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path: root/advtrains/models/advtrains_dtrack_vst31.obj
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# Blender v2.78 (sub 0) OBJ File: 'rail_redo.blend'
# www.blender.org
o dtrack_vst31_Cube.000
v 0.753760 -0.500000 -0.500000
v 0.753760 -0.500000 0.500000
v 0.753760 -0.166667 0.500000
v -0.753760 -0.500000 -0.500000
v -0.753760 -0.500000 0.500000
v -0.753760 -0.166667 0.500000
v 0.329165 -0.308041 0.171599
v 0.329165 -0.143980 0.171599
v 0.329165 -0.422440 -0.171599
v 0.329165 -0.258379 -0.171599
v 0.462280 -0.308041 0.171599
v 0.462280 -0.143980 0.171599
v 0.462280 -0.422440 -0.171599
v 0.462280 -0.258379 -0.171599
v 0.412289 -0.126667 0.500000
v 0.412289 -0.460000 -0.500000
v 0.560528 -0.460000 -0.500000
v 0.560528 -0.126667 0.500000
v 0.474055 -0.106667 0.500000
v 0.474055 -0.440000 -0.500000
v 0.498762 -0.440000 -0.500000
v 0.498762 -0.106667 0.500000
v 0.474055 -0.056667 0.500000
v 0.474055 -0.390000 -0.500000
v 0.498762 -0.390000 -0.500000
v 0.498762 -0.056667 0.500000
v 0.529645 -0.385000 -0.500000
v 0.529645 -0.051667 0.500000
v 0.443172 -0.051667 0.500000
v 0.443172 -0.385000 -0.500000
v 0.529645 -0.360000 -0.500000
v 0.529645 -0.026667 0.500000
v 0.443172 -0.026667 0.500000
v 0.443172 -0.360000 -0.500000
v 0.741194 -0.198333 0.435000
v -0.741194 -0.198333 0.435000
v -0.741194 -0.238333 0.315000
v 0.741194 -0.238333 0.315000
v 0.741193 -0.148333 0.435000
v -0.741194 -0.148333 0.435000
v -0.741194 -0.188333 0.315000
v 0.741194 -0.188333 0.315000
v -0.011733 2.712519 0.500000
v -0.011732 2.379186 -0.500001
v -0.011733 2.734147 0.500000
v -0.011732 2.400814 -0.500000
v 0.011732 2.379186 -0.500000
v 0.011732 2.712519 0.500000
v 0.011732 2.400814 -0.500000
v 0.011732 2.734148 0.500000
v -0.412289 -0.460000 -0.500000
v -0.412289 -0.126667 0.500000
v -0.560528 -0.126667 0.500000
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v -0.443172 -0.051666 0.500000
v -0.529645 -0.026667 0.500000
v -0.529645 -0.360000 -0.500000
v -0.443172 -0.360000 -0.500000
v -0.443172 -0.026666 0.500000
v -0.741194 -0.488333 -0.435000
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v 0.741194 -0.448333 -0.315000
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v 0.741194 -0.438333 -0.435000
v 0.741194 -0.398333 -0.315000
v -0.741194 -0.398333 -0.315000
v 0.741194 -0.280713 0.187862
v -0.741194 -0.280713 0.187862
v -0.741194 -0.320713 0.067862
v 0.741194 -0.320713 0.067862
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v -0.741194 -0.365954 -0.067862
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v 0.741194 -0.355954 -0.187862
v 0.741194 -0.315954 -0.067862
v -0.741194 -0.315954 -0.067862
v -0.329165 -0.308041 0.171599
v -0.329165 -0.143980 0.171599
v -0.329165 -0.422440 -0.171599
v -0.329165 -0.258379 -0.171599
v -0.462280 -0.308041 0.171599
v -0.462280 -0.143980 0.171599
v -0.462280 -0.422440 -0.171599
v -0.462280 -0.258379 -0.171599
vt 0.7427 0.1169
vt 0.7427 0.3317
vt 0.6400 0.3317
vt 0.6400 0.1169
vt 0.8260 0.3317
vt 0.8260 0.4343
vt 0.7427 0.4343
vt 0.8260 0.1169
vt 0.7427 0.0142
vt 0.8260 0.0142
vt 0.5691 0.2971
vt 0.5691 0.9229
vt 0.5378 0.9229
vt 0.5378 0.2971
vt 0.3413 0.2971
vt 0.3819 0.2971
vt 0.3819 0.9229
vt 0.3413 0.9229
vt 0.4291 0.9855
vt 0.4678 0.9730
vt 0.4833 0.9730
vt 0.5219 0.9855
vt 0.6097 0.9229
vt 0.6097 0.2971
vt 0.4678 0.2470
vt 0.4291 0.2345
vt 0.5219 0.2345
vt 0.4833 0.2470
vt 0.4833 0.2783
vt 0.4678 0.2783
vt 0.4132 0.2971
vt 0.4132 0.9229
vt 0.4678 0.9417
vt 0.4833 0.9417
vt 0.5182 0.9229
vt 0.5182 0.2971
vt 0.4328 0.2971
vt 0.4328 0.9229
vt 0.5026 0.9229
vt 0.5026 0.2971
vt 0.4485 0.2971
vt 0.4485 0.9229
vt 0.5026 0.2814
vt 0.4485 0.2814
vt 0.4485 0.9386
vt 0.5026 0.9386
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.6554 0.3627
vt 0.6690 0.3627
vt 0.6690 0.9885
vt 0.6554 0.9885
vt 0.6972 0.9885
vt 0.6837 0.9885
vt 0.6837 0.3627
vt 0.6972 0.3627
vt 0.7119 0.3627
vt 0.7119 0.9885
vt 0.5691 0.2971
vt 0.5691 0.9229
vt 0.5378 0.9229
vt 0.5378 0.2971
vt 0.3413 0.2971
vt 0.3819 0.2971
vt 0.3819 0.9229
vt 0.3413 0.9229
vt 0.4291 0.9855
vt 0.4678 0.9730
vt 0.4833 0.9730
vt 0.5219 0.9855
vt 0.6097 0.9229
vt 0.6097 0.2971
vt 0.4678 0.2470
vt 0.4291 0.2345
vt 0.5219 0.2345
vt 0.4833 0.2470
vt 0.4833 0.2783
vt 0.4678 0.2783
vt 0.4132 0.2971
vt 0.4132 0.9229
vt 0.4678 0.9417
vt 0.4833 0.9417
vt 0.5182 0.9229
vt 0.5182 0.2971
vt 0.4328 0.2971
vt 0.4328 0.9229
vt 0.5026 0.9229
vt 0.5026 0.2971
vt 0.4485 0.2971
vt 0.4485 0.9229
vt 0.5026 0.2814
vt 0.4485 0.2814
vt 0.4485 0.9386
vt 0.5026 0.9386
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.9588 0.9625
vt 0.8837 0.9625
vt 0.8837 0.0348
vt 0.9588 0.0348
vt 0.9901 0.9625
vt 0.9901 0.0348
vt 0.9588 0.0035
vt 0.8837 0.0035
vt 0.8524 0.0348
vt 0.8524 0.9625
vt 0.9588 0.9938
vt 0.8837 0.9938
vt 0.7427 0.1169
vt 0.6400 0.1169
vt 0.6400 0.3317
vt 0.7427 0.3317
vt 0.7427 0.4343
vt 0.8260 0.4343
vt 0.8260 0.3317
vt 0.8260 0.1169
vt 0.8260 0.0142
vt 0.7427 0.0142
vt 1.1949 -0.0470
vt -0.3152 -0.0470
vt -0.3152 -0.3809
vt 1.1949 -0.3809
vt -0.3120 1.0015
vt -0.3120 -0.0002
vt 1.1981 -0.0002
vt 1.1981 1.0015
vt 1.1949 1.0089
vt 1.5117 0.0586
vt -0.3152 1.0089
vt -0.6320 0.0586
vn -1.0000 0.0000 -0.0000
vn 0.0000 0.0000 -1.0000
vn -0.0000 0.0000 1.0000
vn 0.0000 0.9487 -0.3162
vn 1.0000 0.0000 0.0000
vn -0.2936 0.9069 -0.3023
vn 0.2936 0.9069 -0.3023
vn 0.1518 -0.9377 0.3126
vn -0.1518 -0.9377 0.3126
vn 0.0000 -0.9487 0.3162
vn 0.0000 -1.0000 0.0000
g dtrack_vst31_Cube.000_SlopeRailMaterial
s off
f 8/1/1 10/2/1 9/3/1 7/4/1
f 10/2/2 14/5/2 13/6/2 9/7/2
f 12/8/3 8/1/3 7/9/3 11/10/3
f 12/8/4 14/5/4 10/2/4 8/1/4
f 22/11/5 21/12/5 25/13/5 26/14/5
f 15/15/6 19/16/6 20/17/6 16/18/6
f 16/19/2 20/20/2 21/21/2 17/22/2
f 17/23/7 21/12/7 22/11/7 18/24/7
f 19/25/3 15/26/3 18/27/3 22/28/3
f 26/29/3 23/30/3 19/25/3 22/28/3
f 19/16/1 23/31/1 24/32/1 20/17/1
f 21/21/2 20/20/2 24/33/2 25/34/2
f 26/14/8 25/13/8 27/35/8 28/36/8
f 24/32/9 23/31/9 29/37/9 30/38/9
f 28/36/5 27/35/5 31/39/5 32/40/5
f 30/38/1 29/37/1 33/41/1 34/42/1
f 31/39/4 34/42/4 33/41/4 32/40/4
f 23/30/3 26/29/3 28/43/3 32/40/3 33/41/3 29/44/3
f 24/33/2 30/45/2 34/42/2 31/39/2 27/46/2 25/34/2
f 39/47/4 42/48/4 41/49/4 40/50/4
f 35/51/3 39/47/3 40/50/3 36/52/3
f 36/53/1 40/50/1 41/49/1 37/54/1
f 37/55/2 41/49/2 42/48/2 38/56/2
f 39/47/5 35/57/5 38/58/5 42/48/5
f 43/59/1 45/60/1 46/61/1 44/62/1
f 47/63/5 49/64/5 50/65/5 48/66/5
f 43/67/10 44/68/10 47/63/10 48/66/10
f 45/60/4 50/65/4 49/64/4 46/61/4
f 58/69/1 57/70/1 61/71/1 62/72/1
f 51/73/7 55/74/7 56/75/7 52/76/7
f 52/77/3 56/78/3 57/79/3 53/80/3
f 53/81/6 57/70/6 58/69/6 54/82/6
f 55/83/2 51/84/2 54/85/2 58/86/2
f 62/87/2 59/88/2 55/83/2 58/86/2
f 55/74/5 59/89/5 60/90/5 56/75/5
f 57/79/3 56/78/3 60/91/3 61/92/3
f 62/72/9 61/71/9 63/93/9 64/94/9
f 60/90/8 59/89/8 65/95/8 66/96/8
f 64/94/1 63/93/1 67/97/1 68/98/1
f 66/96/5 65/95/5 69/99/5 70/100/5
f 67/97/4 70/100/4 69/99/4 68/98/4
f 59/88/2 62/87/2 64/101/2 68/98/2 69/99/2 65/102/2
f 60/91/3 66/103/3 70/100/3 67/97/3 63/104/3 61/92/3
f 75/105/4 78/106/4 77/107/4 76/108/4
f 71/109/2 75/105/2 76/108/2 72/110/2
f 72/111/5 76/108/5 77/107/5 73/112/5
f 73/113/3 77/107/3 78/106/3 74/114/3
f 75/105/1 71/115/1 74/116/1 78/106/1
f 83/117/4 86/118/4 85/119/4 84/120/4
f 79/121/3 83/117/3 84/120/3 80/122/3
f 80/123/1 84/120/1 85/119/1 81/124/1
f 81/125/2 85/119/2 86/118/2 82/126/2
f 83/117/5 79/127/5 82/128/5 86/118/5
f 91/129/4 94/130/4 93/131/4 92/132/4
f 87/133/2 91/129/2 92/132/2 88/134/2
f 88/135/5 92/132/5 93/131/5 89/136/5
f 89/137/3 93/131/3 94/130/3 90/138/3
f 91/129/1 87/139/1 90/140/1 94/130/1
f 96/141/5 95/142/5 97/143/5 98/144/5
f 98/144/2 97/145/2 101/146/2 102/147/2
f 100/148/3 99/149/3 95/150/3 96/141/3
f 100/148/4 96/141/4 98/144/4 102/147/4
g dtrack_vst31_Cube.000_SlopeGravelMaterial
f 3/151/3 6/152/3 5/153/3 2/154/3
f 1/155/11 2/156/11 5/157/11 4/158/11
f 1/159/5 3/151/5 2/160/5
f 6/152/1 4/161/1 5/162/1
f 4/161/4 6/152/4 3/151/4 1/159/4
an> z) { return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) ); } void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) { int i = 0; for (int z = 0; z != sz; z++) { for (int y = 0; y != sy; y++) { for (int x = 0; x != sx; x++) { result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset; i++; } } } } MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params, EmergeManager *emerge) : MapgenV6(mapgenid, params, emerge) { noiseindev_terrain_base = new NoiseIndev(&params->npindev_terrain_base, seed, csize.X, csize.Z); noiseindev_terrain_higher = new NoiseIndev(&params->npindev_terrain_higher, seed, csize.X, csize.Z); noiseindev_steepness = new NoiseIndev(&params->npindev_steepness, seed, csize.X, csize.Z); noiseindev_mud = new NoiseIndev(&params->npindev_mud, seed, csize.X, csize.Z); noiseindev_float_islands1 = new NoiseIndev(&params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z); noiseindev_float_islands2 = new NoiseIndev(&params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z); noiseindev_float_islands3 = new NoiseIndev(&params->npindev_float_islands3, seed, csize.X, csize.Z); noiseindev_biome = new NoiseIndev(&params->npindev_biome, seed, csize.X, csize.Z); } MapgenIndev::~MapgenIndev() { delete noiseindev_terrain_base; delete noiseindev_terrain_higher; delete noiseindev_steepness; //delete noise_height_select; //delete noise_trees; delete noiseindev_mud; //delete noise_beach; delete noiseindev_float_islands1; delete noiseindev_float_islands2; delete noiseindev_float_islands3; delete noiseindev_biome; } void MapgenIndev::calculateNoise() { int x = node_min.X; int y = node_min.Y; int z = node_min.Z; // Need to adjust for the original implementation's +.5 offset... if (!(flags & MG_FLAT)) { noiseindev_terrain_base->perlinMap2D( x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z), z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z)); noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z); noiseindev_terrain_higher->perlinMap2D( x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z), z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z)); noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z); noiseindev_steepness->perlinMap2D( x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z), z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z)); noiseindev_steepness->transformNoiseMapFarScale(x, y, z); noise_height_select->perlinMap2D( x + 0.5 * noise_height_select->np->spread.X, z + 0.5 * noise_height_select->np->spread.Z); noiseindev_float_islands1->perlinMap3D( x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z), y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z), z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z) ); noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z); noiseindev_float_islands2->perlinMap3D( x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z), y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z), z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z) ); noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z); noiseindev_float_islands3->perlinMap2D( x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z), z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z)); noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z); noiseindev_mud->perlinMap2D( x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z), z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z)); noiseindev_mud->transformNoiseMapFarScale(x, y, z); } noise_beach->perlinMap2D( x + 0.2 * noise_beach->np->spread.X, z + 0.7 * noise_beach->np->spread.Z); noise_biome->perlinMap2D( x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z), z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z)); } bool MapgenIndevParams::readParams(Settings *settings) { freq_desert = settings->getFloat("mgv6_freq_desert"); freq_beach = settings->getFloat("mgv6_freq_beach"); bool success = settings->getNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base) && settings->getNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher) && settings->getNoiseIndevParams("mgindev_np_steepness", npindev_steepness) && settings->getNoiseParams("mgv6_np_height_select", np_height_select) && settings->getNoiseParams("mgv6_np_trees", np_trees) && settings->getNoiseIndevParams("mgindev_np_mud", npindev_mud) && settings->getNoiseParams("mgv6_np_beach", np_beach) && settings->getNoiseIndevParams("mgindev_np_biome", npindev_biome) && settings->getNoiseParams("mgv6_np_cave", np_cave) && settings->getNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1) && settings->getNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2) && settings->getNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3); return success; } void MapgenIndevParams::writeParams(Settings *settings) { settings->setFloat("mgv6_freq_desert", freq_desert); settings->setFloat("mgv6_freq_beach", freq_beach); settings->setNoiseIndevParams("mgindev_np_terrain_base", npindev_terrain_base); settings->setNoiseIndevParams("mgindev_np_terrain_higher", npindev_terrain_higher); settings->setNoiseIndevParams("mgindev_np_steepness", npindev_steepness); settings->setNoiseParams("mgv6_np_height_select", np_height_select); settings->setNoiseParams("mgv6_np_trees", np_trees); settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud); settings->setNoiseParams("mgv6_np_beach", np_beach); settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome); settings->setNoiseParams("mgv6_np_cave", np_cave); settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1); settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2); settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3); } float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) { if (flags & MG_FLAT) return water_level; float terrain_base = NoisePerlin2DPosOffset(noiseindev_terrain_base->npindev, p.X, 0.5, p.Y, 0.5, seed); float terrain_higher = NoisePerlin2DPosOffset(noiseindev_terrain_higher->npindev, p.X, 0.5, p.Y, 0.5, seed); float steepness = NoisePerlin2DPosOffset(noiseindev_steepness->npindev, p.X, 0.5, p.Y, 0.5, seed); float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed); return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select); } float MapgenIndev::baseTerrainLevelFromMap(int index) { if (flags & MG_FLAT) return water_level; float terrain_base = noiseindev_terrain_base->result[index]; float terrain_higher = noiseindev_terrain_higher->result[index]; float steepness = noiseindev_steepness->result[index]; float height_select = noise_height_select->result[index]; return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select); } float MapgenIndev::getMudAmount(int index) { if (flags & MG_FLAT) return AVERAGE_MUD_AMOUNT; /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin( 0.5+(float)p.X/200, 0.5+(float)p.Y/200, seed+91013, 3, 0.55));*/ return noiseindev_mud->result[index]; } void MapgenIndev::generateCaves(int max_stone_y) { float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); int volume_nodes = (node_max.X - node_min.X + 1) * (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; cave_amount = MYMAX(0.0, cave_amount); u32 caves_count = cave_amount * volume_nodes / 50000; u32 bruises_count = 1; PseudoRandom ps(blockseed + 21343); PseudoRandom ps2(blockseed + 1032); if (ps.range(1, 6) == 1) bruises_count = ps.range(0, ps.range(0, 2)); if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) { caves_count /= 3; bruises_count /= 3; } for (u32 i = 0; i < caves_count + bruises_count; i++) { bool large_cave = (i >= caves_count); CaveIndev cave(this, &ps, &ps2, node_min, large_cave); cave.makeCave(node_min, node_max, max_stone_y); } } CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min, bool is_large_cave) { this->vm = mg->vm; this->water_level = mg->water_level; this->large_cave = is_large_cave; this->ps = ps; this->ps2 = ps2; this->c_water_source = mg->c_water_source; this->c_lava_source = mg->c_lava_source; min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2,6); dswitchint = ps->range(1,14); flooded = large_cave && ps->range(0,4); if (large_cave) { part_max_length_rs = ps->range(2,4); float scale = farscale(0.2, node_min.X, node_min.Y, node_min.Z); if (node_min.Y < -100 && !ps->range(0, scale * 30)) { //huge flooded = !ps->range(0, 3); tunnel_routepoints = ps->range(5, 30); min_tunnel_diameter = 30; max_tunnel_diameter = ps->range(40, ps->range(80, 150)); } else { tunnel_routepoints = ps->range(5, ps->range(15,30)); min_tunnel_diameter = 5; max_tunnel_diameter = ps->range(7, ps->range(8,24)); } } else { part_max_length_rs = ps->range(2,9); tunnel_routepoints = ps->range(10, ps->range(15,30)); } large_cave_is_flat = (ps->range(0,1) == 0); } /* // version with one perlin3d. use with good params like settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5"); void MapgenIndev::generateFloatIslands(int min_y) { if (node_min.Y < min_y) return; v3s16 p0(node_min.X, node_min.Y, node_min.Z); MapNode n1(c_stone), n2(c_desert_stone); int xl = node_max.X - node_min.X; int yl = node_max.Y - node_min.Y; int zl = node_max.Z - node_min.Z; u32 index = 0; for (int x1 = 0; x1 <= xl; x1++) { //int x = x1 + node_min.Y; for (int z1 = 0; z1 <= zl; z1++) { //int z = z1 + node_min.Z; for (int y1 = 0; y1 <= yl; y1++, index++) { //int y = y1 + node_min.Y; float noise = noiseindev_float_islands1->result[index]; //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl; if (noise > 0 ) { v3s16 p = p0 + v3s16(x1, y1, z1); u32 i = vm->m_area.index(p); if (!vm->m_area.contains(i)) continue; // Cancel if not air if (vm->m_data[i].getContent() != CONTENT_AIR) continue; vm->m_data[i] = noise > 1 ? n1 : n2; } } } } } */ void MapgenIndev::generateFloatIslands(int min_y) { if (node_min.Y < min_y) return; PseudoRandom pr(blockseed + 985); // originally from http://forum.minetest.net/viewtopic.php?id=4776 float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare. float AMPY = 24; // 24; // Amplitude of island centre y variation. float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top. float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom. v3s16 p0(node_min.X, node_min.Y, node_min.Z); MapNode n1(c_stone); float xl = node_max.X - node_min.X; float yl = node_max.Y - node_min.Y; float zl = node_max.Z - node_min.Z; u32 zstride = xl + 1; float midy = node_min.Y + yl * 0.5; u32 index = 0; for (int z1 = 0; z1 <= zl; ++z1) for (int y1 = 0; y1 <= yl; ++y1) for (int x1 = 0; x1 <= xl; ++x1, ++index) { int y = y1 + node_min.Y; u32 index2d = z1 * zstride + x1; float noise3 = noiseindev_float_islands3->result[index2d]; float pmidy = midy + noise3 / 1.5 * AMPY; float noise1 = noiseindev_float_islands1->result[index]; float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD; float noise1off = noise1 - offset - RAR; if (noise1off > 0 && noise1off < 0.7) { float noise2 = noiseindev_float_islands2->result[index]; if (noise2 - noise1off > -0.7) { v3s16 p = p0 + v3s16(x1, y1, z1); u32 i = vm->m_area.index(p); if (!vm->m_area.contains(i)) continue; // Cancel if not air if (vm->m_data[i].getContent() != CONTENT_AIR) continue; vm->m_data[i] = n1; } } } } void MapgenIndev::generateExperimental() { int float_islands = g_settings->getS16("mgindev_float_islands"); if (float_islands) generateFloatIslands(float_islands); }