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Add flags and lacunarity as new noise parameters
Add 'absolute value' option to noise map functions Extend persistence modulation to 3D noise Extend 'eased' option to noise2d_perlin* functions Some noise.cpp formatting fixups
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638f3a8454
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2fd3d52020
16 changed files with 306 additions and 214 deletions
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@ -130,14 +130,14 @@ MapgenV5::~MapgenV5() {
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MapgenV5Params::MapgenV5Params() {
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spflags = MGV5_BLOBS;
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np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
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np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
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np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
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np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5);
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np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5);
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np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
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np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
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np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
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np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
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np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
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np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
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np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5, 2.0, NOISE_FLAG_EASED);
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np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5, 2.0, NOISE_FLAG_EASED);
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np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
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np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
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np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
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}
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@ -301,16 +301,16 @@ void MapgenV5::calculateNoise() {
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noise_height->perlinMap2D(x, z);
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noise_height->transformNoiseMap();
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noise_cave1->perlinMap3D(x, y, z, true);
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noise_cave1->perlinMap3D(x, y, z);
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noise_cave1->transformNoiseMap();
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noise_cave2->perlinMap3D(x, y, z, true);
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noise_cave2->perlinMap3D(x, y, z);
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noise_cave2->transformNoiseMap();
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noise_ground->perlinMap3D(x, y, z, true);
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noise_ground->perlinMap3D(x, y, z);
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noise_ground->transformNoiseMap();
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if (spflags & MGV5_BLOBS) {
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noise_crumble->perlinMap3D(x, y, z, true);
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noise_wetness->perlinMap3D(x, y, z, false);
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noise_crumble->perlinMap3D(x, y, z);
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noise_wetness->perlinMap3D(x, y, z);
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}
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noise_heat->perlinMap2D(x, z);
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