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author | Paramat <paramat@users.noreply.github.com> | 2018-06-24 17:14:18 +0100 |
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committer | GitHub <noreply@github.com> | 2018-06-24 17:14:18 +0100 |
commit | de621d5d4b0b75441e034f15f766145ede2bace8 (patch) | |
tree | 6279958cb8f19e6c49c88626b83ff34e884fd23e /src/mapgen | |
parent | 1d1cf000c023b77721ad8cb226330ca6a72a1acc (diff) | |
download | minetest-de621d5d4b0b75441e034f15f766145ede2bace8.tar.gz minetest-de621d5d4b0b75441e034f15f766145ede2bace8.tar.bz2 minetest-de621d5d4b0b75441e034f15f766145ede2bace8.zip |
Decoration API: Add lightweight ability to have complete coverage (#7456)
When the noise value or fill_ratio >= 10.0 complete coverage is enabled.
This disables random placement to avoid redundant multiple placements
at one position. Instead, 1 decoration per surface node is placed by
looping across each division.
'10' was chosen as this is the fill_ratio that previously created
very near complete coverage. The complete coverage feature therefore
integrates smoothly when noise is used for variable decoration density.
'fill_ratio = 10' should be used by modders who want a decoration
placed on every surface node. Compared to before such a decoration
placement will be 10 times faster.
Diffstat (limited to 'src/mapgen')
-rw-r--r-- | src/mapgen/mg_decoration.cpp | 38 |
1 files changed, 29 insertions, 9 deletions
diff --git a/src/mapgen/mg_decoration.cpp b/src/mapgen/mg_decoration.cpp index 6daa8216e..28dde0209 100644 --- a/src/mapgen/mg_decoration.cpp +++ b/src/mapgen/mg_decoration.cpp @@ -155,23 +155,43 @@ size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax) nmin.Z + sidelen + sidelen * z0 - 1 ); + bool cover = false; // Amount of decorations float nval = (flags & DECO_USE_NOISE) ? NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) : fill_ratio; u32 deco_count = 0; - float deco_count_f = (float)area * nval; - if (deco_count_f >= 1.f) { - deco_count = deco_count_f; - } else if (deco_count_f > 0.f) { - // For low density decorations calculate a chance for 1 decoration - if (ps.range(1000) <= deco_count_f * 1000.f) - deco_count = 1; + + if (nval >= 10.0f) { + // Complete coverage. Disable random placement to avoid + // redundant multiple placements at one position. + cover = true; + deco_count = area; + } else { + float deco_count_f = (float)area * nval; + if (deco_count_f >= 1.0f) { + deco_count = deco_count_f; + } else if (deco_count_f > 0.0f) { + // For very low density calculate a chance for 1 decoration + if (ps.range(1000) <= deco_count_f * 1000.0f) + deco_count = 1; + } } + s16 x = p2d_min.X - 1; + s16 z = p2d_min.Y; + for (u32 i = 0; i < deco_count; i++) { - s16 x = ps.range(p2d_min.X, p2d_max.X); - s16 z = ps.range(p2d_min.Y, p2d_max.Y); + if (!cover) { + x = ps.range(p2d_min.X, p2d_max.X); + z = ps.range(p2d_min.Y, p2d_max.Y); + } else { + x++; + if (x == p2d_max.X + 1) { + z++; + x = p2d_min.X; + } + } int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X); if ((flags & DECO_ALL_FLOORS) || |