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author | paramat <mat.gregory@virginmedia.com> | 2015-01-27 22:11:24 +0000 |
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committer | kwolekr <kwolekr@minetest.net> | 2015-02-05 03:21:04 -0500 |
commit | bec5d3ab227c1535797c286ad0b02d8190fd19fd (patch) | |
tree | e8b45e4fb7905c2f5b09edc2fc3180aadb529435 | |
parent | 9a0dd47057cad18522e43d159a06c856dfdeeef4 (diff) | |
download | minetest-bec5d3ab227c1535797c286ad0b02d8190fd19fd.tar.gz minetest-bec5d3ab227c1535797c286ad0b02d8190fd19fd.tar.bz2 minetest-bec5d3ab227c1535797c286ad0b02d8190fd19fd.zip |
Mgv7 mountains: Remove divide by zero code that creates vast walls
Conf.example: Add mgv7 cave1, cave2 noiseparams
Mgv7: Make skipping of mountain code relative to y=0 not water level
Mountain noise offset now -0.6 to compensate
Tune chance of large caves
-rw-r--r-- | minetest.conf.example | 4 | ||||
-rw-r--r-- | src/mapgen_v7.cpp | 42 |
2 files changed, 22 insertions, 24 deletions
diff --git a/minetest.conf.example b/minetest.conf.example index e1d880d83..eb883fa8e 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -547,8 +547,10 @@ #mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0 #mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0 #mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0 -#mgv7_np_mountain = 0, 1, (250, 350, 250), 5333, 5, 0.68, 2.0 +#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0 #mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 +#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0 +#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0 # Noise parameters for biome API temperature and humidity #mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0 diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index e8ca7809d..a7b9076b3 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -135,7 +135,7 @@ MapgenV7Params::MapgenV7Params() np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 4, 0.7, 2.0); np_mount_height = NoiseParams(100, 30, v3f(500, 500, 500), 72449, 4, 0.6, 2.0); np_ridge_uwater = NoiseParams(0, 1, v3f(500, 500, 500), 85039, 4, 0.6, 2.0); - np_mountain = NoiseParams(0, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0); + np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.68, 2.0); np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0); np_cave1 = NoiseParams(0, 12, v3f(100, 100, 100), 52534, 4, 0.5, 2.0); np_cave2 = NoiseParams(0, 12, v3f(100, 100, 100), 10325, 4, 0.5, 2.0); @@ -187,11 +187,11 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) s16 y = baseTerrainLevelAtPoint(p.X, p.Y); // Ridge/river terrain calculation - float width = 0.3; + float width = 0.2; float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; // actually computing the depth of the ridge is much more expensive; // if inside a river, simply guess - if (uwatern >= -width && uwatern <= width) + if (fabs(uwatern) <= width) return water_level - 10; // Mountain terrain calculation @@ -297,22 +297,21 @@ void MapgenV7::calculateNoise() noise_cave2->perlinMap3D(x, y, z); } + if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) { + noise_ridge->perlinMap3D(x, y, z); + noise_ridge_uwater->perlinMap2D(x, z); + } + + if ((spflags & MGV7_MOUNTAINS) && node_max.Y >= 0) { + noise_mountain->perlinMap3D(x, y, z); + noise_mount_height->perlinMap2D(x, z); + } + if (node_max.Y >= water_level) { noise_filler_depth->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); - - if (spflags & MGV7_MOUNTAINS) { - noise_mountain->perlinMap3D(x, y, z); - noise_mount_height->perlinMap2D(x, z); - } - - if (spflags & MGV7_RIDGES) { - noise_ridge->perlinMap3D(x, y, z); - noise_ridge_uwater->perlinMap2D(x, z); - } } - //printf("calculateNoise: %dus\n", t.stop()); } @@ -333,7 +332,6 @@ float MapgenV7::baseTerrainLevelAtPoint(int x, int z) hselect = rangelim(hselect, 0.0, 1.0); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); - persist = rangelim(persist, 0.4, 0.9); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); @@ -364,18 +362,16 @@ float MapgenV7::baseTerrainLevelFromMap(int index) bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) { float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed); - float height_modifier = -((float)y / mnt_h_n); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); - - return mnt_n + height_modifier >= 0.6; + return mnt_n * mnt_h_n >= (float)y; } bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, int y) { float mounthn = noise_mount_height->result[idx_xz]; - float height_modifier = -((float)y / mounthn); - return (noise_mountain->result[idx_xyz] + height_modifier >= 0.6); + float mountn = noise_mountain->result[idx_xyz]; + return mountn * mounthn >= (float)y; } @@ -469,7 +465,7 @@ int MapgenV7::generateBaseTerrain() int MapgenV7::generateMountainTerrain(int ymax) { - if (node_max.Y < water_level) + if (node_max.Y < 0) return ymax; MapNode n_stone(c_stone); @@ -506,6 +502,7 @@ void MapgenV7::generateRidgeTerrain() MapNode n_water(c_water_source); MapNode n_air(CONTENT_AIR); u32 index = 0; + float width = 0.2; // TODO: figure out acceptable perlin noise values for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 y = node_min.Y; y <= node_max.Y; y++) { @@ -516,7 +513,6 @@ void MapgenV7::generateRidgeTerrain() if (heightmap[j] < water_level - 16) continue; - float width = 0.2; // TODO: figure out acceptable perlin noise values float uwatern = noise_ridge_uwater->result[j] * 2; if (fabs(uwatern) > width) continue; @@ -794,7 +790,7 @@ void MapgenV7::generateCaves(int max_stone_y) } PseudoRandom ps(blockseed + 21343); - u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(1, 2) : 0; + u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0; for (u32 i = 0; i < bruises_count; i++) { CaveV7 cave(this, &ps, true); cave.makeCave(node_min, node_max, max_stone_y); |