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authorVitaliy <silverunicorn2011@yandex.ru>2017-11-09 01:56:20 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-11-08 23:56:20 +0100
commit20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch)
tree67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen_fractal.cpp
parentfc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff)
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-/*
-Minetest
-Copyright (C) 2015-2017 paramat
-Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU Lesser General Public License as published by
-the Free Software Foundation; either version 2.1 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
-
-
-#include "mapgen.h"
-#include "voxel.h"
-#include "noise.h"
-#include "mapblock.h"
-#include "mapnode.h"
-#include "map.h"
-#include "content_sao.h"
-#include "nodedef.h"
-#include "voxelalgorithms.h"
-//#include "profiler.h" // For TimeTaker
-#include "settings.h" // For g_settings
-#include "emerge.h"
-#include "dungeongen.h"
-#include "cavegen.h"
-#include "mg_biome.h"
-#include "mg_ore.h"
-#include "mg_decoration.h"
-#include "mapgen_fractal.h"
-
-
-FlagDesc flagdesc_mapgen_fractal[] = {
- {NULL, 0}
-};
-
-///////////////////////////////////////////////////////////////////////////////////////
-
-
-MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
-{
- spflags = params->spflags;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
- lava_depth = params->lava_depth;
- fractal = params->fractal;
- iterations = params->iterations;
- scale = params->scale;
- offset = params->offset;
- slice_w = params->slice_w;
- julia_x = params->julia_x;
- julia_y = params->julia_y;
- julia_z = params->julia_z;
- julia_w = params->julia_w;
-
- //// 2D terrain noise
- noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
- noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
-
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
-
- formula = fractal / 2 + fractal % 2;
- julia = fractal % 2 == 0;
-}
-
-
-MapgenFractal::~MapgenFractal()
-{
- delete noise_seabed;
- delete noise_filler_depth;
-}
-
-
-MapgenFractalParams::MapgenFractalParams():
- np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
- np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
-{
-}
-
-
-void MapgenFractalParams::readParams(const Settings *settings)
-{
- settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
- settings->getFloatNoEx("mgfractal_cave_width", cave_width);
- settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgfractal_lava_depth", lava_depth);
- settings->getU16NoEx("mgfractal_fractal", fractal);
- settings->getU16NoEx("mgfractal_iterations", iterations);
- settings->getV3FNoEx("mgfractal_scale", scale);
- settings->getV3FNoEx("mgfractal_offset", offset);
- settings->getFloatNoEx("mgfractal_slice_w", slice_w);
- settings->getFloatNoEx("mgfractal_julia_x", julia_x);
- settings->getFloatNoEx("mgfractal_julia_y", julia_y);
- settings->getFloatNoEx("mgfractal_julia_z", julia_z);
- settings->getFloatNoEx("mgfractal_julia_w", julia_w);
-
- settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
- settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
- settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
-}
-
-
-void MapgenFractalParams::writeParams(Settings *settings) const
-{
- settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
- settings->setFloat("mgfractal_cave_width", cave_width);
- settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
- settings->setS16("mgfractal_lava_depth", lava_depth);
- settings->setU16("mgfractal_fractal", fractal);
- settings->setU16("mgfractal_iterations", iterations);
- settings->setV3F("mgfractal_scale", scale);
- settings->setV3F("mgfractal_offset", offset);
- settings->setFloat("mgfractal_slice_w", slice_w);
- settings->setFloat("mgfractal_julia_x", julia_x);
- settings->setFloat("mgfractal_julia_y", julia_y);
- settings->setFloat("mgfractal_julia_z", julia_z);
- settings->setFloat("mgfractal_julia_w", julia_w);
-
- settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
- settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
- settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
-}
-
-
-/////////////////////////////////////////////////////////////////
-
-
-int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
-{
- bool solid_below = false; // Dry solid node is present below to spawn on
- u8 air_count = 0; // Consecutive air nodes above the dry solid node
- s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
- // Seabed can rise above water_level or might be raised to create dry land
- s16 search_start = MYMAX(seabed_level, water_level + 1);
- if (seabed_level > water_level)
- solid_below = true;
-
- for (s16 y = search_start; y <= search_start + 128; y++) {
- if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
- solid_below = true;
- air_count = 0;
- } else if (solid_below) { // Air above solid node
- air_count++;
- // 3 to account for snowblock dust
- if (air_count == 3)
- return y - 2;
- }
- }
-
- return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
-}
-
-
-void MapgenFractal::makeChunk(BlockMakeData *data)
-{
- // Pre-conditions
- assert(data->vmanip);
- assert(data->nodedef);
- assert(data->blockpos_requested.X >= data->blockpos_min.X &&
- data->blockpos_requested.Y >= data->blockpos_min.Y &&
- data->blockpos_requested.Z >= data->blockpos_min.Z);
- assert(data->blockpos_requested.X <= data->blockpos_max.X &&
- data->blockpos_requested.Y <= data->blockpos_max.Y &&
- data->blockpos_requested.Z <= data->blockpos_max.Z);
-
- this->generating = true;
- this->vm = data->vmanip;
- this->ndef = data->nodedef;
- //TimeTaker t("makeChunk");
-
- v3s16 blockpos_min = data->blockpos_min;
- v3s16 blockpos_max = data->blockpos_max;
- node_min = blockpos_min * MAP_BLOCKSIZE;
- node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
- full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
-
- blockseed = getBlockSeed2(full_node_min, seed);
-
- // Generate base terrain, mountains, and ridges with initial heightmaps
- s16 stone_surface_max_y = generateTerrain();
-
- // Create heightmap
- updateHeightmap(node_min, node_max);
-
- // Init biome generator, place biome-specific nodes, and build biomemap
- biomegen->calcBiomeNoise(node_min);
-
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
-
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y, large_cave_depth);
-
- if (flags & MG_DUNGEONS)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
-
- // Generate the registered decorations
- if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
-
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
-
- // Sprinkle some dust on top after everything else was generated
- dustTopNodes();
-
- //printf("makeChunk: %dms\n", t.stop());
-
- updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
-
- if (flags & MG_LIGHT)
- calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
- full_node_min, full_node_max);
-
- //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
- // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
-
- this->generating = false;
-}
-
-
-bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
-{
- float cx, cy, cz, cw, ox, oy, oz, ow;
-
- if (julia) { // Julia set
- cx = julia_x;
- cy = julia_y;
- cz = julia_z;
- cw = julia_w;
- ox = (float)x / scale.X - offset.X;
- oy = (float)y / scale.Y - offset.Y;
- oz = (float)z / scale.Z - offset.Z;
- ow = slice_w;
- } else { // Mandelbrot set
- cx = (float)x / scale.X - offset.X;
- cy = (float)y / scale.Y - offset.Y;
- cz = (float)z / scale.Z - offset.Z;
- cw = slice_w;
- ox = 0.0f;
- oy = 0.0f;
- oz = 0.0f;
- ow = 0.0f;
- }
-
- float nx = 0.0f;
- float ny = 0.0f;
- float nz = 0.0f;
- float nw = 0.0f;
-
- for (u16 iter = 0; iter < iterations; iter++) {
- switch (formula) {
- default:
- case 1: // 4D "Roundy"
- nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
- ny = 2.0f * (ox * oy + oz * ow) + cy;
- nz = 2.0f * (ox * oz + oy * ow) + cz;
- nw = 2.0f * (ox * ow + oy * oz) + cw;
- break;
- case 2: // 4D "Squarry"
- nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
- ny = 2.0f * (ox * oy + oz * ow) + cy;
- nz = 2.0f * (ox * oz + oy * ow) + cz;
- nw = 2.0f * (ox * ow - oy * oz) + cw;
- break;
- case 3: // 4D "Mandy Cousin"
- nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
- ny = 2.0f * (ox * oy + oz * ow) + cy;
- nz = 2.0f * (ox * oz + oy * ow) + cz;
- nw = 2.0f * (ox * ow + oy * oz) + cw;
- break;
- case 4: // 4D "Variation"
- nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
- ny = 2.0f * (ox * oy + oz * ow) + cy;
- nz = 2.0f * (ox * oz - oy * ow) + cz;
- nw = 2.0f * (ox * ow + oy * oz) + cw;
- break;
- case 5: // 3D "Mandelbrot/Mandelbar"
- nx = ox * ox - oy * oy - oz * oz + cx;
- ny = 2.0f * ox * oy + cy;
- nz = -2.0f * ox * oz + cz;
- break;
- case 6: // 3D "Christmas Tree"
- // Altering the formula here is necessary to avoid division by zero
- if (fabs(oz) < 0.000000001f) {
- nx = ox * ox - oy * oy - oz * oz + cx;
- ny = 2.0f * oy * ox + cy;
- nz = 4.0f * oz * ox + cz;
- } else {
- float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
- nx = ox * ox - oy * oy - oz * oz + cx;
- ny = a * (oy * oy - oz * oz) + cy;
- nz = a * 2.0f * oy * oz + cz;
- }
- break;
- case 7: // 3D "Mandelbulb"
- if (fabs(oy) < 0.000000001f) {
- nx = ox * ox - oz * oz + cx;
- ny = cy;
- nz = -2.0f * oz * sqrt(ox * ox) + cz;
- } else {
- float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
- nx = (ox * ox - oy * oy) * a + cx;
- ny = 2.0f * ox * oy * a + cy;
- nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
- }
- break;
- case 8: // 3D "Cosine Mandelbulb"
- if (fabs(oy) < 0.000000001f) {
- nx = 2.0f * ox * oz + cx;
- ny = 4.0f * oy * oz + cy;
- nz = oz * oz - ox * ox - oy * oy + cz;
- } else {
- float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
- nx = (ox * ox - oy * oy) * a + cx;
- ny = 2.0f * ox * oy * a + cy;
- nz = oz * oz - ox * ox - oy * oy + cz;
- }
- break;
- case 9: // 4D "Mandelbulb"
- float rxy = sqrt(ox * ox + oy * oy);
- float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
- if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
- nx = (ox * ox - oy * oy) + cx;
- ny = 2.0f * ox * oy + cy;
- nz = -2.0f * rxy * oz + cz;
- nw = 2.0f * rxyz * ow + cw;
- } else {
- float a = 1.0f - (ow * ow) / (rxyz * rxyz);
- float b = a * (1.0f - (oz * oz) / (rxy * rxy));
- nx = (ox * ox - oy * oy) * b + cx;
- ny = 2.0f * ox * oy * b + cy;
- nz = -2.0f * rxy * oz * a + cz;
- nw = 2.0f * rxyz * ow + cw;
- }
- break;
- }
-
- if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
- return false;
-
- ox = nx;
- oy = ny;
- oz = nz;
- ow = nw;
- }
-
- return true;
-}
-
-
-s16 MapgenFractal::generateTerrain()
-{
- MapNode n_air(CONTENT_AIR);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
-
- s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
- u32 index2d = 0;
-
- noise_seabed->perlinMap2D(node_min.X, node_min.Z);
-
- 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++) {
- if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
- s16 seabed_height = noise_seabed->result[index2d];
-
- if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
- vm->m_data[vi] = n_stone;
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if (y <= water_level) {
- vm->m_data[vi] = n_water;
- } else {
- vm->m_data[vi] = n_air;
- }
- }
- }
- index2d -= ystride;
- }
- index2d += ystride;
- }
-
- return stone_surface_max_y;
-}