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-rw-r--r--src/cavegen.cpp245
-rw-r--r--src/cavegen.h47
-rw-r--r--src/mapgen_fractal.cpp118
-rw-r--r--src/mapgen_fractal.h11
4 files changed, 371 insertions, 50 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 8372f70b5..e0303900e 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
+#include "mapgen_fractal.h"
#include "cavegen.h"
NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
@@ -807,3 +808,247 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz)
}
}
}
+
+
+///////////////////////////////////////// Caves Fractal
+
+
+CaveFractal::CaveFractal(MapgenFractal *mg, PseudoRandom *ps)
+{
+ this->mg = mg;
+ this->vm = mg->vm;
+ this->ndef = mg->ndef;
+ this->water_level = mg->water_level;
+ this->ps = ps;
+ this->c_water_source = mg->c_water_source;
+ this->c_lava_source = mg->c_lava_source;
+ this->c_ice = mg->c_ice;
+ this->np_caveliquids = &nparams_caveliquids;
+
+ dswitchint = ps->range(1, 14);
+ flooded = ps->range(1, 2) == 2;
+
+ part_max_length_rs = ps->range(2, 4);
+ tunnel_routepoints = ps->range(5, ps->range(15, 30));
+ min_tunnel_diameter = 5;
+ max_tunnel_diameter = ps->range(7, ps->range(8, 24));
+
+ large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveFractal::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height)
+{
+ node_min = nmin;
+ node_max = nmax;
+ main_direction = v3f(0, 0, 0);
+
+ // Allowed route area size in nodes
+ ar = node_max - node_min + v3s16(1, 1, 1);
+ // Area starting point in nodes
+ of = node_min;
+
+ // Allow a bit more
+ //(this should be more than the maximum radius of the tunnel)
+ s16 insure = 10;
+ s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
+ ar += v3s16(1,0,1) * more * 2;
+ of -= v3s16(1,0,1) * more;
+
+ route_y_min = 0;
+ // Allow half a diameter + 7 over stone surface
+ route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+ // Limit maximum to area
+ route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+ s16 min = 0;
+ if (node_min.Y < water_level && node_max.Y > water_level) {
+ min = water_level - max_tunnel_diameter/3 - of.Y;
+ route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
+ }
+ route_y_min = ps->range(min, min + max_tunnel_diameter);
+ route_y_min = rangelim(route_y_min, 0, route_y_max);
+
+ s16 route_start_y_min = route_y_min;
+ s16 route_start_y_max = route_y_max;
+
+ route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
+ route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
+
+ // Randomize starting position
+ orp = v3f(
+ (float)(ps->next() % ar.X) + 0.5,
+ (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
+ (float)(ps->next() % ar.Z) + 0.5
+ );
+
+ // Add generation notify begin event
+ v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
+ mg->gennotify.addEvent(notifytype, abs_pos);
+
+ // Generate some tunnel starting from orp
+ for (u16 j = 0; j < tunnel_routepoints; j++)
+ makeTunnel(j % dswitchint == 0);
+
+ // Add generation notify end event
+ abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
+ notifytype = GENNOTIFY_LARGECAVE_END;
+ mg->gennotify.addEvent(notifytype, abs_pos);
+}
+
+
+void CaveFractal::makeTunnel(bool dirswitch)
+{
+ // Randomize size
+ s16 min_d = min_tunnel_diameter;
+ s16 max_d = max_tunnel_diameter;
+ rs = ps->range(min_d, max_d);
+ s16 rs_part_max_length_rs = rs * part_max_length_rs;
+
+ v3s16 maxlen;
+ maxlen = v3s16(
+ rs_part_max_length_rs,
+ rs_part_max_length_rs / 2,
+ rs_part_max_length_rs
+ );
+
+ v3f vec;
+ // Jump downward sometimes
+ vec = v3f(
+ (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
+ (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
+ (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
+ );
+
+ // Do not make caves that are above ground.
+ // It is only necessary to check the startpoint and endpoint.
+ v3s16 orpi(orp.X, orp.Y, orp.Z);
+ v3s16 veci(vec.X, vec.Y, vec.Z);
+ v3s16 p;
+
+ p = orpi + veci + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return; // If it's not in our heightmap, use a simple heuristic
+ }
+
+ p = orpi + of + rs / 2;
+ if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+ p.X >= node_min.X && p.X <= node_max.X) {
+ u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+ s16 h = mg->heightmap[index];
+ if (h < p.Y)
+ return;
+ } else if (p.Y > water_level) {
+ return;
+ }
+
+ vec += main_direction;
+
+ v3f rp = orp + vec;
+ if (rp.X < 0)
+ rp.X = 0;
+ else if (rp.X >= ar.X)
+ rp.X = ar.X - 1;
+
+ if (rp.Y < route_y_min)
+ rp.Y = route_y_min;
+ else if (rp.Y >= route_y_max)
+ rp.Y = route_y_max - 1;
+
+ if (rp.Z < 0)
+ rp.Z = 0;
+ else if (rp.Z >= ar.Z)
+ rp.Z = ar.Z - 1;
+
+ vec = rp - orp;
+
+ float veclen = vec.getLength();
+ if (veclen < 0.05)
+ veclen = 1.0;
+
+ // Every second section is rough
+ bool randomize_xz = (ps->range(1, 2) == 1);
+
+ // Carve routes
+ for (float f = 0; f < 1.0; f += 1.0 / veclen)
+ carveRoute(vec, f, randomize_xz);
+
+ orp = rp;
+}
+
+
+void CaveFractal::carveRoute(v3f vec, float f, bool randomize_xz)
+{
+ MapNode airnode(CONTENT_AIR);
+ MapNode waternode(c_water_source);
+ MapNode lavanode(c_lava_source);
+
+ v3s16 startp(orp.X, orp.Y, orp.Z);
+ startp += of;
+
+ float nval = NoisePerlin3D(np_caveliquids, startp.X,
+ startp.Y, startp.Z, mg->seed);
+ MapNode liquidnode = (nval < 0.40 && node_max.Y < MGFRACTAL_LAVA_DEPTH) ?
+ lavanode : waternode;
+
+ v3f fp = orp + vec * f;
+ fp.X += 0.1 * ps->range(-10, 10);
+ fp.Z += 0.1 * ps->range(-10, 10);
+ v3s16 cp(fp.X, fp.Y, fp.Z);
+
+ s16 d0 = -rs/2;
+ s16 d1 = d0 + rs;
+ if (randomize_xz) {
+ d0 += ps->range(-1, 1);
+ d1 += ps->range(-1, 1);
+ }
+
+ for (s16 z0 = d0; z0 <= d1; z0++) {
+ s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
+ for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
+ s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+
+ s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+
+ for (s16 y0 = -si2; y0 <= si2; y0++) {
+ if (large_cave_is_flat) {
+ // Make large caves not so tall
+ if (rs > 7 && abs(y0) >= rs / 3)
+ continue;
+ }
+
+ v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+ p += of;
+
+ if (vm->m_area.contains(p) == false)
+ continue;
+
+ u32 i = vm->m_area.index(p);
+ content_t c = vm->m_data[i].getContent();
+ if (!ndef->get(c).is_ground_content)
+ continue;
+
+ int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+ int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+ if (flooded && full_ymin < water_level &&
+ full_ymax > water_level)
+ vm->m_data[i] = (p.Y <= water_level) ?
+ waternode : airnode;
+ else if (flooded && full_ymax < water_level)
+ vm->m_data[i] = (p.Y < startp.Y - 4) ?
+ liquidnode : airnode;
+ else
+ vm->m_data[i] = airnode;
+ }
+ }
+ }
+}
diff --git a/src/cavegen.h b/src/cavegen.h
index b9662587b..22ee5804d 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -22,10 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
#define MGV7_LAVA_DEPTH -256
+#define MGFRACTAL_LAVA_DEPTH -256
class MapgenV5;
class MapgenV6;
class MapgenV7;
+class MapgenFractal;
class CaveV5 {
public:
@@ -161,4 +163,49 @@ public:
void carveRoute(v3f vec, float f, bool randomize_xz);
};
+class CaveFractal {
+public:
+ MapgenFractal *mg;
+ MMVManip *vm;
+ INodeDefManager *ndef;
+
+ NoiseParams *np_caveliquids;
+
+ s16 min_tunnel_diameter;
+ s16 max_tunnel_diameter;
+ u16 tunnel_routepoints;
+ int dswitchint;
+ int part_max_length_rs;
+
+ bool large_cave_is_flat;
+ bool flooded;
+
+ s16 max_stone_y;
+ v3s16 node_min;
+ v3s16 node_max;
+
+ v3f orp; // starting point, relative to caved space
+ v3s16 of; // absolute coordinates of caved space
+ v3s16 ar; // allowed route area
+ s16 rs; // tunnel radius size
+ v3f main_direction;
+
+ s16 route_y_min;
+ s16 route_y_max;
+
+ PseudoRandom *ps;
+
+ content_t c_water_source;
+ content_t c_lava_source;
+ content_t c_ice;
+
+ int water_level;
+
+ CaveFractal() {}
+ CaveFractal(MapgenFractal *mg, PseudoRandom *ps);
+ void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
+ void makeTunnel(bool dirswitch);
+ void carveRoute(v3f vec, float f, bool randomize_xz);
+};
+
#endif
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 144fa29b2..03bd3b62f 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -1,7 +1,7 @@
/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Additional development and fractal code by paramat
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
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
@@ -73,9 +73,12 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
this->offset_y = sp->offset_y;
this->offset_z = sp->offset_z;
- //// 3d terrain noise
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
+ //// 2D terrain noise
+ noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
+
+ //// 3D terrain noise
+ noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
@@ -114,6 +117,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
MapgenFractal::~MapgenFractal()
{
+ delete noise_seabed;
+
delete noise_cave1;
delete noise_cave2;
@@ -132,20 +137,21 @@ MapgenFractalParams::MapgenFractalParams()
spflags = 0;
iterations = 9;
- scale_x = 1024;
- scale_y = 256;
- scale_z = 1024;
+ scale_x = 1024.0;
+ scale_y = 256.0;
+ scale_z = 1024.0;
offset_x = -1.75;
- offset_y = 0;
- offset_z = 0;
+ offset_y = 0.0;
+ offset_z = 0.0;
slice_w = 0.5;
julia_x = 0.33;
julia_y = 0.33;
julia_z = 0.33;
julia_w = 0.33;
- np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
- np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
+ np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
+ np_cave1 = NoiseParams(0, 12, v3f(128, 128, 128), 52534, 4, 0.5, 2.0);
+ np_cave2 = NoiseParams(0, 12, v3f(128, 128, 128), 10325, 4, 0.5, 2.0);
}
@@ -166,6 +172,7 @@ void MapgenFractalParams::readParams(const Settings *settings)
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_cave1", np_cave1);
settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
}
@@ -188,6 +195,7 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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_cave1", np_cave1);
settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
}
@@ -198,15 +206,15 @@ void MapgenFractalParams::writeParams(Settings *settings) const
int MapgenFractal::getGroundLevelAtPoint(v2s16 p)
{
- s16 search_top = water_level + 128;
- s16 search_base = water_level;
- s16 level = -MAX_MAP_GENERATION_LIMIT;
- for (s16 y = search_top; y >= search_base; y--) {
- if (getTerrainAtPoint(p.X, y, p.Y))
+ s16 search_start = 128;
+ s16 search_end = -128;
+
+ for (s16 y = search_start; y >= search_end; y--) {
+ if (getFractalAtPoint(p.X, y, p.Y))
return y;
}
- return level;
+ return -MAX_MAP_GENERATION_LIMIT;
}
@@ -329,6 +337,8 @@ void MapgenFractal::calculateNoise()
int y = node_min.Y - 1;
int z = node_min.Z;
+ noise_seabed->perlinMap2D(x, z);
+
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
@@ -350,7 +360,7 @@ void MapgenFractal::calculateNoise()
}
-bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
+bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
{
float cx, cy, cz, cw, ox, oy, oz, ow;
@@ -368,22 +378,21 @@ bool MapgenFractal::getTerrainAtPoint(s16 x, s16 y, s16 z)
cy = (float)y / scale_y + offset_y;
cz = (float)z / scale_z + offset_z;
cw = slice_w;
- ox = 0.0;
- oy = 0.0;
- oz = 0.0;
- ow = 0.0;
+ ox = 0.0f;
+ oy = 0.0f;
+ oz = 0.0f;
+ ow = 0.0f;
}
for (u16 iter = 0; iter < iterations; iter++) {
// 4D "Roundy" Mandelbrot set
float nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
- float ny = 2.0 * (ox * oy + oz * ow) + cy;
- float nz = 2.0 * (ox * oz + oy * ow) + cz;
- float nw = 2.0 * (ox * ow + oy * oz) + cw;
+ float ny = 2.0f * (ox * oy + oz * ow) + cy;
+ float nz = 2.0f * (ox * oz + oy * ow) + cz;
+ float nw = 2.0f * (ox * ow + oy * oz) + cw;
- if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0) {
+ if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
return false;
- }
ox = nx;
oy = ny;
@@ -402,23 +411,29 @@ s16 MapgenFractal::generateTerrain()
MapNode n_water(c_water_source);
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 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++) {
- if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
- if (getTerrainAtPoint(x, y, z)) {
- vm->m_data[i] = n_stone;
- if (y > stone_surface_max_y)
- stone_surface_max_y = y;
- } else if (y <= water_level) {
- vm->m_data[i] = n_water;
- } else {
- vm->m_data[i] = n_air;
+ 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;
@@ -575,23 +590,32 @@ void MapgenFractal::dustTopNodes()
void MapgenFractal::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
- u32 index = 0;
+ u32 index = 0;
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++) {
+ 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 > 0.3) {
- content_t c = vm->m_data[i].getContent();
+ content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
- vm->m_data[i] = MapNode(CONTENT_AIR);
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
}
}
}
}
-}
+ if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
+ return;
+
+ PseudoRandom ps(blockseed + 21343);
+ u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
+ for (u32 i = 0; i < bruises_count; i++) {
+ CaveFractal cave(this, &ps);
+ cave.makeCave(node_min, node_max, max_stone_y);
+ }
+}
diff --git a/src/mapgen_fractal.h b/src/mapgen_fractal.h
index 71729cbed..75243f4f1 100644
--- a/src/mapgen_fractal.h
+++ b/src/mapgen_fractal.h
@@ -1,7 +1,7 @@
/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
-Additional development and fractal code by paramat
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
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
@@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
+#define MGFRACTAL_LARGE_CAVE_DEPTH -32
+
/////////////////// Mapgen Fractal flags
#define MGFRACTAL_JULIA 0x01
@@ -47,6 +49,7 @@ struct MapgenFractalParams : public MapgenSpecificParams {
float julia_z;
float julia_w;
+ NoiseParams np_seabed;
NoiseParams np_cave1;
NoiseParams np_cave2;
@@ -84,6 +87,8 @@ public:
float julia_z;
float julia_w;
+ Noise *noise_seabed;
+
Noise *noise_cave1;
Noise *noise_cave2;
@@ -111,7 +116,7 @@ public:
virtual void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
void calculateNoise();
- bool getTerrainAtPoint(s16 x, s16 y, s16 z);
+ bool getFractalAtPoint(s16 x, s16 y, s16 z);
s16 generateTerrain();
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
void dustTopNodes();