diff options
Diffstat (limited to 'src/mapgen_valleys.cpp')
-rw-r--r-- | src/mapgen_valleys.cpp | 390 |
1 files changed, 66 insertions, 324 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp index 0ec5409cb..ce7a95329 100644 --- a/src/mapgen_valleys.cpp +++ b/src/mapgen_valleys.cpp @@ -64,64 +64,46 @@ static FlagDesc flagdesc_mapgen_valleys[] = { /////////////////////////////////////////////////////////////////////////////// -MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge) - : Mapgen(mapgenid, params, emerge) +MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) { - this->m_emerge = emerge; - this->bmgr = emerge->biomemgr; - - //// amount of elements to skip for the next index - //// for noise/height/biome maps (not vmanip) - this->ystride = csize.X; - this->zstride = csize.X * (csize.Y + 2); - // 1-down overgeneration - this->zstride_1d = csize.X * (csize.Y + 1); - - this->biomemap = new u8[csize.X * csize.Z]; - this->heightmap = new s16[csize.X * csize.Z]; - this->heatmap = NULL; - this->humidmap = NULL; + // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal + this->m_bgen = (BiomeGenOriginal *)biomegen; this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT, g_settings->getU16("map_generation_limit")); - MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams; + BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams; - this->spflags = sp->spflags; - this->altitude_chill = sp->altitude_chill; - this->large_cave_depth = sp->large_cave_depth; - this->lava_features_lim = rangelim(sp->lava_features, 0, 10); - this->massive_cave_depth = sp->massive_cave_depth; - this->river_depth_bed = sp->river_depth + 1.f; - this->river_size_factor = sp->river_size / 100.f; - this->water_features_lim = rangelim(sp->water_features, 0, 10); - this->cave_width = sp->cave_width; + this->spflags = params->spflags; + this->altitude_chill = params->altitude_chill; + this->large_cave_depth = params->large_cave_depth; + this->lava_features_lim = rangelim(params->lava_features, 0, 10); + this->massive_cave_depth = params->massive_cave_depth; + this->river_depth_bed = params->river_depth + 1.f; + this->river_size_factor = params->river_size / 100.f; + this->water_features_lim = rangelim(params->water_features, 0, 10); + this->cave_width = params->cave_width; //// 2D Terrain noise - noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); - noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z); - noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z); - noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z); - noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z); - noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z); + noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z); + noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z); + noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z); + noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z); //// 3D Terrain noise // 1-up 1-down overgeneration - noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); + noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion - noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); - noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); - noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); - - //// Biome noise - noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); - noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); - noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); - noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); + noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); + noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); - this->humidity_adjust = params->np_biome_humidity.offset - 50.f; + this->humidity_adjust = bp->np_humidity.offset - 50.f; // a small chance of overflows if the settings are very high this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; @@ -129,35 +111,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager * tcave_cache = new float[csize.Y + 2]; - //// Resolve nodes to be used - INodeDefManager *ndef = emerge->ndef; - - c_cobble = ndef->getId("mapgen_cobble"); - c_desert_stone = ndef->getId("mapgen_desert_stone"); - c_dirt = ndef->getId("mapgen_dirt"); - c_lava_source = ndef->getId("mapgen_lava_source"); - c_mossycobble = ndef->getId("mapgen_mossycobble"); - c_river_water_source = ndef->getId("mapgen_river_water_source"); - c_sand = ndef->getId("mapgen_sand"); - c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); - c_sandstone = ndef->getId("mapgen_sandstone"); - c_stair_cobble = ndef->getId("mapgen_stair_cobble"); - c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); - c_stone = ndef->getId("mapgen_stone"); - c_water_source = ndef->getId("mapgen_water_source"); - - if (c_mossycobble == CONTENT_IGNORE) - c_mossycobble = c_cobble; - if (c_river_water_source == CONTENT_IGNORE) - c_river_water_source = c_water_source; - if (c_sand == CONTENT_IGNORE) - c_sand = c_stone; - if (c_sandstonebrick == CONTENT_IGNORE) - c_sandstonebrick = c_sandstone; - if (c_stair_cobble == CONTENT_IGNORE) - c_stair_cobble = c_cobble; - if (c_stair_sandstonebrick == CONTENT_IGNORE) - c_stair_sandstonebrick = c_sandstone; + // Resolve content to be used + c_lava_source = ndef->getId("mapgen_lava_source"); } @@ -174,13 +129,6 @@ MapgenValleys::~MapgenValleys() delete noise_valley_depth; delete noise_valley_profile; - delete noise_heat; - delete noise_heat_blend; - delete noise_humidity; - delete noise_humidity_blend; - - delete[] biomemap; - delete[] heightmap; delete[] tcave_cache; } @@ -195,10 +143,10 @@ MapgenValleysParams::MapgenValleysParams() river_depth = 4; // How deep to carve river channels. river_size = 5; // How wide to make rivers. water_features = 0; // How often water will occur in caves. - cave_width = 0.3; + cave_width = 0.09; - np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0); - np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0); + np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0); np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f); np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f); np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f); @@ -293,62 +241,24 @@ void MapgenValleys::makeChunk(BlockMakeData *data) // Generate noise maps and base terrain height. calculateNoise(); + // Generate biome noises. Note this must be executed strictly before + // generateTerrain, because generateTerrain depends on intermediate + // biome-related noises. + m_bgen->calcBiomeNoise(node_min); + // Generate base terrain with initial heightmaps s16 stone_surface_max_y = generateTerrain(); - // Create biomemap at heightmap surface - bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap); - - // Actually place the biome-specific nodes - MgStoneType stone_type = generateBiomes(heatmap, humidmap); + // Place biome-specific nodes and build biomemap + MgStoneType stone_type = generateBiomes(); // Cave creation. if (flags & MG_CAVES) - generateCaves(stone_surface_max_y); + generateCaves(stone_surface_max_y, large_cave_depth); // Dungeon creation - if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) { - DungeonParams dp; - - dp.np_rarity = nparams_dungeon_rarity; - dp.np_density = nparams_dungeon_density; - dp.np_wetness = nparams_dungeon_wetness; - dp.c_water = c_water_source; - if (stone_type == STONE) { - dp.c_cobble = c_cobble; - dp.c_moss = c_mossycobble; - dp.c_stair = c_stair_cobble; - - dp.diagonal_dirs = false; - dp.mossratio = 3.f; - dp.holesize = v3s16(1, 2, 1); - dp.roomsize = v3s16(0, 0, 0); - dp.notifytype = GENNOTIFY_DUNGEON; - } else if (stone_type == DESERT_STONE) { - dp.c_cobble = c_desert_stone; - dp.c_moss = c_desert_stone; - dp.c_stair = c_desert_stone; - - dp.diagonal_dirs = true; - dp.mossratio = 0.f; - dp.holesize = v3s16(2, 3, 2); - dp.roomsize = v3s16(2, 5, 2); - dp.notifytype = GENNOTIFY_TEMPLE; - } else if (stone_type == SANDSTONE) { - dp.c_cobble = c_sandstonebrick; - dp.c_moss = c_sandstonebrick; - dp.c_stair = c_sandstonebrick; - - dp.diagonal_dirs = false; - dp.mossratio = 0.f; - dp.holesize = v3s16(2, 2, 2); - dp.roomsize = v3s16(2, 0, 2); - dp.notifytype = GENNOTIFY_DUNGEON; - } - - DungeonGen dgen(this, &dp); - dgen.generate(blockseed, full_node_min, full_node_max); - } + if ((flags & MG_DUNGEONS) && node_max.Y < 50) + generateDungeons(stone_surface_max_y, stone_type); // Generate the registered decorations if (flags & MG_DECORATIONS) @@ -390,11 +300,6 @@ void MapgenValleys::calculateNoise() //TimeTaker tcn("actualNoise"); - noise_filler_depth->perlinMap2D(x, z); - noise_heat_blend->perlinMap2D(x, z); - noise_heat->perlinMap2D(x, z); - noise_humidity_blend->perlinMap2D(x, z); - noise_humidity->perlinMap2D(x, z); noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); @@ -418,9 +323,8 @@ void MapgenValleys::calculateNoise() } for (s32 index = 0; index < csize.X * csize.Z; index++) { - noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset; - noise_humidity->result[index] *= humidity_scale; - noise_humidity->result[index] += noise_humidity_blend->result[index]; + m_bgen->heatmap[index] += heat_offset; + m_bgen->humidmap[index] *= humidity_scale; } TerrainNoise tn; @@ -450,9 +354,6 @@ void MapgenValleys::calculateNoise() float mount = terrainLevelFromNoise(&tn); noise_terrain_height->result[index] = mount; } - - heatmap = noise_heat->result; - humidmap = noise_humidity->result; } @@ -583,7 +484,6 @@ int MapgenValleys::generateTerrain() MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); - MapNode n_sand(c_sand); MapNode n_stone(c_stone); MapNode n_water(c_water_source); @@ -596,7 +496,7 @@ int MapgenValleys::generateTerrain() float river_y = noise_rivers->result[index_2d]; float surface_y = noise_terrain_height->result[index_2d]; float slope = noise_inter_valley_slope->result[index_2d]; - float t_heat = noise_heat->result[index_2d]; + float t_heat = m_bgen->heatmap[index_2d]; heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; @@ -610,14 +510,14 @@ int MapgenValleys::generateTerrain() t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; // If humidity is low or heat is high, lower the water table. - float delta = noise_humidity->result[index_2d] - 50.f; + float delta = m_bgen->humidmap[index_2d] - 50.f; if (delta < 0.f) { float t_evap = (t_heat - 32.f) / evaporation; river_y += delta * MYMAX(t_evap, 0.08f); } } - u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X); + u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); // Mapgens concern themselves with stone and water. @@ -627,10 +527,7 @@ int MapgenValleys::generateTerrain() float surface_delta = (float)y - surface_y; bool river = y + 1 < river_y; - if (fabs(surface_delta) <= 0.5f && y > water_level && river) { - // river bottom - vm->m_data[index_data] = n_sand; - } else if (slope * fill > surface_delta) { + if (slope * fill > surface_delta) { // ground vm->m_data[index_data] = n_stone; if (y > heightmap[index_2d]) @@ -643,7 +540,7 @@ int MapgenValleys::generateTerrain() } else if (river) { // river vm->m_data[index_data] = n_river_water; - } else { + } else { // air vm->m_data[index_data] = n_air; } } @@ -672,7 +569,7 @@ int MapgenValleys::generateTerrain() // Use base ground (water table) in a riverbed, to // avoid an unnatural rise in humidity. float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); - float humid = noise_humidity->result[index_2d]; + float humid = m_bgen->humidmap[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f)); @@ -683,7 +580,7 @@ int MapgenValleys::generateTerrain() if (t_alt > 0.f) humid -= alt_to_humid * t_alt / altitude_chill; - noise_humidity->result[index_2d] = humid; + m_bgen->humidmap[index_2d] = humid; } // Assign the heat adjusted by any changed altitudes. @@ -693,175 +590,16 @@ int MapgenValleys::generateTerrain() float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) // The altitude hasn't changed. Use the first result. - noise_heat->result[index_2d] = t_heat; + m_bgen->heatmap[index_2d] = t_heat; else if (t_alt > 0.f) - noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill; + m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill; } } return surface_max_y; } - -MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map) -{ - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - MgStoneType stone_type = STONE; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = NULL; - u16 depth_top = 0; - u16 base_filler = 0; - u16 depth_water_top = 0; - u32 vi = vm->m_area.index(x, node_max.Y, z); - - // Check node at base of mapchunk above, either a node of a previously - // generated mapchunk or if not, a node of overgenerated base terrain. - content_t c_above = vm->m_data[vi + em.X].getContent(); - bool air_above = c_above == CONTENT_AIR; - bool water_above = (c_above == c_water_source || c_above == c_river_water_source); - - // If there is air or water above enable top/filler placement, otherwise force - // nplaced to stone level by setting a number exceeding any possible filler depth. - u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; - - for (s16 y = node_max.Y; y >= node_min.Y; y--) { - content_t c = vm->m_data[vi].getContent(); - - // Biome is recalculated each time an upper surface is detected while - // working down a column. The selected biome then remains in effect for - // all nodes below until the next surface and biome recalculation. - // Biome is recalculated: - // 1. At the surface of stone below air or water. - // 2. At the surface of water below air. - // 3. When stone or water is detected but biome has not yet been calculated. - if ((c == c_stone && (air_above || water_above || !biome)) - || ((c == c_water_source || c == c_river_water_source) - && (air_above || !biome))) { - // Both heat and humidity have already been adjusted for altitude. - biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); - - depth_top = biome->depth_top; - base_filler = MYMAX(depth_top - + biome->depth_filler - + noise_filler_depth->result[index], 0.f); - depth_water_top = biome->depth_water_top; - - // Detect stone type for dungeons during every biome calculation. - // This is more efficient than detecting per-node and will not - // miss any desert stone or sandstone biomes. - if (biome->c_stone == c_desert_stone) - stone_type = DESERT_STONE; - else if (biome->c_stone == c_sandstone) - stone_type = SANDSTONE; - } - - if (c == c_stone) { - content_t c_below = vm->m_data[vi - em.X].getContent(); - - // If the node below isn't solid, make this node stone, so that - // any top/filler nodes above are structurally supported. - // This is done by aborting the cycle of top/filler placement - // immediately by forcing nplaced to stone level. - if (c_below == CONTENT_AIR - || c_below == c_water_source - || c_below == c_river_water_source) - nplaced = U16_MAX; - - if (nplaced < depth_top) { - vm->m_data[vi] = MapNode(biome->c_top); - nplaced++; - } else if (nplaced < base_filler) { - vm->m_data[vi] = MapNode(biome->c_filler); - nplaced++; - } else { - vm->m_data[vi] = MapNode(biome->c_stone); - } - - air_above = false; - water_above = false; - } else if (c == c_water_source) { - vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) - ? biome->c_water_top : biome->c_water); - nplaced = 0; // Enable top/filler placement for next surface - air_above = false; - water_above = true; - } else if (c == c_river_water_source) { - vm->m_data[vi] = MapNode(biome->c_river_water); - nplaced = depth_top; // Enable filler placement for next surface - air_above = false; - water_above = true; - } else if (c == CONTENT_AIR) { - nplaced = 0; // Enable top/filler placement for next surface - air_above = true; - water_above = false; - } else { // Possible various nodes overgenerated from neighbouring mapchunks - nplaced = U16_MAX; // Disable top/filler placement - air_above = false; - water_above = false; - } - - vm->m_area.add_y(em, vi, -1); - } - } - - return stone_type; -} - - -void MapgenValleys::dustTopNodes() -{ - if (node_max.Y < water_level) - return; - - v3s16 em = vm->m_area.getExtent(); - u32 index = 0; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 x = node_min.X; x <= node_max.X; x++, index++) { - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]); - - if (biome->c_dust == CONTENT_IGNORE) - continue; - - u32 vi = vm->m_area.index(x, full_node_max.Y, z); - content_t c_full_max = vm->m_data[vi].getContent(); - s16 y_start; - - if (c_full_max == CONTENT_AIR) { - y_start = full_node_max.Y - 1; - } else if (c_full_max == CONTENT_IGNORE) { - vi = vm->m_area.index(x, node_max.Y + 1, z); - content_t c_max = vm->m_data[vi].getContent(); - - if (c_max == CONTENT_AIR) - y_start = node_max.Y; - else - continue; - } else { - continue; - } - - vi = vm->m_area.index(x, y_start, z); - for (s16 y = y_start; y >= node_min.Y - 1; y--) { - if (vm->m_data[vi].getContent() != CONTENT_AIR) - break; - - vm->m_area.add_y(em, vi, -1); - } - - content_t c = vm->m_data[vi].getContent(); - if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { - vm->m_area.add_y(em, vi, 1); - vm->m_data[vi] = MapNode(biome->c_dust); - } - } -} - - -void MapgenValleys::generateCaves(s16 max_stone_y) +void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth) { if (max_stone_y < node_min.Y) return; @@ -925,8 +663,9 @@ void MapgenValleys::generateCaves(s16 max_stone_y) u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { - Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]); + Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]); bool tunnel_air_above = false; + bool is_under_river = false; bool underground = false; u32 index_data = vm->m_area.index(x, node_max.Y, z); u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); @@ -958,14 +697,13 @@ void MapgenValleys::generateCaves(s16 max_stone_y) } content_t c = vm->m_data[index_data].getContent(); + // Detect river water to place riverbed nodes in tunnels + if (c == biome->c_river_water) + is_under_river = true; + float d1 = contour(noise_cave1->result[index_3d]); float d2 = contour(noise_cave2->result[index_3d]); - // River water is not set as ground content - // in the default game. This can produce strange results - // when a tunnel undercuts a river. However, that's not for - // the mapgen to correct. Fix it in lua. - if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { // in a tunnel vm->m_data[index_data] = n_air; @@ -978,8 +716,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y) vm->m_area.add_y(em, j, 1); if (sr > terrain - y) { - // Put dirt in tunnels near the surface. - if (underground) + // Put biome nodes in tunnels near the surface + if (is_under_river) + vm->m_data[index_data] = MapNode(biome->c_riverbed); + else if (underground) vm->m_data[index_data] = MapNode(biome->c_filler); else vm->m_data[index_data] = MapNode(biome->c_top); @@ -1010,8 +750,10 @@ void MapgenValleys::generateCaves(s16 max_stone_y) if (node_max.Y <= large_cave_depth && !made_a_big_one) { u32 bruises_count = ps.range(0, 2); for (u32 i = 0; i < bruises_count; i++) { - CaveV5 cave(this, &ps); - cave.makeCave(node_min, node_max, max_stone_y); + CavesRandomWalk cave(ndef, &gennotify, seed, water_level, + c_water_source, c_lava_source); + + cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap); } } } |