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authorparamat <mat.gregory@virginmedia.com>2016-01-31 04:23:46 +0000
committerparamat <mat.gregory@virginmedia.com>2016-02-02 06:37:01 +0000
commit0a8af8814787654dcbe0459a28255586fbfa3bd1 (patch)
treea39f134cbe4e2a4d12110202f614e1a5495a0fa1 /src/mapgen_flat.cpp
parent80c7612e76ca83fa69a6e709213026478edfe5ab (diff)
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Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present in mapchunk, avoiding large amounts of unnecessary calculations Change 'int' to 's16' in calculateNoise Change 'i' to 'vi' for voxelmanip indexes for consistency Keep 'u32 index3d' local to a smaller part of tunnel code Mgv7: Don't call CaveV7 if no solid terrain in mapchunk Give 'open' bool a more descriptive name
Diffstat (limited to 'src/mapgen_flat.cpp')
-rw-r--r--src/mapgen_flat.cpp88
1 files changed, 44 insertions, 44 deletions
diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp
index b7f01320f..3b7178dd7 100644
--- a/src/mapgen_flat.cpp
+++ b/src/mapgen_flat.cpp
@@ -323,20 +323,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
void MapgenFlat::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- int x = node_min.X;
- int y = node_min.Y - 1;
- int z = node_min.Z;
+ s16 x = node_min.X;
+ s16 z = node_min.Z;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain->perlinMap2D(x, z);
- noise_filler_depth->perlinMap2D(x, z);
-
- if (flags & MG_CAVES) {
- noise_cave1->perlinMap3D(x, y, z);
- noise_cave2->perlinMap3D(x, y, z);
- }
+ // Cave noises are calculated in generateCaves()
+ // only if solid terrain is present in mapchunk
+ noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
@@ -550,41 +546,45 @@ void MapgenFlat::dustTopNodes()
void MapgenFlat::generateCaves(s16 max_stone_y)
{
- if (max_stone_y >= node_min.Y) {
- v3s16 em = vm->m_area.getExtent();
- u32 index2d = 0;
- u32 index3d;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- 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;
- }
+ if (max_stone_y < node_min.Y)
+ return;
+
+ noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ 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++) {
+ bool column_is_open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ u32 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) {
+ column_is_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 (column_is_open &&
+ (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ column_is_open = false;
+ } else {
+ column_is_open = false;
}
}
}