this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
+ initHeightMap(this->heightmap, csize.X * csize.Z);
+
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
this->spflags = sp->spflags;
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
- if(f < 0.01)
+ if (f < 0.01)
f = 0.01;
- else if(f >= 1.0)
+ else if (f >= 1.0)
f *= 1.6;
float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
- if(n_ground * f > y - h) {
- if(y >= search_top - 7)
+ if (n_ground * f > y - h) {
+ if (y >= search_top - 7)
break;
else
level = y;
void MapgenV5::makeChunk(BlockMakeData *data)
{
+ // Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
+
+ // Create heightmap
updateHeightmap(node_min, node_max);
- // Calculate biomes
+ // Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
- generateBiomes();
+ generateBiomes(noise_heat->result, noise_humidity->result);
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
u32 index2d = 0;
int stone_surface_max_y = -MAP_GENERATION_LIMIT;
- for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+ for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+ for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
- if(vm->m_data[i].getContent() != CONTENT_IGNORE)
+ for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+ if (vm->m_data[i].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
- if(f < 0.01)
+ if (f < 0.01)
f = 0.01;
- else if(f >= 1.0)
+ else if (f >= 1.0)
f *= 1.6;
float h = noise_height->result[index2d];
- if(noise_ground->result[index] * f < y - h) {
- if(y <= water_level)
+ if (noise_ground->result[index] * f < y - h) {
+ if (y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
}
-void MapgenV5::generateBiomes()
+void MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{
if (node_max.Y < water_level)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->get(biomemap[index]);
- s16 dfiller = biome->depth_filler + noise_filler_depth->result[index];
- s16 y0_top = biome->depth_top;
- s16 y0_filler = biome->depth_top + dfiller;
- s16 shore_max = water_level + biome->height_shore;
- s16 depth_water_top = biome->depth_water_top;
+ Biome *biome = NULL;
+ s16 dfiller = 0;
+ s16 y0_top = 0;
+ s16 y0_filler = 0;
+ s16 depth_water_top = 0;
s16 nplaced = 0;
u32 i = vm->m_area.index(x, node_max.Y, z);
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[i].getContent();
+ if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+ dfiller = biome->depth_filler + noise_filler_depth->result[index];
+ y0_top = biome->depth_top;
+ y0_filler = biome->depth_top + dfiller;
+ depth_water_top = biome->depth_water_top;
+ }
+
if (c == c_stone && have_air) {
content_t c_below = vm->m_data[i - em.X].getContent();
if (c_below != CONTENT_AIR) {
if (nplaced < y0_top) {
- if(y < water_level)
- vm->m_data[i] = MapNode(biome->c_underwater);
- else if(y <= shore_max)
- vm->m_data[i] = MapNode(biome->c_shore_top);
- else
- vm->m_data[i] = MapNode(biome->c_top);
+ vm->m_data[i] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < y0_filler && nplaced >= y0_top) {
- if(y < water_level)
- vm->m_data[i] = MapNode(biome->c_underwater);
- else if(y <= shore_max)
- vm->m_data[i] = MapNode(biome->c_shore_filler);
- else
- vm->m_data[i] = MapNode(biome->c_filler);
+ vm->m_data[i] = MapNode(biome->c_filler);
nplaced++;
} else if (c == c_stone) {
have_air = false;
u32 index = 0;
u32 index2d = 0;
- for(s16 z=node_min.Z; z<=node_max.Z; z++) {
- for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
+ for (s16 z=node_min.Z; z<=node_max.Z; z++) {
+ for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
- for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
+ for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
content_t c = vm->m_data[i].getContent();
- if(c == CONTENT_AIR
+ if (c == CONTENT_AIR
|| (y <= water_level
&& c != biome->c_stone
&& c != c_stone))
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
- if(d1*d2 > 0.125)
+ if (d1*d2 > 0.125)
vm->m_data[i] = MapNode(CONTENT_AIR);
}
index2d = index2d - ystride;