/* Minetest Copyright (C) 2015-2017 paramat Copyright (C) 2015-2016 kwolekr, Ryan Kwolek Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html by Paul Nylander, and from http://www.fractalforums.com, thank you. 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 the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef MAPGEN_FRACTAL_HEADER #define MAPGEN_FRACTAL_HEADER #include "mapgen.h" #define MGFRACTAL_LARGE_CAVE_DEPTH -33 class BiomeManager; extern FlagDesc flagdesc_mapgen_fractal[]; struct MapgenFractalParams : public MapgenParams { u32 spflags; float cave_width; u16 fractal; u16 iterations; v3f scale; v3f offset; float slice_w; float julia_x; float julia_y; float julia_z; float julia_w; NoiseParams np_seabed; NoiseParams np_filler_depth; NoiseParams np_cave1; NoiseParams np_cave2; MapgenFractalParams(); ~MapgenFractalParams() {} void readParams(const Settings *settings); void writeParams(Settings *settings) const; }; class MapgenFractal : public MapgenBasic { public: MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge); ~MapgenFractal(); virtual MapgenType getType() const { return MAPGEN_FRACTAL; } virtual void makeChunk(BlockMakeData *data); int getSpawnLevelAtPoint(v2s16 p); bool getFractalAtPoint(s16 x, s16 y, s16 z); s16 generateTerrain(); private: u16 formula; bool julia; u16 fractal; u16 iterations; v3f scale; v3f offset; float slice_w; float julia_x; float julia_y; float julia_z; float julia_w; Noise *noise_seabed; }; #endif