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-rw-r--r--src/cavegen.cpp95
1 files changed, 95 insertions, 0 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 1005640c1..6275c516e 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -151,6 +151,101 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
////
+//// CavernsNoise
+////
+
+CavernsNoise::CavernsNoise(
+ INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+ s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
+{
+ assert(nodedef);
+
+ m_ndef = nodedef;
+
+ m_csize = chunksize;
+ m_cavern_limit = cavern_limit;
+ m_cavern_taper = cavern_taper;
+ m_cavern_threshold = cavern_threshold;
+
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noise is created using 1-down overgeneration
+ // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+ // re-carving the solid overtop placed for blocking sunlight
+ noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+
+ c_water_source = m_ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = m_ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+CavernsNoise::~CavernsNoise()
+{
+ delete noise_cavern;
+}
+
+
+bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
+{
+ assert(vm);
+
+ // Calculate noise
+ noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ // Cache cavern_amp values
+ float cavern_amp[m_csize.Y + 1];
+ u8 cavern_amp_index = 0; // Index zero at column top
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
+ cavern_amp[cavern_amp_index] =
+ MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
+ }
+
+ //// Place nodes
+ bool has_cavern = false;
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = nmin.Z; z <= nmax.Z; z++)
+ for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+ // Reset cave_amp index to column top
+ cavern_amp_index = 0;
+ // Initial voxelmanip index at column top
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ // Initial 3D noise index at column top
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X);
+ // Don't excavate the overgenerated stone at node_max.Y + 1,
+ // this creates a 'roof' over the cavern, preventing light in
+ // caverns at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is excavated when the mapchunk above is generated.
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+ index3d -= m_ystride,
+ vm->m_area.add_y(em, vi, -1),
+ cavern_amp_index++) {
+ content_t c = vm->m_data[vi].getContent();
+ float nabs_cavern = fabs(noise_cavern->result[index3d]);
+ // Caverns generate first but still remove lava and water in case
+ // of overgenerated classic caves.
+ if (nabs_cavern * cavern_amp[cavern_amp_index] > m_cavern_threshold &&
+ (m_ndef->get(c).is_ground_content ||
+ c == c_lava_source || c == c_water_source)) {
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ has_cavern = true;
+ }
+ }
+ }
+
+ return has_cavern;
+}
+
+
+////
//// CavesRandomWalk
////