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/*
Minetest
Copyright (C) 2015-2019 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.
*/
#pragma once
#include "mapgen.h"
///////////// Mapgen Fractal flags
#define MGFRACTAL_TERRAIN 0x01
class BiomeManager;
extern FlagDesc flagdesc_mapgen_fractal[];
struct MapgenFractalParams : public MapgenParams
{
float cave_width = 0.09f;
s16 large_cave_depth = -33;
u16 small_cave_num_min = 0;
u16 small_cave_num_max = 0;
u16 large_cave_num_min = 0;
u16 large_cave_num_max = 2;
float large_cave_flooded = 0.5f;
s16 dungeon_ymin = -31000;
s16 dungeon_ymax = 31000;
u16 fractal = 1;
u16 iterations = 11;
v3f scale = v3f(4096.0, 1024.0, 4096.0);
v3f offset = v3f(1.52, 0.0, 0.0);
float slice_w = 0.0f;
float julia_x = 0.267f;
float julia_y = 0.2f;
float julia_z = 0.133f;
float julia_w = 0.067f;
NoiseParams np_seabed;
NoiseParams np_filler_depth;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_dungeons;
MapgenFractalParams();
~MapgenFractalParams() = default;
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
void setDefaultSettings(Settings *settings);
};
class MapgenFractal : public MapgenBasic
{
public:
MapgenFractal(MapgenFractalParams *params, EmergeParams *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 = nullptr;
};
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