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author | Vitaliy <silverunicorn2011@yandex.ru> | 2017-11-09 01:56:20 +0300 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-11-08 23:56:20 +0100 |
commit | 20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch) | |
tree | 67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/mapgen_fractal.cpp | |
parent | fc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff) | |
download | minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.xz |
Move files to subdirectories (#6599)
* Move files around
Diffstat (limited to 'src/mapgen/mapgen_fractal.cpp')
-rw-r--r-- | src/mapgen/mapgen_fractal.cpp | 404 |
1 files changed, 404 insertions, 0 deletions
diff --git a/src/mapgen/mapgen_fractal.cpp b/src/mapgen/mapgen_fractal.cpp new file mode 100644 index 000000000..b06885826 --- /dev/null +++ b/src/mapgen/mapgen_fractal.cpp @@ -0,0 +1,404 @@ +/* +Minetest +Copyright (C) 2015-2017 paramat +Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net> + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + + +#include "mapgen.h" +#include "voxel.h" +#include "noise.h" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +#include "content_sao.h" +#include "nodedef.h" +#include "voxelalgorithms.h" +//#include "profiler.h" // For TimeTaker +#include "settings.h" // For g_settings +#include "emerge.h" +#include "dungeongen.h" +#include "cavegen.h" +#include "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" +#include "mapgen_fractal.h" + + +FlagDesc flagdesc_mapgen_fractal[] = { + {NULL, 0} +}; + +/////////////////////////////////////////////////////////////////////////////////////// + + +MapgenFractal::MapgenFractal(int mapgenid, MapgenFractalParams *params, EmergeManager *emerge) + : MapgenBasic(mapgenid, params, emerge) +{ + spflags = params->spflags; + cave_width = params->cave_width; + large_cave_depth = params->large_cave_depth; + lava_depth = params->lava_depth; + fractal = params->fractal; + iterations = params->iterations; + scale = params->scale; + offset = params->offset; + slice_w = params->slice_w; + julia_x = params->julia_x; + julia_y = params->julia_y; + julia_z = params->julia_z; + julia_w = params->julia_w; + + //// 2D terrain noise + noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z); + noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); + + MapgenBasic::np_cave1 = params->np_cave1; + MapgenBasic::np_cave2 = params->np_cave2; + + formula = fractal / 2 + fractal % 2; + julia = fractal % 2 == 0; +} + + +MapgenFractal::~MapgenFractal() +{ + delete noise_seabed; + delete noise_filler_depth; +} + + +MapgenFractalParams::MapgenFractalParams(): + np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0), + np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), + np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), + np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0) +{ +} + + +void MapgenFractalParams::readParams(const Settings *settings) +{ + settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal); + settings->getFloatNoEx("mgfractal_cave_width", cave_width); + settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth); + settings->getS16NoEx("mgfractal_lava_depth", lava_depth); + settings->getU16NoEx("mgfractal_fractal", fractal); + settings->getU16NoEx("mgfractal_iterations", iterations); + settings->getV3FNoEx("mgfractal_scale", scale); + settings->getV3FNoEx("mgfractal_offset", offset); + settings->getFloatNoEx("mgfractal_slice_w", slice_w); + settings->getFloatNoEx("mgfractal_julia_x", julia_x); + settings->getFloatNoEx("mgfractal_julia_y", julia_y); + settings->getFloatNoEx("mgfractal_julia_z", julia_z); + settings->getFloatNoEx("mgfractal_julia_w", julia_w); + + settings->getNoiseParams("mgfractal_np_seabed", np_seabed); + settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgfractal_np_cave1", np_cave1); + settings->getNoiseParams("mgfractal_np_cave2", np_cave2); +} + + +void MapgenFractalParams::writeParams(Settings *settings) const +{ + settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX); + settings->setFloat("mgfractal_cave_width", cave_width); + settings->setS16("mgfractal_large_cave_depth", large_cave_depth); + settings->setS16("mgfractal_lava_depth", lava_depth); + settings->setU16("mgfractal_fractal", fractal); + settings->setU16("mgfractal_iterations", iterations); + settings->setV3F("mgfractal_scale", scale); + settings->setV3F("mgfractal_offset", offset); + settings->setFloat("mgfractal_slice_w", slice_w); + settings->setFloat("mgfractal_julia_x", julia_x); + settings->setFloat("mgfractal_julia_y", julia_y); + settings->setFloat("mgfractal_julia_z", julia_z); + settings->setFloat("mgfractal_julia_w", julia_w); + + settings->setNoiseParams("mgfractal_np_seabed", np_seabed); + settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgfractal_np_cave1", np_cave1); + settings->setNoiseParams("mgfractal_np_cave2", np_cave2); +} + + +///////////////////////////////////////////////////////////////// + + +int MapgenFractal::getSpawnLevelAtPoint(v2s16 p) +{ + bool solid_below = false; // Dry solid node is present below to spawn on + u8 air_count = 0; // Consecutive air nodes above the dry solid node + s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed); + // Seabed can rise above water_level or might be raised to create dry land + s16 search_start = MYMAX(seabed_level, water_level + 1); + if (seabed_level > water_level) + solid_below = true; + + for (s16 y = search_start; y <= search_start + 128; y++) { + if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node + solid_below = true; + air_count = 0; + } else if (solid_below) { // Air above solid node + air_count++; + // 3 to account for snowblock dust + if (air_count == 3) + return y - 2; + } + } + + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point +} + + +void MapgenFractal::makeChunk(BlockMakeData *data) +{ + // Pre-conditions + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; + //TimeTaker t("makeChunk"); + + v3s16 blockpos_min = data->blockpos_min; + v3s16 blockpos_max = data->blockpos_max; + node_min = blockpos_min * MAP_BLOCKSIZE; + node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; + full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + + blockseed = getBlockSeed2(full_node_min, seed); + + // Generate base terrain, mountains, and ridges with initial heightmaps + s16 stone_surface_max_y = generateTerrain(); + + // Create heightmap + updateHeightmap(node_min, node_max); + + // Init biome generator, place biome-specific nodes, and build biomemap + biomegen->calcBiomeNoise(node_min); + + MgStoneType mgstone_type; + content_t biome_stone; + generateBiomes(&mgstone_type, &biome_stone); + + if (flags & MG_CAVES) + generateCaves(stone_surface_max_y, large_cave_depth); + + if (flags & MG_DUNGEONS) + generateDungeons(stone_surface_max_y, mgstone_type, biome_stone); + + // Generate the registered decorations + if (flags & MG_DECORATIONS) + m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); + + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + + // Sprinkle some dust on top after everything else was generated + dustTopNodes(); + + //printf("makeChunk: %dms\n", t.stop()); + + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + if (flags & MG_LIGHT) + calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), + full_node_min, full_node_max); + + //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE, + // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF); + + this->generating = false; +} + + +bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z) +{ + float cx, cy, cz, cw, ox, oy, oz, ow; + + if (julia) { // Julia set + cx = julia_x; + cy = julia_y; + cz = julia_z; + cw = julia_w; + ox = (float)x / scale.X - offset.X; + oy = (float)y / scale.Y - offset.Y; + oz = (float)z / scale.Z - offset.Z; + ow = slice_w; + } else { // Mandelbrot set + cx = (float)x / scale.X - offset.X; + cy = (float)y / scale.Y - offset.Y; + cz = (float)z / scale.Z - offset.Z; + cw = slice_w; + ox = 0.0f; + oy = 0.0f; + oz = 0.0f; + ow = 0.0f; + } + + float nx = 0.0f; + float ny = 0.0f; + float nz = 0.0f; + float nw = 0.0f; + + for (u16 iter = 0; iter < iterations; iter++) { + switch (formula) { + default: + case 1: // 4D "Roundy" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + break; + case 2: // 4D "Squarry" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow - oy * oz) + cw; + break; + case 3: // 4D "Mandy Cousin" + nx = ox * ox - oy * oy - oz * oz + ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz + oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + break; + case 4: // 4D "Variation" + nx = ox * ox - oy * oy - oz * oz - ow * ow + cx; + ny = 2.0f * (ox * oy + oz * ow) + cy; + nz = 2.0f * (ox * oz - oy * ow) + cz; + nw = 2.0f * (ox * ow + oy * oz) + cw; + break; + case 5: // 3D "Mandelbrot/Mandelbar" + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * ox * oz + cz; + break; + case 6: // 3D "Christmas Tree" + // Altering the formula here is necessary to avoid division by zero + if (fabs(oz) < 0.000000001f) { + nx = ox * ox - oy * oy - oz * oz + cx; + ny = 2.0f * oy * ox + cy; + nz = 4.0f * oz * ox + cz; + } else { + float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz)); + nx = ox * ox - oy * oy - oz * oz + cx; + ny = a * (oy * oy - oz * oz) + cy; + nz = a * 2.0f * oy * oz + cz; + } + break; + case 7: // 3D "Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = ox * ox - oz * oz + cx; + ny = cy; + nz = -2.0f * oz * sqrt(ox * ox) + cz; + } else { + float a = 1.0f - (oz * oz) / (ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz; + } + break; + case 8: // 3D "Cosine Mandelbulb" + if (fabs(oy) < 0.000000001f) { + nx = 2.0f * ox * oz + cx; + ny = 4.0f * oy * oz + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } else { + float a = (2.0f * oz) / sqrt(ox * ox + oy * oy); + nx = (ox * ox - oy * oy) * a + cx; + ny = 2.0f * ox * oy * a + cy; + nz = oz * oz - ox * ox - oy * oy + cz; + } + break; + case 9: // 4D "Mandelbulb" + float rxy = sqrt(ox * ox + oy * oy); + float rxyz = sqrt(ox * ox + oy * oy + oz * oz); + if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) { + nx = (ox * ox - oy * oy) + cx; + ny = 2.0f * ox * oy + cy; + nz = -2.0f * rxy * oz + cz; + nw = 2.0f * rxyz * ow + cw; + } else { + float a = 1.0f - (ow * ow) / (rxyz * rxyz); + float b = a * (1.0f - (oz * oz) / (rxy * rxy)); + nx = (ox * ox - oy * oy) * b + cx; + ny = 2.0f * ox * oy * b + cy; + nz = -2.0f * rxy * oz * a + cz; + nw = 2.0f * rxyz * ow + cw; + } + break; + } + + if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f) + return false; + + ox = nx; + oy = ny; + oz = nz; + ow = nw; + } + + return true; +} + + +s16 MapgenFractal::generateTerrain() +{ + MapNode n_air(CONTENT_AIR); + MapNode n_stone(c_stone); + MapNode n_water(c_water_source); + + s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index2d = 0; + + noise_seabed->perlinMap2D(node_min.X, node_min.Z); + + 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 vi = vm->m_area.index(node_min.X, y, z); + for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) { + if (vm->m_data[vi].getContent() == CONTENT_IGNORE) { + s16 seabed_height = noise_seabed->result[index2d]; + + if (y <= seabed_height || getFractalAtPoint(x, y, z)) { + vm->m_data[vi] = n_stone; + if (y > stone_surface_max_y) + stone_surface_max_y = y; + } else if (y <= water_level) { + vm->m_data[vi] = n_water; + } else { + vm->m_data[vi] = n_air; + } + } + } + index2d -= ystride; + } + index2d += ystride; + } + + return stone_surface_max_y; +} |