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Rename perlin noise to value noise (#15858)
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103
doc/lua_api.md
103
doc/lua_api.md
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@ -4520,22 +4520,25 @@ textdomain match the mod name, but this isn't required.
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Perlin noise
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============
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Fractal value noise
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===================
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Value noise creates a continuously-varying value depending on the input values.
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It is similar to Perlin noise, but may exhibit more geometric artifacts,
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as it interpolates between values and not between gradients as in Perlin noise.
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Perlin noise creates a continuously-varying value depending on the input values.
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Usually in Luanti the input values are either 2D or 3D coordinates in nodes.
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The result is used during map generation to create the terrain shape, vary heat
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and humidity to distribute biomes, vary the density of decorations or vary the
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structure of ores.
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Structure of perlin noise
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-------------------------
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Structure of fractal value noise
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--------------------------------
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An 'octave' is a simple noise generator that outputs a value between -1 and 1.
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The smooth wavy noise it generates has a single characteristic scale, almost
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like a 'wavelength', so on its own does not create fine detail.
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Due to this perlin noise combines several octaves to create variation on
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Due to this fractal value noise combines several octaves to create variation on
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multiple scales. Each additional octave has a smaller 'wavelength' than the
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previous.
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@ -4543,7 +4546,7 @@ This combination results in noise varying very roughly between -2.0 and 2.0 and
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with an average value of 0.0, so `scale` and `offset` are then used to multiply
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and offset the noise variation.
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The final perlin noise variation is created as follows:
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The final fractal value noise variation is created as follows:
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noise = offset + scale * (octave1 +
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octave2 * persistence +
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@ -4661,7 +4664,7 @@ with restraint.
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#### `absvalue`
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The absolute value of each octave's noise variation is used when combining the
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octaves. The final perlin noise variation is created as follows:
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octaves. The final value noise variation is created as follows:
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noise = offset + scale * (abs(octave1) +
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abs(octave2) * persistence +
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@ -4671,7 +4674,7 @@ noise = offset + scale * (abs(octave1) +
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### Format example
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For 2D or 3D perlin noise or perlin noise maps:
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For 2D or 3D value noise or value noise maps:
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```lua
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np_terrain = {
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@ -4706,13 +4709,13 @@ All default ores are of the uniformly-distributed scatter type.
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Randomly chooses a location and generates a cluster of ore.
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If `noise_params` is specified, the ore will be placed if the 3D perlin noise
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If `noise_params` is specified, the ore will be placed if the 3D value noise
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at that point is greater than the `noise_threshold`, giving the ability to
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create a non-equal distribution of ore.
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### `sheet`
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Creates a sheet of ore in a blob shape according to the 2D perlin noise
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Creates a sheet of ore in a blob shape according to the 2D value noise
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described by `noise_params` and `noise_threshold`. This is essentially an
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improved version of the so-called "stratus" ore seen in some unofficial mods.
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@ -4745,14 +4748,14 @@ noise parameters `np_puff_top` and `np_puff_bottom`, respectively.
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### `blob`
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Creates a deformed sphere of ore according to 3d perlin noise described by
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Creates a deformed sphere of ore according to 3d value noise described by
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`noise_params`. The maximum size of the blob is `clust_size`, and
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`clust_scarcity` has the same meaning as with the `scatter` type.
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### `vein`
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Creates veins of ore varying in density by according to the intersection of two
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instances of 3d perlin noise with different seeds, both described by
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instances of 3d value noise with different seeds, both described by
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`noise_params`.
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`random_factor` varies the influence random chance has on placement of an ore
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@ -4787,8 +4790,8 @@ computationally expensive than any other ore.
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Creates a single undulating ore stratum that is continuous across mapchunk
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borders and horizontally spans the world.
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The 2D perlin noise described by `noise_params` defines the Y coordinate of
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the stratum midpoint. The 2D perlin noise described by `np_stratum_thickness`
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The 2D value noise described by `noise_params` defines the Y coordinate of
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the stratum midpoint. The 2D value noise described by `np_stratum_thickness`
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defines the stratum's vertical thickness (in units of nodes). Due to being
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continuous across mapchunk borders the stratum's vertical thickness is
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unlimited.
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@ -5036,7 +5039,7 @@ and the array index for a position p contained completely in p1..p2 is:
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`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
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Note that this is the same "flat 3D array" format as
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`PerlinNoiseMap:get3dMap_flat()`.
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`ValueNoiseMap:get3dMap_flat()`.
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VoxelArea objects (see section [`VoxelArea`]) can be used to simplify calculation
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of the index for a single point in a flat VoxelManip array.
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@ -5227,7 +5230,7 @@ The coordinates are *inclusive*, like most other things in Luanti.
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* The position (x, y, z) is not checked for being inside the area volume,
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being outside can cause an incorrect index result.
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* Useful for things like `VoxelManip`, raw Schematic specifiers,
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`PerlinNoiseMap:get2d`/`3dMap`, and so on.
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`ValueNoiseMap:get2d`/`3dMap`, and so on.
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* `indexp(p)`: same functionality as `index(x, y, z)` but takes a vector.
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* As with `index(x, y, z)`, the components of `p` must be integers, and `p`
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is not checked for being inside the area volume.
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@ -6518,12 +6521,18 @@ Environment access
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* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
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* Return value: Table with all node positions with a node air above
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* Area volume is limited to 150,000,000 nodes
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* `core.get_perlin(noiseparams)`
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* Return world-specific perlin noise.
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* `core.get_value_noise(noiseparams)`
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* Return world-specific value noise.
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* The actual seed used is the noiseparams seed plus the world seed.
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* `core.get_value_noise(seeddiff, octaves, persistence, spread)`
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* Deprecated: use `core.get_value_noise(noiseparams)` instead.
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* Return world-specific value noise
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* `core.get_perlin(noiseparams)`
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* Deprecated: use `core.get_value_noise(noiseparams)` instead.
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* Return world-specific value noise (was not Perlin noise)
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* `core.get_perlin(seeddiff, octaves, persistence, spread)`
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* Deprecated: use `core.get_perlin(noiseparams)` instead.
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* Return world-specific perlin noise.
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* Deprecated: use `core.get_value_noise(noiseparams)` instead.
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* Return world-specific value noise (was not Perlin noise)
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* `core.get_voxel_manip([pos1, pos2])`
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* Return voxel manipulator object.
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* Loads the manipulator from the map if positions are passed.
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@ -7098,8 +7107,8 @@ Classes:
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* `AreaStore`
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* `ItemStack`
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* `PerlinNoise`
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* `PerlinNoiseMap`
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* `ValueNoise`
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* `ValueNoiseMap`
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* `PseudoRandom`
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* `PcgRandom`
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* `SecureRandom`
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@ -7111,8 +7120,8 @@ Classes:
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Class instances that can be transferred between environments:
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* `ItemStack`
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* `PerlinNoise`
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* `PerlinNoiseMap`
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* `ValueNoise`
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* `ValueNoiseMap`
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* `VoxelManip`
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Functions:
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@ -7178,8 +7187,8 @@ Classes:
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* `AreaStore`
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* `ItemStack`
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* `PerlinNoise`
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* `PerlinNoiseMap`
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* `ValueNoise`
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* `ValueNoiseMap`
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* `PseudoRandom`
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* `PcgRandom`
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* `SecureRandom`
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@ -9005,33 +9014,41 @@ offering very strong randomness.
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* `get_state()`: return generator state encoded in string
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* `set_state(state_string)`: restore generator state from encoded string
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`PerlinNoise`
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`ValueNoise`
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-------------
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A perlin noise generator.
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It can be created via `PerlinNoise()` or `core.get_perlin()`.
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For `core.get_perlin()`, the actual seed used is the noiseparams seed
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A value noise generator.
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It can be created via `ValueNoise()` or `core.get_value_noise()`.
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For legacy reasons, it can also be created via `PerlinNoise()` or `core.get_perlin()`,
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but the implemented noise is not Perlin noise.
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For `core.get_value_noise()`, the actual seed used is the noiseparams seed
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plus the world seed, to create world-specific noise.
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`PerlinNoise(noiseparams)`
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`PerlinNoise(seed, octaves, persistence, spread)` (Deprecated).
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* `ValueNoise(noiseparams)
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* `ValueNoise(seed, octaves, persistence, spread)` (Deprecated)
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* `PerlinNoise(noiseparams)` (Deprecated)
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* `PerlinNoise(seed, octaves, persistence, spread)` (Deprecated)
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`core.get_perlin(noiseparams)`
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`core.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated).
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* `core.get_value_noise(noiseparams)`
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* `core.get_value_noise(seeddiff, octaves, persistence, spread)` (Deprecated)
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* `core.get_perlin(noiseparams)` (Deprecated)
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* `core.get_perlin(seeddiff, octaves, persistence, spread)` (Deprecated)
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### Methods
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* `get_2d(pos)`: returns 2D noise value at `pos={x=,y=}`
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* `get_3d(pos)`: returns 3D noise value at `pos={x=,y=,z=}`
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`PerlinNoiseMap`
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`ValueNoiseMap`
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----------------
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A fast, bulk perlin noise generator.
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A fast, bulk noise generator.
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It can be created via `PerlinNoiseMap(noiseparams, size)` or
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`core.get_perlin_map(noiseparams, size)`.
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For `core.get_perlin_map()`, the actual seed used is the noiseparams seed
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It can be created via `ValueNoiseMap(noiseparams, size)` or
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`core.get_value_noise_map(noiseparams, size)`.
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For legacy reasons, it can also be created via `PerlinNoiseMap(noiseparams, size)`
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or `core.get_perlin_map(noiseparams, size)`, but it is not Perlin noise.
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For `core.get_value_noise_map()`, the actual seed used is the noiseparams seed
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plus the world seed, to create world-specific noise.
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Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` component is omitted
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* `get_map_slice(slice_offset, slice_size, buffer)`: In the form of an array,
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returns a slice of the most recently computed noise results. The result slice
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begins at coordinates `slice_offset` and takes a chunk of `slice_size`.
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E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
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E.g., to grab a 2-slice high horizontal 2d plane of noise starting at buffer
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offset y = 20:
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`noisevals = noise:get_map_slice({y=20}, {y=2})`
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It is important to note that `slice_offset` offset coordinates begin at 1,
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@ -10746,7 +10763,7 @@ See [Ores] section above for essential information.
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octaves = 3,
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persistence = 0.7
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},
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-- NoiseParams structure describing one of the perlin noises used for
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-- NoiseParams structure describing one of the noises used for
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-- ore distribution.
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-- Needed by "sheet", "puff", "blob" and "vein" ores.
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-- Omit from "scatter" ore for a uniform ore distribution.
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@ -10933,7 +10950,7 @@ See [Decoration types]. Used by `core.register_decoration`.
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lacunarity = 2.0,
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flags = "absvalue"
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},
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-- NoiseParams structure describing the perlin noise used for decoration
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-- NoiseParams structure describing the noise used for decoration
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-- distribution.
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-- A noise value is calculated for each square division and determines
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-- 'decorations per surface node' within each division.
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