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Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves

Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
This commit is contained in:
paramat 2016-01-31 04:23:46 +00:00
parent 80c7612e76
commit 0a8af88147
4 changed files with 165 additions and 159 deletions

View file

@ -323,20 +323,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
void MapgenFlat::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
s16 x = node_min.X;
s16 z = node_min.Z;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain->perlinMap2D(x, z);
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
@ -550,41 +546,45 @@ void MapgenFlat::dustTopNodes()
void MapgenFlat::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
if (max_stone_y < node_min.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (column_is_open &&
(c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
} else {
column_is_open = false;
}
}
}