void MapgenFlat::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
- u32 index = 0;
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+ u32 index3d;
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++, index++) {
- float d1 = contour(noise_cave1->result[index]);
- float d2 = contour(noise_cave2->result[index]);
- if (d1 * d2 > 0.3f) {
- content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
- continue;
-
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ bool open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+ (x - node_min.X);
+ // Biome of column
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+ for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+ y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ open = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+ if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
+ } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ open = false;
+ } else {
+ open = false;
}
}
}
void MapgenFractal::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
- u32 index = 0;
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+ u32 index3d;
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++, index++) {
- float d1 = contour(noise_cave1->result[index]);
- float d2 = contour(noise_cave2->result[index]);
- if (d1 * d2 > 0.3f) {
- content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
- continue;
-
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ bool open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+ (x - node_min.X);
+ // Biome of column
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+ for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+ y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ open = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+ if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
+ } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ open = false;
+ } else {
+ open = false;
}
}
}
void MapgenV7::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
- u32 index = 0;
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+ u32 index3d;
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 i = vm->m_area.index(node_min.X, y, z);
- for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
- float d1 = contour(noise_cave1->result[index]);
- float d2 = contour(noise_cave2->result[index]);
- if (d1 * d2 > 0.3f) {
- content_t c = vm->m_data[i].getContent();
- if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
- continue;
-
- vm->m_data[i] = MapNode(CONTENT_AIR);
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ bool open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+ (x - node_min.X);
+ // Biome of column
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+ for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+ y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ open = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+ if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ open = false;
+ } else {
+ open = false;
}
}
}