void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
-
+ double baseRockLevelFromNoise(v2s16 p);
static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, INodeDefManager *ndef);
void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, bool is_apple_tree, INodeDefManager *ndef);
return h;
}
+double MapgenV6::baseRockLevelFromNoise(v2s16 p) {
+ double base = water_level +
+ NoisePerlin2DPosOffset(noise_terrain_base->np, p.X, 0.5, p.Y, 0.5, seed);
+ double higher = water_level +
+ NoisePerlin2DPosOffset(noise_terrain_higher->np, p.X, 0.5, p.Y, 0.5, seed);
+
+ if (higher < base)
+ higher = base;
+
+ double b = NoisePerlin2DPosOffset(noise_steepness->np, p.X, 0.5, p.Y, 0.5, seed);
+ b = rangelim(b, 0.0, 1000.0);
+ b = b*b*b*b*b*b*b;
+ b *= 5;
+ b = rangelim(b, 0.5, 1000.0);
+
+ if(b > 1.5 && b < 100.0){
+ if(b < 10.0)
+ b = 1.5;
+ else
+ b = 100.0;
+ }
+
+ double a_off = -0.20;
+ double a = 0.5 + b * (a_off + NoisePerlin2DNoTxfmPosOffset(
+ noise_height_select->np, p.X, 0.5, p.Y, 0.5, seed));
+ a = rangelim(a, 0.0, 1.0);
+
+ return base * (1.0 - a) + higher * a;
+}
+
+
s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
{
- return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+ return baseRockLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
}
double MapgenV6::get_mud_add_amount(u64 seed, v2s16 p)
int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
- return base_rock_level_2d(seed, p) + AVERAGE_MUD_AMOUNT;
+ return baseRockLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
}
return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}
-#define NoisePerlin2D(np, x, y, s) ((np)->offset + (np)->scale * \
- noise2d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
+#define NoisePerlin2D(np, x, y, s) \
+ ((np)->offset + (np)->scale * noise2d_perlin( \
+ (float)(x) / (np)->spread.X, \
+ (float)(y) / (np)->spread.Y, \
+ (s) + (np)->seed, (np)->octaves, (np)->persist))
+
+#define NoisePerlin2DNoTxfm(np, x, y, s) \
+ (noise2d_perlin( \
+ (float)(x) / (np)->spread.X, \
+ (float)(y) / (np)->spread.Y, \
+ (s) + (np)->seed, (np)->octaves, (np)->persist))
+
+#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
+ ((np)->offset + (np)->scale * noise2d_perlin( \
+ (float)(xoff) + (float)(x) / (np)->spread.X, \
+ (float)(yoff) + (float)(y) / (np)->spread.Y, \
+ (s) + (np)->seed, (np)->octaves, (np)->persist))
+
+#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
+ (noise2d_perlin( \
+ (float)(xoff) + (float)(x) / (np)->spread.X, \
+ (float)(yoff) + (float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \