*/
void MapgenIndev::generateFloatIslands(int min_y) {
- if (node_min.Y < min_y) return;
- PseudoRandom pr(blockseed + 985);
- // originally from http://forum.minetest.net/viewtopic.php?id=4776
- float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity.
- float AMPY = 24; // 24; // Amplitude of island centre y variation.
- float TGRAD = 24; // 24; // Noise gradient to create top surface.
- float BGRAD = 24; // 24; // Noise gradient to create bottom surface.
-
- v3s16 p0(node_min.X, node_min.Y, node_min.Z);
- MapNode n1(c_stone);
-
- float xl = node_max.X - node_min.X;
- float yl = node_max.Y - node_min.Y;
- float zl = node_max.Z - node_min.Z;
- u32 zstride = xl + 1;
- float midy = node_min.Y + yl * 0.5;
- u32 index = 0;
- for (int z1 = 0; z1 <= zl; ++z1)
- {
- for (int y1 = 0; y1 <= yl; ++y1)
- {
- for (int x1 = 0; x1 <= xl; ++x1, ++index)
- {
- int y = y1 + node_min.Y;
- u32 index2d = z1 * zstride + x1;
- float noise3 = noiseindev_float_islands3->result[index2d];
- float pmidy = midy + noise3 / 1.5 * AMPY;
- float noise1 = noiseindev_float_islands1->result[index];
- float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
- float noise1off = noise1 - offset - RAR;
- if (noise1off > 0 && noise1off < 0.7) {
- float noise2 = noiseindev_float_islands2->result[index];
- if (noise2 - noise1off > -0.7){
- v3s16 p = p0 + v3s16(x1, y1, z1);
- u32 i = vm->m_area.index(p);
- if (!vm->m_area.contains(i))
- continue;
- // Cancel if not air
- if (vm->m_data[i].getContent() != CONTENT_AIR)
- continue;
- vm->m_data[i] = n1;
- }
- }
- }
- }
- }
+ if (node_min.Y < min_y) return;
+ PseudoRandom pr(blockseed + 985);
+ // originally from http://forum.minetest.net/viewtopic.php?id=4776
+ float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
+ float AMPY = 24; // 24; // Amplitude of island centre y variation.
+ float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
+ float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
+
+ v3s16 p0(node_min.X, node_min.Y, node_min.Z);
+ MapNode n1(c_stone);
+
+ float xl = node_max.X - node_min.X;
+ float yl = node_max.Y - node_min.Y;
+ float zl = node_max.Z - node_min.Z;
+ u32 zstride = xl + 1;
+ float midy = node_min.Y + yl * 0.5;
+ u32 index = 0;
+ for (int z1 = 0; z1 <= zl; ++z1)
+ for (int y1 = 0; y1 <= yl; ++y1)
+ for (int x1 = 0; x1 <= xl; ++x1, ++index) {
+ int y = y1 + node_min.Y;
+ u32 index2d = z1 * zstride + x1;
+ float noise3 = noiseindev_float_islands3->result[index2d];
+ float pmidy = midy + noise3 / 1.5 * AMPY;
+ float noise1 = noiseindev_float_islands1->result[index];
+ float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+ float noise1off = noise1 - offset - RAR;
+ if (noise1off > 0 && noise1off < 0.7) {
+ float noise2 = noiseindev_float_islands2->result[index];
+ if (noise2 - noise1off > -0.7) {
+ v3s16 p = p0 + v3s16(x1, y1, z1);
+ u32 i = vm->m_area.index(p);
+ if (!vm->m_area.contains(i))
+ continue;
+ // Cancel if not air
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ continue;
+ vm->m_data[i] = n1;
+ }
+ }
+ }
}
void MapgenIndev::generateExperimental() {