From 706e7cebeada1f3f1f060de8a4c6f1127f4209ad Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 7 Oct 2015 02:05:03 +0100 Subject: Fractal mapgen: Add seabed and large pseudorandom caves --- src/cavegen.cpp | 245 +++++++++++++++++++++++++++++++++++++++++++++++++ src/cavegen.h | 47 ++++++++++ src/mapgen_fractal.cpp | 118 ++++++++++++++---------- src/mapgen_fractal.h | 11 ++- 4 files changed, 371 insertions(+), 50 deletions(-) (limited to 'src') 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 -Additional development and fractal code by paramat +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +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(¶ms->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 -Additional development and fractal code by paramat +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek +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(); -- cgit v1.2.3