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-rw-r--r--src/mapgen_fractal.cpp87
1 files changed, 44 insertions, 43 deletions
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 5c0d283ec..9cb682a91 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -339,18 +339,15 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
void MapgenFractal::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
- int x = node_min.X;
- int y = node_min.Y - 1;
- int z = node_min.Z;
+ s16 x = node_min.X;
+ s16 z = node_min.Z;
noise_seabed->perlinMap2D(x, z);
- noise_filler_depth->perlinMap2D(x, z);
- if (flags & MG_CAVES) {
- noise_cave1->perlinMap3D(x, y, z);
- noise_cave2->perlinMap3D(x, y, z);
- }
+ // Cave noises are calculated in generateCaves()
+ // only if solid terrain is present in mapchunk
+ noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
@@ -673,41 +670,45 @@ void MapgenFractal::dustTopNodes()
void MapgenFractal::generateCaves(s16 max_stone_y)
{
- if (max_stone_y >= node_min.Y) {
- v3s16 em = vm->m_area.getExtent();
- u32 index2d = 0;
- u32 index3d;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
- bool open = false; // Is column open to overground
- u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
- index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
- (x - node_min.X);
- // Biome of column
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
- for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
- y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
- content_t c = vm->m_data[vi].getContent();
- if (c == CONTENT_AIR || c == biome->c_water_top ||
- c == biome->c_water) {
- open = true;
- continue;
- }
- // Ground
- float d1 = contour(noise_cave1->result[index3d]);
- float d2 = contour(noise_cave2->result[index3d]);
- if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
- // In tunnel and ground content, excavate
- vm->m_data[vi] = MapNode(CONTENT_AIR);
- } else if (open && (c == biome->c_filler || c == biome->c_stone)) {
- // Tunnel entrance floor
- vm->m_data[vi] = MapNode(biome->c_top);
- open = false;
- } else {
- open = false;
- }
+ if (max_stone_y < node_min.Y)
+ return;
+
+ noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+ noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
+ bool column_is_open = false; // Is column open to overground
+ u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
+ u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
+ (x - node_min.X);
+ // Biome of column
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
+
+ for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
+ y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
+ content_t c = vm->m_data[vi].getContent();
+ if (c == CONTENT_AIR || c == biome->c_water_top ||
+ c == biome->c_water) {
+ column_is_open = true;
+ continue;
+ }
+ // Ground
+ float d1 = contour(noise_cave1->result[index3d]);
+ float d2 = contour(noise_cave2->result[index3d]);
+ if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ } else if (column_is_open &&
+ (c == biome->c_filler || c == biome->c_stone)) {
+ // Tunnel entrance floor
+ vm->m_data[vi] = MapNode(biome->c_top);
+ column_is_open = false;
+ } else {
+ column_is_open = false;
}
}
}