column base
+ u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
+ u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
+
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
+ y++,
+ index3d += ystride,
+ VoxelArea::add_y(em, vi, 1)) {
+ if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+
+ // Combine height noises and apply 3D variation
+ float mnt_var = noise_mnt_var->result[index3d];
+ float hill1 = getLerp(height1, height2, mnt_var);
+ float hill2 = getLerp(height3, height4, mnt_var);
+ float hill3 = getLerp(height3, height2, mnt_var);
+ float hill4 = getLerp(height1, height4, mnt_var);
+
+ // 'hilliness' determines whether hills/mountains are
+ // small or large
+ float hilliness =
+ std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+ float hills = hill_mnt * hilliness;
+ float ridged_mountains = ridge_mnt * hilliness;
+ float step_mountains = step_mnt * hilliness;
+
+ // Gradient & shallow seabed
+ s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
+ 1 - y;
+
+ // Final terrain level
+ float mountains = hills + ridged_mountains + step_mountains;
+ float surface_level = ground + mountains + grad;
+
+ if (y < surface_level) {
+ vm->m_data[vi] = mn_stone; // Stone
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = mn_water; // Sea water
+ } else {
+ vm->m_data[vi] = mn_air; // Air
}
- index2d -= ystride;
}
- index2d += ystride;
}
return stone_surface_max_y;