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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
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80c7612e76
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0a8af88147
4 changed files with 165 additions and 159 deletions
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@ -322,18 +322,16 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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void MapgenV5::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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s16 x = node_min.X;
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s16 y = node_min.Y - 1;
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s16 z = node_min.Z;
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noise_factor->perlinMap2D(x, z);
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noise_height->perlinMap2D(x, z);
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noise_ground->perlinMap3D(x, y, z);
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if (flags & MG_CAVES) {
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave2->perlinMap3D(x, y, z);
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}
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// Cave noises are calculated in generateCaves()
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// only if solid terrain is present in mapchunk
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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@ -377,9 +375,9 @@ int MapgenV5::generateBaseTerrain()
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for (s16 z=node_min.Z; z<=node_max.Z; z++) {
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for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
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if (vm->m_data[i].getContent() != CONTENT_IGNORE)
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
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if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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@ -391,11 +389,11 @@ int MapgenV5::generateBaseTerrain()
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if (noise_ground->result[index] * f < y - h) {
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if (y <= water_level)
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vm->m_data[i] = MapNode(c_water_source);
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vm->m_data[vi] = MapNode(c_water_source);
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else
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vm->m_data[i] = MapNode(CONTENT_AIR);
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[i] = MapNode(c_stone);
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vm->m_data[vi] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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}
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@ -508,22 +506,26 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
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void MapgenV5::generateCaves(int max_stone_y)
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{
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if (max_stone_y >= node_min.Y) {
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u32 index = 0;
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if (max_stone_y < node_min.Y)
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return;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 i = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.125f) {
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content_t c = vm->m_data[i].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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vm->m_data[i] = MapNode(CONTENT_AIR);
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}
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index++) {
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float d1 = contour(noise_cave1->result[index]);
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float d2 = contour(noise_cave2->result[index]);
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if (d1 * d2 > 0.125f) {
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content_t c = vm->m_data[vi].getContent();
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if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
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continue;
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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}
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}
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}
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