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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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4 changed files with 165 additions and 159 deletions
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@ -345,9 +345,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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void MapgenV7::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_terrain_persist->perlinMap2D(x, z);
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float *persistmap = noise_terrain_persist->result;
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@ -356,17 +356,16 @@ void MapgenV7::calculateNoise()
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noise_terrain_alt->perlinMap2D(x, z, persistmap);
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noise_height_select->perlinMap2D(x, 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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if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
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noise_ridge->perlinMap3D(x, y, z);
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noise_ridge_uwater->perlinMap2D(x, 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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// Mountain noises are calculated in generateMountainTerrain()
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// only if solid terrain surface dips into mapchunk
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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@ -527,17 +526,17 @@ void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_
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if (surface_y > surface_max_y)
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surface_max_y = surface_y;
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u32 i = vm->m_area.index(x, node_min.Y - 1, z);
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u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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if (y <= surface_y)
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vm->m_data[i] = n_stone;
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vm->m_data[vi] = n_stone;
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else if (y <= water_level)
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vm->m_data[i] = n_water;
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vm->m_data[vi] = n_water;
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else
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vm->m_data[i] = n_air;
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vm->m_data[vi] = n_air;
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}
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vm->m_area.add_y(em, i, 1);
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vm->m_area.add_y(em, vi, 1);
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}
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}
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@ -585,7 +584,7 @@ void MapgenV7::generateRidgeTerrain()
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MapNode n_water(c_water_source);
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MapNode n_air(CONTENT_AIR);
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u32 index = 0;
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float width = 0.2; // TODO: figure out acceptable perlin noise values
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float width = 0.2;
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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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@ -862,41 +861,45 @@ void MapgenV7::addTopNodes()
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void MapgenV7::generateCaves(s16 max_stone_y)
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{
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if (max_stone_y >= node_min.Y) {
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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u32 index3d;
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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 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool open = false; // Is column open to overground
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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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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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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open = false;
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} else {
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open = false;
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}
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v3s16 em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
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u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
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(x - node_min.X);
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// Biome of column
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Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
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for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
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y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else if (column_is_open &&
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(c == biome->c_filler || c == biome->c_stone)) {
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// Tunnel entrance floor
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vm->m_data[vi] = MapNode(biome->c_top);
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column_is_open = false;
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} else {
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column_is_open = false;
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}
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}
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}
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