From 548d99bb456931192609e8c6fa1eb4c80679af42 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Thu, 19 May 2016 03:40:22 -0400 Subject: Cavegen: Move V5-style caves to CavesNoiseIntersection --- src/cavegen.cpp | 96 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 96 insertions(+) (limited to 'src/cavegen.cpp') diff --git a/src/cavegen.cpp b/src/cavegen.cpp index 5f0af9699..51309ad60 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -23,10 +23,106 @@ 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 "mg_biome.h" #include "cavegen.h" NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0); + +//// +//// CavesNoiseIntersection +//// + +CavesNoiseIntersection::CavesNoiseIntersection( + INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize, + NoiseParams *np_cave1, NoiseParams *np_cave2, int seed, float cave_width) +{ + assert(nodedef); + assert(biomemgr); + + m_ndef = nodedef; + m_bmgr = biomemgr; + + m_csize = chunksize; + m_cave_width = cave_width; + + m_ystride = m_csize.X; + m_zstride_1d = m_csize.X * (m_csize.Y + 1); + + // Noises are 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_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z); + noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z); +} + + +CavesNoiseIntersection::~CavesNoiseIntersection() +{ + delete noise_cave1; + delete noise_cave2; +} + + +void CavesNoiseIntersection::generateCaves(MMVManip *vm, + v3s16 nmin, v3s16 nmax, u8 *biomemap) +{ + assert(vm); + assert(biomemap); + + noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z); + noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z); + + 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++) { + bool column_is_open = false; // Is column open to overground + bool is_tunnel = false; // Is tunnel or tunnel floor + u32 vi = vm->m_area.index(x, nmax.Y, z); + u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride + + (x - nmin.X); + // Biome of column + Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]); + + // Don't excavate the overgenerated stone at nmax.Y + 1, + // this creates a 'roof' over the tunnel, preventing light in + // tunnels at mapchunk borders when generating mapchunks upwards. + // This 'roof' is removed 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)) { + + 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 > m_cave_width && m_ndef->get(c).is_ground_content) { + // In tunnel and ground content, excavate + vm->m_data[vi] = MapNode(CONTENT_AIR); + is_tunnel = true; + } else { + // Not in tunnel or not ground content + if (is_tunnel && 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; + is_tunnel = false; + } + } + } +} + + //// //// CavesRandomWalk //// -- cgit v1.2.3