MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
- this->emerge = emerge;
- this->bmgr = emerge->biomemgr;
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y, csize.Z);
//// Biome noise
- noise_heat = new Noise(bmgr->np_heat, seed, csize.X, csize.Z);
- noise_humidity = new Noise(bmgr->np_humidity, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
// Ridge/river terrain calculation
float width = 0.3;
- float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+ float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
// actually computing the depth of the ridge is much more expensive;
// if inside a river, simply guess
if (uwatern >= -width && uwatern <= width)
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
- blockseed = emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
+ blockseed = m_emerge->getBlockSeed(full_node_min); //////use getBlockSeed2()!
// Make some noise
calculateNoise();
}
// Generate the registered decorations
- emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
int z = node_min.Z;
noise_height_select->perlinMap2D(x, z);
- noise_height_select->transformNoiseMap();
-
noise_terrain_persist->perlinMap2D(x, z);
- noise_terrain_persist->transformNoiseMap();
float *persistmap = noise_terrain_persist->result;
for (int i = 0; i != csize.X * csize.Z; i++)
persistmap[i] = rangelim(persistmap[i], 0.4, 0.9);
noise_terrain_base->perlinMap2D(x, z, persistmap);
- noise_terrain_base->transformNoiseMap();
-
noise_terrain_alt->perlinMap2D(x, z, persistmap);
- noise_terrain_alt->transformNoiseMap();
-
noise_filler_depth->perlinMap2D(x, z);
if (spflags & MGV7_MOUNTAINS) {
noise_mountain->perlinMap3D(x, y, z);
noise_mount_height->perlinMap2D(x, z);
- noise_mount_height->transformNoiseMap();
}
if (spflags & MGV7_RIDGES) {
Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
- float heat = NoisePerlin2D(bmgr->np_heat, p.X, p.Z, seed);
- float humidity = NoisePerlin2D(bmgr->np_humidity, p.X, p.Z, seed);
+ float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
+ float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
return bmgr->getBiome(heat, humidity, groundlevel);
//needs to be updated
float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
- float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+ float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
- float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+ float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
persist = rangelim(persist, 0.4, 0.9);
- noise_terrain_base->np->persist = persist;
- float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
+ noise_terrain_base->np.persist = persist;
+ float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
- noise_terrain_alt->np->persist = persist;
- float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+ noise_terrain_alt->np.persist = persist;
+ float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
- float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
+ float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
- float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+ float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + height_modifier >= 0.6;
}
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
float terrain_mod = noise_terrain_mod->result[index];
NoiseParams *np = noise_terrain_river->np;
- np->persist = noise_terrain_persist->result[index];
+ np.persist = noise_terrain_persist->result[index];
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
float height = terrain_river * (1 - abs(terrain_mod)) *
- noise_terrain_river->np->scale;
+ noise_terrain_river->np.scale;
height = log(height * height); //log(h^3) is pretty interesting for terrain
s16 y = heightmap[index];