3 Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2015-2018 paramat
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
25 class GenerateNotifier;
28 CavesNoiseIntersection is a cave digging algorithm that carves smooth,
29 web-like, continuous tunnels at points where the density of the intersection
30 between two separate 3d noises is above a certain value. This value,
31 cave_width, can be modified to set the effective width of these tunnels.
33 This algorithm is relatively heavyweight, taking ~80ms to generate an
34 80x80x80 chunk of map on a modern processor. Use sparingly!
36 TODO(hmmmm): Remove dependency on biomes
37 TODO(hmmmm): Find alternative to overgeneration as solution for sunlight issue
39 class CavesNoiseIntersection
42 CavesNoiseIntersection(const NodeDefManager *nodedef,
43 BiomeManager *biomemgr, v3s16 chunksize, NoiseParams *np_cave1,
44 NoiseParams *np_cave2, s32 seed, float cave_width);
45 ~CavesNoiseIntersection();
47 void generateCaves(MMVManip *vm, v3s16 nmin, v3s16 nmax, u8 *biomemap);
50 const NodeDefManager *m_ndef;
53 // configurable parameters
57 // intermediate state variables
66 CavernsNoise is a cave digging algorithm
71 CavernsNoise(const NodeDefManager *nodedef, v3s16 chunksize,
72 NoiseParams *np_cavern, s32 seed, float cavern_limit,
73 float cavern_taper, float cavern_threshold);
76 bool generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax);
79 const NodeDefManager *m_ndef;
81 // configurable parameters
85 float m_cavern_threshold;
87 // intermediate state variables
93 content_t c_water_source;
94 content_t c_lava_source;
98 CavesRandomWalk is an implementation of a cave-digging algorithm that
99 operates on the principle of a "random walk" to approximate the stochiastic
100 activity of cavern development.
102 In summary, this algorithm works by carving a randomly sized tunnel in a
103 random direction a random amount of times, randomly varying in width.
104 All randomness here is uniformly distributed; alternative distributions have
105 not yet been implemented.
107 This algorithm is very fast, executing in less than 1ms on average for an
108 80x80x80 chunk of map on a modern processor.
110 class CavesRandomWalk
114 const NodeDefManager *ndef;
115 GenerateNotifier *gennotify;
121 float large_cave_flooded;
122 // TODO 'np_caveliquids' is deprecated and should eventually be removed.
123 // Cave liquids are now defined and located using biome definitions.
124 NoiseParams *np_caveliquids;
128 s16 min_tunnel_diameter;
129 s16 max_tunnel_diameter;
130 u16 tunnel_routepoints;
131 int part_max_length_rs;
134 bool large_cave_is_flat;
136 bool use_biome_liquid;
141 v3f orp; // starting point, relative to caved space
142 v3s16 of; // absolute coordinates of caved space
143 v3s16 ar; // allowed route area
144 s16 rs; // tunnel radius size
152 content_t c_water_source;
153 content_t c_lava_source;
154 content_t c_biome_liquid;
156 // ndef is a mandatory parameter.
157 // If gennotify is NULL, generation events are not logged.
158 // If biomegen is NULL, cave liquids have classic behaviour.
159 CavesRandomWalk(const NodeDefManager *ndef, GenerateNotifier *gennotify =
160 NULL, s32 seed = 0, int water_level = 1, content_t water_source =
161 CONTENT_IGNORE, content_t lava_source = CONTENT_IGNORE,
162 float large_cave_flooded = 0.5f, BiomeGen *biomegen = NULL);
164 // vm and ps are mandatory parameters.
165 // If heightmap is NULL, the surface level at all points is assumed to
167 void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
168 bool is_large_cave, int max_stone_height, s16 *heightmap);
171 void makeTunnel(bool dirswitch);
172 void carveRoute(v3f vec, float f, bool randomize_xz);
174 inline bool isPosAboveSurface(v3s16 p);
178 CavesV6 is the original version of caves used with Mapgen V6.
180 Though it uses the same fundamental algorithm as CavesRandomWalk, it is made
181 separate to preserve the exact sequence of PseudoRandom calls - any change
182 to this ordering results in the output being radically different.
183 Because caves in Mapgen V6 are responsible for a large portion of the basic
184 terrain shape, modifying this will break our contract of reverse
185 compatibility for a 'stable' mapgen such as V6.
188 *** DO NOT TOUCH THIS CLASS UNLESS YOU KNOW WHAT YOU ARE DOING ***
194 const NodeDefManager *ndef;
195 GenerateNotifier *gennotify;
199 // configurable parameters
201 content_t c_water_source;
202 content_t c_lava_source;
205 // intermediate state variables
208 s16 min_tunnel_diameter;
209 s16 max_tunnel_diameter;
210 u16 tunnel_routepoints;
211 int part_max_length_rs;
214 bool large_cave_is_flat;
219 v3f orp; // starting point, relative to caved space
220 v3s16 of; // absolute coordinates of caved space
221 v3s16 ar; // allowed route area
222 s16 rs; // tunnel radius size
228 // ndef is a mandatory parameter.
229 // If gennotify is NULL, generation events are not logged.
230 CavesV6(const NodeDefManager *ndef, GenerateNotifier *gennotify = NULL,
231 int water_level = 1, content_t water_source = CONTENT_IGNORE,
232 content_t lava_source = CONTENT_IGNORE);
234 // vm, ps, and ps2 are mandatory parameters.
235 // If heightmap is NULL, the surface level at all points is assumed to
237 void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
238 PseudoRandom *ps2, bool is_large_cave, int max_stone_height,
239 s16 *heightmap = NULL);
242 void makeTunnel(bool dirswitch);
243 void carveRoute(v3f vec, float f, bool randomize_xz, bool tunnel_above_ground);
245 inline s16 getSurfaceFromHeightmap(v3s16 p);