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-rw-r--r--src/cavegen.cpp96
-rw-r--r--src/cavegen.h37
-rw-r--r--src/mapgen.cpp52
-rw-r--r--src/mapgen.h5
-rw-r--r--src/mapgen_flat.cpp10
-rw-r--r--src/mapgen_fractal.cpp10
-rw-r--r--src/mapgen_v5.cpp10
-rw-r--r--src/mapgen_v7.cpp10
-rw-r--r--src/mapgen_valleys.h3
9 files changed, 151 insertions, 82 deletions
diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index 5f0af9699..51309ad60 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -23,10 +23,106 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
+#include "mg_biome.h"
#include "cavegen.h"
NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
+
+////
+//// CavesNoiseIntersection
+////
+
+CavesNoiseIntersection::CavesNoiseIntersection(
+ INodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
+ NoiseParams *np_cave1, NoiseParams *np_cave2, int seed, float cave_width)
+{
+ assert(nodedef);
+ assert(biomemgr);
+
+ m_ndef = nodedef;
+ m_bmgr = biomemgr;
+
+ m_csize = chunksize;
+ m_cave_width = cave_width;
+
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noises are created using 1-down overgeneration
+ // A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
+ // re-carving the solid overtop placed for blocking sunlight
+ noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+ noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+}
+
+
+CavesNoiseIntersection::~CavesNoiseIntersection()
+{
+ delete noise_cave1;
+ delete noise_cave2;
+}
+
+
+void CavesNoiseIntersection::generateCaves(MMVManip *vm,
+ v3s16 nmin, v3s16 nmax, u8 *biomemap)
+{
+ assert(vm);
+ assert(biomemap);
+
+ noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+ noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index2d = 0;
+
+ for (s16 z = nmin.Z; z <= nmax.Z; z++)
+ for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
+ bool column_is_open = false; // Is column open to overground
+ bool is_tunnel = false; // Is tunnel or tunnel floor
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X);
+ // Biome of column
+ Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
+
+ // Don't excavate the overgenerated stone at nmax.Y + 1,
+ // this creates a 'roof' over the tunnel, preventing light in
+ // tunnels at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is removed when the mapchunk above is generated.
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
+ index3d -= m_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 > m_cave_width && m_ndef->get(c).is_ground_content) {
+ // In tunnel and ground content, excavate
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ is_tunnel = true;
+ } else {
+ // Not in tunnel or not ground content
+ if (is_tunnel && 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;
+ is_tunnel = false;
+ }
+ }
+ }
+}
+
+
////
//// CavesRandomWalk
////
diff --git a/src/cavegen.h b/src/cavegen.h
index 68e0c8bc5..da0894635 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -26,6 +26,43 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class GenerateNotifier;
/*
+ CavesNoiseIntersection is a cave digging algorithm that carves smooth,
+ web-like, continuous tunnels at points where the density of the intersection
+ between two separate 3d noises is above a certain value. This value,
+ cave_width, can be modified to set the effective width of these tunnels.
+
+ This algorithm is relatively heavyweight, taking ~80ms to generate an
+ 80x80x80 chunk of map on a modern processor. Use sparingly!
+
+ TODO(hmmmm): Remove dependency on biomes
+ TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
+*/
+class CavesNoiseIntersection {
+public:
+ CavesNoiseIntersection(INodeDefManager *nodedef, BiomeManager *biomemgr,
+ v3s16 chunksize, NoiseParams *np_cave1, NoiseParams *np_cave2,
+ int seed, float cave_width);
+ ~CavesNoiseIntersection();
+
+ void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
+
+private:
+ INodeDefManager *m_ndef;
+ BiomeManager *m_bmgr;
+
+ // configurable parameters
+ v3s16 m_csize;
+ float m_cave_width;
+
+ // intermediate state variables
+ u16 m_ystride;
+ u16 m_zstride_1d;
+
+ Noise *noise_cave1;
+ Noise *noise_cave2;
+};
+
+/*
CavesRandomWalk is an implementation of a cave-digging algorithm that
operates on the principle of a "random walk" to approximate the stochiastic
activity of cavern development.
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index 09671d845..7e959533d 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -542,56 +542,10 @@ void MapgenBasic::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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);
+ CavesNoiseIntersection caves_noise(ndef, bmgr, csize,
+ &np_cave1, &np_cave2, seed, cave_width);
- 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
- bool is_tunnel = false; // Is tunnel or tunnel floor
- u32 vi = vm->m_area.index(x, node_max.Y, z);
- u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
- (x - node_min.X);
- // Biome of column
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
-
- // Don't excavate the overgenerated stone at node_max.Y + 1,
- // this creates a 'roof' over the tunnel, preventing light in
- // tunnels at mapchunk borders when generating mapchunks upwards.
- // This 'roof' is removed when the mapchunk above is generated.
- for (s16 y = node_max.Y; 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 > cave_width && ndef->get(c).is_ground_content) {
- // In tunnel and ground content, excavate
- vm->m_data[vi] = MapNode(CONTENT_AIR);
- is_tunnel = true;
- } else {
- // Not in tunnel or not ground content
- if (is_tunnel && 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;
- is_tunnel = false;
- }
- }
- }
+ caves_noise.generateCaves(vm, node_min, node_max, biomemap);
if (node_max.Y > large_cave_depth)
return;
diff --git a/src/mapgen.h b/src/mapgen.h
index 3ec148296..8db01f5c1 100644
--- a/src/mapgen.h
+++ b/src/mapgen.h
@@ -220,8 +220,6 @@ public:
BiomeManager *bmgr;
Noise *noise_filler_depth;
- Noise *noise_cave1;
- Noise *noise_cave2;
v3s16 node_min;
v3s16 node_max;
@@ -235,7 +233,8 @@ public:
content_t c_sandstone;
int ystride;
- int zstride_1d;
+ NoiseParams np_cave1;
+ NoiseParams np_cave2;
float cave_width;
MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
diff --git a/src/mapgen_flat.cpp b/src/mapgen_flat.cpp
index 2cbf9ace0..a541a54f3 100644
--- a/src/mapgen_flat.cpp
+++ b/src/mapgen_flat.cpp
@@ -58,8 +58,6 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@@ -78,10 +76,8 @@ MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge
noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- //// 3D noise
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@@ -119,8 +115,6 @@ MapgenFlat::~MapgenFlat()
{
delete noise_terrain;
delete noise_filler_depth;
- delete noise_cave1;
- delete noise_cave2;
delete biomegen;
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp
index 3217d52e2..dca10d253 100644
--- a/src/mapgen_fractal.cpp
+++ b/src/mapgen_fractal.cpp
@@ -56,8 +56,6 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@@ -79,10 +77,8 @@ MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *
noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
- //// 3D terrain noise
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@@ -123,8 +119,6 @@ MapgenFractal::~MapgenFractal()
{
delete noise_seabed;
delete noise_filler_depth;
- delete noise_cave1;
- delete noise_cave2;
delete biomegen;
diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
index 6c1441bc2..0c063dc6f 100644
--- a/src/mapgen_v5.cpp
+++ b/src/mapgen_v5.cpp
@@ -54,8 +54,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
@@ -72,9 +70,9 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 3D terrain noise
// 1-up 1-down overgeneration
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
//// Initialize biome generator
biomegen = emerge->biomemgr->createBiomeGen(
@@ -113,8 +111,6 @@ MapgenV5::~MapgenV5()
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
- delete noise_cave1;
- delete noise_cave2;
delete noise_ground;
delete biomegen;
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index e6801a24b..e297a1d3e 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -61,8 +61,6 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
this->ystride = csize.X;
// 1-up 1-down overgeneration
this->zstride_1u1d = csize.X * (csize.Y + 2);
- // 1-down overgeneration
- this->zstride_1d = csize.X * (csize.Y + 1);
this->heightmap = new s16[csize.X * csize.Z];
this->ridge_heightmap = new s16[csize.X * csize.Z];
@@ -85,9 +83,9 @@ MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
// 1-up 1-down overgeneration
noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
- // 1-down overgeneraion
- noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
+
+ MapgenBasic::np_cave1 = sp->np_cave1;
+ MapgenBasic::np_cave2 = sp->np_cave2;
// TODO(hmmmm): should we have a way to disable biomemanager biomes?
//// Initialize biome generator
@@ -133,8 +131,6 @@ MapgenV7::~MapgenV7()
delete noise_ridge_uwater;
delete noise_mountain;
delete noise_ridge;
- delete noise_cave1;
- delete noise_cave2;
delete biomegen;
diff --git a/src/mapgen_valleys.h b/src/mapgen_valleys.h
index 2ab253430..4f87be6b6 100644
--- a/src/mapgen_valleys.h
+++ b/src/mapgen_valleys.h
@@ -100,6 +100,7 @@ private:
BiomeGenOriginal *m_bgen;
int zstride;
+ int zstride_1d;
float map_gen_limit;
@@ -120,6 +121,8 @@ private:
Noise *noise_inter_valley_fill;
Noise *noise_inter_valley_slope;
Noise *noise_rivers;
+ Noise *noise_cave1;
+ Noise *noise_cave2;
Noise *noise_massive_caves;
Noise *noise_terrain_height;
Noise *noise_valley_depth;