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;
+ const v3s16 &em = vm->m_area.getExtent();
+ u32 index2d = 0; // Biomemap index
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
+ bool is_under_river = false; // Is column under river water
+ bool is_under_tunnel = false; // Is tunnel or is under tunnel
+ bool is_top_filler_above = false; // Is top or filler above node
+ // Indexes at column top
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);
+ (x - nmin.X); // 3D noise index
// Biome of column
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
-
+ u16 depth_top = biome->depth_top;
+ u16 base_filler = depth_top + biome->depth_filler;
+ u16 depth_riverbed = biome->depth_riverbed;
+ u16 nplaced = 0;
// 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.
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;
+ is_top_filler_above = false;
+ continue;
+ }
+
+ if (c == biome->c_river_water) {
+ column_is_open = true;
+ is_under_river = true;
+ is_top_filler_above = false;
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
+ is_under_tunnel = true;
+ // If tunnel roof is top or filler, replace with stone
+ if (is_top_filler_above)
+ vm->m_data[vi + em.X] = MapNode(biome->c_stone);
+ is_top_filler_above = false;
+ } else if (column_is_open && is_under_tunnel &&
+ (c == biome->c_stone || c == biome->c_filler)) {
+ // Tunnel entrance floor, place biome surface nodes
+ if (is_under_river) {
+ if (nplaced < depth_riverbed) {
+ vm->m_data[vi] = MapNode(biome->c_riverbed);
+ is_top_filler_above = true;
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_river = false;
+ is_under_tunnel = false;
+ }
+ } else if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
+ is_top_filler_above = true;
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ is_top_filler_above = true;
+ nplaced++;
+ } else {
+ // Disable top/filler placement
+ column_is_open = false;
+ is_under_tunnel = false;
+ }
+ } else {
+ // Not tunnel or tunnel entrance floor
+ // Check node for possible replacing with stone for tunnel roof
+ if (c == biome->c_top || c == biome->c_filler)
+ is_top_filler_above = true;
column_is_open = false;
- is_tunnel = false;
}
}
}
}
+////
+//// CavernsNoise
+////
+
+CavernsNoise::CavernsNoise(
+ INodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
+ s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
+{
+ assert(nodedef);
+
+ m_ndef = nodedef;
+
+ m_csize = chunksize;
+ m_cavern_limit = cavern_limit;
+ m_cavern_taper = cavern_taper;
+ m_cavern_threshold = cavern_threshold;
+
+ m_ystride = m_csize.X;
+ m_zstride_1d = m_csize.X * (m_csize.Y + 1);
+
+ // Noise is 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_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
+
+ c_water_source = m_ndef->getId("mapgen_water_source");
+ if (c_water_source == CONTENT_IGNORE)
+ c_water_source = CONTENT_AIR;
+
+ c_lava_source = m_ndef->getId("mapgen_lava_source");
+ if (c_lava_source == CONTENT_IGNORE)
+ c_lava_source = CONTENT_AIR;
+}
+
+
+CavernsNoise::~CavernsNoise()
+{
+ delete noise_cavern;
+}
+
+
+bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
+{
+ assert(vm);
+
+ // Calculate noise
+ noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
+
+ // Cache cavern_amp values
+ float *cavern_amp = new float[m_csize.Y + 1];
+ u8 cavern_amp_index = 0; // Index zero at column top
+ for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
+ cavern_amp[cavern_amp_index] =
+ MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
+ }
+
+ //// Place nodes
+ bool near_cavern = false;
+ const 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++) {
+ // Reset cave_amp index to column top
+ cavern_amp_index = 0;
+ // Initial voxelmanip index at column top
+ u32 vi = vm->m_area.index(x, nmax.Y, z);
+ // Initial 3D noise index at column top
+ u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
+ (x - nmin.X);
+ // Don't excavate the overgenerated stone at node_max.Y + 1,
+ // this creates a 'roof' over the cavern, preventing light in
+ // caverns at mapchunk borders when generating mapchunks upwards.
+ // This 'roof' is excavated 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),
+ cavern_amp_index++) {
+ content_t c = vm->m_data[vi].getContent();
+ float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
+ cavern_amp[cavern_amp_index];
+ // Disable CavesRandomWalk at a safe distance from caverns
+ // to avoid excessively spreading liquids in caverns.
+ if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
+ near_cavern = true;
+ if (n_absamp_cavern > m_cavern_threshold &&
+ m_ndef->get(c).is_ground_content)
+ vm->m_data[vi] = MapNode(CONTENT_AIR);
+ }
+ }
+ }
+
+ delete[] cavern_amp;
+
+ return near_cavern;
+}
+
+
////
//// CavesRandomWalk
////
s32 seed,
int water_level,
content_t water_source,
- content_t lava_source)
+ content_t lava_source,
+ int lava_depth)
{
assert(ndef);
this->seed = seed;
this->water_level = water_level;
this->np_caveliquids = &nparams_caveliquids;
- this->lava_depth = DEFAULT_LAVA_DEPTH;
+ this->lava_depth = lava_depth;
c_water_source = water_source;
if (c_water_source == CONTENT_IGNORE)
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
- if (vm->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
u32 i = vm->m_area.index(p);
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
- if (vm->m_area.contains(p) == false)
+ if (!vm->m_area.contains(p))
continue;
u32 i = vm->m_area.index(p);
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
return heightmap[index];
- } else {
- return water_level;
}
+
+ return water_level;
+
}