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Rename perlin noise to value noise (#15858)

This commit is contained in:
Erich Schubert 2025-04-10 14:39:40 +02:00 committed by GitHub
parent 372e37faf2
commit 78293404c7
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GPG key ID: B5690EEEBB952194
27 changed files with 339 additions and 309 deletions

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@ -474,7 +474,7 @@ void Clouds::readSettings()
bool Clouds::gridFilled(int x, int y) const
{
float cloud_size_noise = cloud_size / (BS * 200.f);
float noise = noise2d_perlin(
float noise = noise2d_fractal(
(float)x * cloud_size_noise,
(float)y * cloud_size_noise,
m_seed, 3, 0.5);

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@ -61,8 +61,8 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
assert(vm);
assert(biomemap);
noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
noise_cave1->noiseMap3D(nmin.X, nmin.Y - 1, nmin.Z);
noise_cave2->noiseMap3D(nmin.X, nmin.Y - 1, nmin.Z);
const v3s32 &em = vm->m_area.getExtent();
u32 index2d = 0; // Biomemap index
@ -218,7 +218,7 @@ bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
assert(vm);
// Calculate noise
noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
noise_cavern->noiseMap3D(nmin.X, nmin.Y - 1, nmin.Z);
// Cache cavern_amp values
float *cavern_amp = new float[m_csize.Y + 1];
@ -532,7 +532,7 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
// If cave liquid not defined by biome, fallback to old hardcoded behavior.
// TODO 'np_caveliquids' is deprecated and should eventually be removed.
// Cave liquids are now defined and located using biome definitions.
float nval = NoisePerlin3D(np_caveliquids, startp.X,
float nval = NoiseFractal3D(np_caveliquids, startp.X,
startp.Y, startp.Z, seed);
liquidnode = (nval < 0.40f && node_max.Y < water_level - 256) ?
lavanode : waternode;

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@ -114,7 +114,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
u32 i = vm->m_area.index(nmin.X, y, z);
for (s16 x = nmin.X; x <= nmax.X; x++) {
if (vm->m_data[i].getContent() == dp.c_wall) {
if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
if (NoiseFractal3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
vm->m_data[i].setContent(dp.c_alt_wall);
}
i++;

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@ -632,7 +632,7 @@ void MapgenBasic::generateBiomes()
const v3s32 &em = vm->m_area.getExtent();
u32 index = 0;
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
noise_filler_depth->noiseMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
@ -897,7 +897,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
return;
u16 num_dungeons = std::fmax(std::floor(
NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
NoiseFractal3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
if (num_dungeons == 0)
return;

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@ -329,34 +329,34 @@ int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river channel
if (spflags & MGCARPATHIAN_RIVERS) {
float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
float river = std::fabs(NoiseFractal2D(&noise_rivers->np, p.X, p.Y, seed)) -
river_width;
if (river < 0.0f)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);
float height1 = NoiseFractal2D(&noise_height1->np, p.X, p.Y, seed);
float height2 = NoiseFractal2D(&noise_height2->np, p.X, p.Y, seed);
float height3 = NoiseFractal2D(&noise_height3->np, p.X, p.Y, seed);
float height4 = NoiseFractal2D(&noise_height4->np, p.X, p.Y, seed);
float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
float hterabs = std::fabs(NoiseFractal2D(&noise_hills_terrain->np, p.X, p.Y, seed));
float n_hills = NoiseFractal2D(&noise_hills->np, p.X, p.Y, seed);
float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
float rterabs = std::fabs(NoiseFractal2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
float n_ridge_mnt = NoiseFractal2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));
float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
float sterabs = std::fabs(NoiseFractal2D(&noise_step_terrain->np, p.X, p.Y, seed));
float n_step_mnt = NoiseFractal2D(&noise_step_mnt->np, p.X, p.Y, seed);
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
float valley = 1.0f;
float river = 0.0f;
if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
river = std::fabs(NoiseFractal2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
if (river <= valley_width) {
// Within river valley
if (river < 0.0f) {
@ -376,7 +376,7 @@ int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
u8 cons_non_solid = 0; // consecutive non-solid nodes
for (s16 y = water_level; y <= water_level + 32; y++) {
float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
float mnt_var = NoiseFractal3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
@ -429,20 +429,20 @@ int MapgenCarpathian::generateTerrain()
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_height4->perlinMap2D(node_min.X, node_min.Z);
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_hills->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_height1->noiseMap2D(node_min.X, node_min.Z);
noise_height2->noiseMap2D(node_min.X, node_min.Z);
noise_height3->noiseMap2D(node_min.X, node_min.Z);
noise_height4->noiseMap2D(node_min.X, node_min.Z);
noise_hills_terrain->noiseMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->noiseMap2D(node_min.X, node_min.Z);
noise_step_terrain->noiseMap2D(node_min.X, node_min.Z);
noise_hills->noiseMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->noiseMap2D(node_min.X, node_min.Z);
noise_step_mnt->noiseMap2D(node_min.X, node_min.Z);
noise_mnt_var->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
if (spflags & MGCARPATHIAN_RIVERS)
noise_rivers->perlinMap2D(node_min.X, node_min.Z);
noise_rivers->noiseMap2D(node_min.X, node_min.Z);
//// Place nodes
const v3s32 &em = vm->m_area.getExtent();

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@ -164,7 +164,7 @@ int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
s16 stone_level = ground_level;
float n_terrain =
((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
NoiseFractal2D(&noise_terrain->np, p.X, p.Y, seed) :
0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
@ -284,7 +284,7 @@ s16 MapgenFlat::generateTerrain()
bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
if (use_noise)
noise_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_terrain->noiseMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {

View file

@ -177,7 +177,7 @@ int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
// If terrain present, don't start search below terrain or water level
if (noise_seabed) {
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
s16 seabed_level = NoiseFractal2D(&noise_seabed->np, p.X, p.Y, seed);
search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
}
@ -409,7 +409,7 @@ s16 MapgenFractal::generateTerrain()
u32 index2d = 0;
if (noise_seabed)
noise_seabed->perlinMap2D(node_min.X, node_min.Z);
noise_seabed->noiseMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {

View file

@ -150,12 +150,12 @@ void MapgenV5Params::setDefaultSettings(Settings *settings)
int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
{
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
float f = 0.55 + NoiseFractal2D(&noise_factor->np, p.X, p.Y, seed);
if (f < 0.01)
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
float h = NoiseFractal2D(&noise_height->np, p.X, p.Y, seed);
// noise_height 'offset' is the average level of terrain. At least 50% of
// terrain will be below this.
@ -166,7 +166,7 @@ int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
// space above spawn position. Avoids spawning in possibly sealed voids.
for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
float n_ground = NoiseFractal3D(&noise_ground->np, p.X, y, p.Y, seed);
if (n_ground * f > y - h) { // If solid
if (y < water_level || y > max_spawn_y)
@ -272,9 +272,9 @@ int MapgenV5::generateBaseTerrain()
u32 index2d = 0;
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
noise_factor->perlinMap2D(node_min.X, node_min.Z);
noise_height->perlinMap2D(node_min.X, node_min.Z);
noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_factor->noiseMap2D(node_min.X, node_min.Z);
noise_height->noiseMap2D(node_min.X, node_min.Z);
noise_ground->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 z=node_min.Z; z<=node_max.Z; z++) {
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {

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@ -289,13 +289,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
if (spflags & MGV6_FLAT)
return water_level;
float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
float terrain_base = NoiseFractal2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
float terrain_higher = NoiseFractal2D_PO(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
float steepness = NoisePerlin2D_PO(&noise_steepness->np,
float steepness = NoiseFractal2D_PO(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
float height_select = NoisePerlin2D_PO(&noise_height_select->np,
float height_select = NoiseFractal2D_PO(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
@ -355,7 +355,7 @@ BiomeV6Type MapgenV6::getBiome(v2s16 p)
float MapgenV6::getHumidity(v2s16 p)
{
/*double noise = noise2d_perlin(
/*double noise = noise2d_fractal(
0.5+(float)p.X/500, 0.5+(float)p.Y/500,
seed+72384, 4, 0.66);
noise = (noise + 1.0)/2.0;*/
@ -374,11 +374,11 @@ float MapgenV6::getHumidity(v2s16 p)
float MapgenV6::getTreeAmount(v2s16 p)
{
/*double noise = noise2d_perlin(
/*double noise = noise2d_fractal(
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
seed+2, 4, 0.66);*/
float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
float noise = NoiseFractal2D(np_trees, p.X, p.Y, seed);
float zeroval = -0.39;
if (noise < zeroval)
return 0;
@ -389,11 +389,11 @@ float MapgenV6::getTreeAmount(v2s16 p)
bool MapgenV6::getHaveAppleTree(v2s16 p)
{
/*is_apple_tree = noise2d_perlin(
/*is_apple_tree = noise2d_fractal(
0.5+(float)p.X/100, 0.5+(float)p.Z/100,
data->seed+342902, 3, 0.45) > 0.2;*/
float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
float noise = NoiseFractal2D(np_apple_trees, p.X, p.Y, seed);
return noise > 0.2;
}
@ -404,7 +404,7 @@ float MapgenV6::getMudAmount(int index)
if (spflags & MGV6_FLAT)
return MGV6_AVERAGE_MUD_AMOUNT;
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
/*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_fractal(
0.5+(float)p.X/200, 0.5+(float)p.Y/200,
seed+91013, 3, 0.55));*/
@ -415,7 +415,7 @@ float MapgenV6::getMudAmount(int index)
bool MapgenV6::getHaveBeach(int index)
{
// Determine whether to have sand here
/*double sandnoise = noise2d_perlin(
/*double sandnoise = noise2d_fractal(
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
seed+59420, 3, 0.50);*/
@ -427,7 +427,7 @@ bool MapgenV6::getHaveBeach(int index)
BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
// Just do something very simple as for now
/*double d = noise2d_perlin(
/*double d = noise2d_fractal(
0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
seed+9130, 3, 0.50);*/
@ -547,7 +547,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
u16 num_dungeons = std::fmax(std::floor(
NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
NoiseFractal3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
if (num_dungeons >= 1) {
PseudoRandom ps(blockseed + 4713);
@ -633,17 +633,17 @@ void MapgenV6::calculateNoise()
int fz = full_node_min.Z;
if (!(spflags & MGV6_FLAT)) {
noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_base->noiseMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_higher->noiseMap2D_PO(x, 0.5, z, 0.5);
noise_steepness->noiseMap2D_PO(x, 0.5, z, 0.5);
noise_height_select->noiseMap2D_PO(x, 0.5, z, 0.5);
noise_mud->noiseMap2D_PO(x, 0.5, z, 0.5);
}
noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
noise_beach->noiseMap2D_PO(x, 0.2, z, 0.7);
noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
noise_biome->noiseMap2D_PO(fx, 0.6, fz, 0.2);
noise_humidity->noiseMap2D_PO(fx, 0.0, fz, 0.0);
// Humidity map does not need range limiting 0 to 1,
// only humidity at point does
}
@ -1075,7 +1075,7 @@ void MapgenV6::growGrass() // Add surface nodes
void MapgenV6::generateCaves(int max_stone_y)
{
float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
float cave_amount = NoiseFractal2D(np_cave, node_min.X, node_min.Y, seed);
int volume_nodes = (node_max.X - node_min.X + 1) *
(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
cave_amount = MYMAX(0.0, cave_amount);

View file

@ -251,7 +251,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
float width = 0.2f;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
float uwatern = NoiseFractal2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
2.0f;
if (std::fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
@ -390,16 +390,16 @@ void MapgenV7::makeChunk(BlockMakeData *data)
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
float hselect = NoiseFractal2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0f, 1.0f);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
float persist = NoiseFractal2D(&noise_terrain_persist->np, x, z, seed);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
float height_base = NoiseFractal2D(&noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
float height_alt = NoiseFractal2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
@ -424,9 +424,9 @@ float MapgenV7::baseTerrainLevelFromMap(int index)
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n =
std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
std::fmax(NoiseFractal2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
float mnt_n = NoiseFractal3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + density_gradient >= 0.0f;
}
@ -472,16 +472,16 @@ int MapgenV7::generateTerrain()
MapNode n_water(c_water_source);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
noise_terrain_persist->noiseMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
noise_terrain_base->noiseMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->noiseMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->noiseMap2D(node_min.X, node_min.Z);
if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_mount_height->noiseMap2D(node_min.X, node_min.Z);
noise_mountain->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}
//// Floatlands
@ -497,7 +497,7 @@ int MapgenV7::generateTerrain()
node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) {
gen_floatlands = true;
// Calculate noise for floatland generation
noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_floatland->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
// Cache floatland noise offset values, for floatland tapering
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) {
@ -518,8 +518,8 @@ int MapgenV7::generateTerrain()
bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
!gen_floatlands;
if (gen_rivers) {
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
noise_ridge->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->noiseMap2D(node_min.X, node_min.Z);
}
//// Place nodes

View file

@ -280,15 +280,15 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
{
// Check if in a river channel
float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
float n_rivers = NoiseFractal2D(&noise_rivers->np, p.X, p.Y, seed);
if (std::fabs(n_rivers) <= river_size_factor)
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed);
float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed);
float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed);
float n_slope = NoiseFractal2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
float n_terrain_height = NoiseFractal2D(&noise_terrain_height->np, p.X, p.Y, seed);
float n_valley = NoiseFractal2D(&noise_valley_depth->np, p.X, p.Y, seed);
float n_valley_profile = NoiseFractal2D(&noise_valley_profile->np, p.X, p.Y, seed);
float valley_d = n_valley * n_valley;
float base = n_terrain_height + valley_d;
@ -309,7 +309,7 @@ int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
// space above spawn position. Avoids spawning in possibly sealed voids.
for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
float n_fill = NoiseFractal3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
float surface_delta = (float)y - surface_y;
float density = slope * n_fill - surface_delta;
@ -336,13 +336,13 @@ int MapgenValleys::generateTerrain()
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z);
noise_rivers->perlinMap2D(node_min.X, node_min.Z);
noise_terrain_height->perlinMap2D(node_min.X, node_min.Z);
noise_valley_depth->perlinMap2D(node_min.X, node_min.Z);
noise_valley_profile->perlinMap2D(node_min.X, node_min.Z);
noise_inter_valley_slope->noiseMap2D(node_min.X, node_min.Z);
noise_rivers->noiseMap2D(node_min.X, node_min.Z);
noise_terrain_height->noiseMap2D(node_min.X, node_min.Z);
noise_valley_depth->noiseMap2D(node_min.X, node_min.Z);
noise_valley_profile->noiseMap2D(node_min.X, node_min.Z);
noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_inter_valley_fill->noiseMap3D(node_min.X, node_min.Y - 1, node_min.Z);
const v3s32 &em = vm->m_area.getExtent();
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;

View file

@ -165,14 +165,14 @@ BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const
float BiomeGenOriginal::calcHeatAtPoint(v3s16 pos) const
{
return NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
return NoiseFractal2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
NoiseFractal2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
}
float BiomeGenOriginal::calcHumidityAtPoint(v3s16 pos) const
{
return NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
return NoiseFractal2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
NoiseFractal2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
}
Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
@ -185,10 +185,10 @@ void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
{
m_pmin = pmin;
noise_heat->perlinMap2D(pmin.X, pmin.Z);
noise_humidity->perlinMap2D(pmin.X, pmin.Z);
noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
noise_heat->noiseMap2D(pmin.X, pmin.Z);
noise_humidity->noiseMap2D(pmin.X, pmin.Z);
noise_heat_blend->noiseMap2D(pmin.X, pmin.Z);
noise_humidity_blend->noiseMap2D(pmin.X, pmin.Z);
for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
noise_heat->result[i] += noise_heat_blend->result[i];

View file

@ -148,7 +148,7 @@ void Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
bool cover = false;
// Amount of decorations
float nval = (flags & DECO_USE_NOISE) ?
NoisePerlin2D(&np, p2d_min.X + sidelen / 2, p2d_min.Y + sidelen / 2, mapseed) :
NoiseFractal2D(&np, p2d_min.X + sidelen / 2, p2d_min.Y + sidelen / 2, mapseed) :
fill_ratio;
u32 deco_count = 0;

View file

@ -150,7 +150,7 @@ void OreScatter::generate(MMVManip *vm, int mapseed, u32 blockseed,
int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
if ((flags & OREFLAG_USE_NOISE) &&
(NoisePerlin3D(&np, x0, y0, z0, mapseed) < nthresh))
(NoiseFractal3D(&np, x0, y0, z0, mapseed) < nthresh))
continue;
if (biomemap && !biomes.empty()) {
@ -212,7 +212,7 @@ void OreSheet::generate(MMVManip *vm, int mapseed, u32 blockseed,
noise = new Noise(&np, 0, sx, sz);
}
noise->seed = mapseed + y_start;
noise->perlinMap2D(nmin.X, nmin.Z);
noise->noiseMap2D(nmin.X, nmin.Z);
size_t index = 0;
for (int z = nmin.Z; z <= nmax.Z; z++)
@ -286,7 +286,7 @@ void OrePuff::generate(MMVManip *vm, int mapseed, u32 blockseed,
}
noise->seed = mapseed + y_start;
noise->perlinMap2D(nmin.X, nmin.Z);
noise->noiseMap2D(nmin.X, nmin.Z);
bool noise_generated = false;
size_t index = 0;
@ -304,8 +304,8 @@ void OrePuff::generate(MMVManip *vm, int mapseed, u32 blockseed,
if (!noise_generated) {
noise_generated = true;
noise_puff_top->perlinMap2D(nmin.X, nmin.Z);
noise_puff_bottom->perlinMap2D(nmin.X, nmin.Z);
noise_puff_top->noiseMap2D(nmin.X, nmin.Z);
noise_puff_bottom->noiseMap2D(nmin.X, nmin.Z);
}
float ntop = noise_puff_top->result[index];
@ -393,7 +393,7 @@ void OreBlob::generate(MMVManip *vm, int mapseed, u32 blockseed,
// This simple optimization makes calls 6x faster on average
if (!noise_generated) {
noise_generated = true;
noise->perlinMap3D(x0, y0, z0);
noise->noiseMap3D(x0, y0, z0);
}
float noiseval = noise->result[index];
@ -443,7 +443,7 @@ void OreVein::generate(MMVManip *vm, int mapseed, u32 blockseed,
int sizex = nmax.X - nmin.X + 1;
int sizey = nmax.Y - nmin.Y + 1;
// Because this ore uses 3D noise the perlinmap Y size can be different in
// Because this ore uses 3D noise the noisemap Y size can be different in
// different mapchunks due to ore Y limits. So recreate the noise objects
// if Y size has changed.
// Because these noise objects are created multiple times for this ore type
@ -478,8 +478,8 @@ void OreVein::generate(MMVManip *vm, int mapseed, u32 blockseed,
// Same lazy generation optimization as in OreBlob
if (!noise_generated) {
noise_generated = true;
noise->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
noise2->perlinMap3D(nmin.X, nmin.Y, nmin.Z);
noise->noiseMap3D(nmin.X, nmin.Y, nmin.Z);
noise2->noiseMap3D(nmin.X, nmin.Y, nmin.Z);
}
// randval ranges from -1..1
@ -532,7 +532,7 @@ void OreStratum::generate(MMVManip *vm, int mapseed, u32 blockseed,
int sz = nmax.Z - nmin.Z + 1;
noise = new Noise(&np, 0, sx, sz);
}
noise->perlinMap2D(nmin.X, nmin.Z);
noise->noiseMap2D(nmin.X, nmin.Z);
}
if (flags & OREFLAG_USE_NOISE2) {
@ -541,7 +541,7 @@ void OreStratum::generate(MMVManip *vm, int mapseed, u32 blockseed,
int sz = nmax.Z - nmin.Z + 1;
noise_stratum_thickness = new Noise(&np_stratum_thickness, 0, sx, sz);
}
noise_stratum_thickness->perlinMap2D(nmin.X, nmin.Z);
noise_stratum_thickness->noiseMap2D(nmin.X, nmin.Z);
}
size_t index = 0;

View file

@ -234,7 +234,7 @@ inline float triLinearInterpolation(
return linearInterpolation(u, v, z);
}
float noise2d_gradient(float x, float y, s32 seed, bool eased)
float noise2d_value(float x, float y, s32 seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
@ -252,7 +252,7 @@ float noise2d_gradient(float x, float y, s32 seed, bool eased)
}
float noise3d_gradient(float x, float y, float z, s32 seed, bool eased)
float noise3d_value(float x, float y, float z, s32 seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
@ -280,7 +280,7 @@ float noise3d_gradient(float x, float y, float z, s32 seed, bool eased)
}
float noise2d_perlin(float x, float y, s32 seed,
float noise2d_fractal(float x, float y, s32 seed,
int octaves, float persistence, bool eased)
{
float a = 0;
@ -288,7 +288,7 @@ float noise2d_perlin(float x, float y, s32 seed,
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
a += g * noise2d_gradient(x * f, y * f, seed + i, eased);
a += g * noise2d_value(x * f, y * f, seed + i, eased);
f *= 2.0;
g *= persistence;
}
@ -305,10 +305,10 @@ float contour(float v)
}
///////////////////////// [ New noise ] ////////////////////////////
///////////////////////// [ Fractal value noise ] ////////////////////////////
float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed)
float NoiseFractal2D(const NoiseParams *np, float x, float y, s32 seed)
{
float a = 0;
float f = 1.0;
@ -319,7 +319,7 @@ float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed)
seed += np->seed;
for (size_t i = 0; i < np->octaves; i++) {
float noiseval = noise2d_gradient(x * f, y * f, seed + i,
float noiseval = noise2d_value(x * f, y * f, seed + i,
np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED));
if (np->flags & NOISE_FLAG_ABSVALUE)
@ -334,7 +334,7 @@ float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed)
}
float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed)
float NoiseFractal3D(const NoiseParams *np, float x, float y, float z, s32 seed)
{
float a = 0;
float f = 1.0;
@ -346,7 +346,7 @@ float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed)
seed += np->seed;
for (size_t i = 0; i < np->octaves; i++) {
float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i,
float noiseval = noise3d_value(x * f, y * f, z * f, seed + i,
np->flags & NOISE_FLAG_EASED);
if (np->flags & NOISE_FLAG_ABSVALUE)
@ -375,7 +375,7 @@ Noise::Noise(const NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
Noise::~Noise()
{
delete[] gradient_buf;
delete[] value_buf;
delete[] persist_buf;
delete[] noise_buf;
delete[] result;
@ -394,15 +394,15 @@ void Noise::allocBuffers()
this->noise_buf = NULL;
resizeNoiseBuf(sz > 1);
delete[] gradient_buf;
delete[] value_buf;
delete[] persist_buf;
delete[] result;
try {
size_t bufsize = sx * sy * sz;
this->persist_buf = NULL;
this->gradient_buf = new float[bufsize];
this->result = new float[bufsize];
this->persist_buf = NULL;
this->value_buf = new float[bufsize];
this->result = new float[bufsize];
} catch (std::bad_alloc &e) {
throw InvalidNoiseParamsException();
}
@ -490,7 +490,7 @@ void Noise::resizeNoiseBuf(bool is3d)
* next octave.
*/
#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(
void Noise::valueMap2D(
float x, float y,
float step_x, float step_y,
s32 seed)
@ -527,7 +527,7 @@ void Noise::gradientMap2D(
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
gradient_buf[index++] =
value_buf[index++] =
biLinearInterpolation(v00, v10, v01, v11, u, v, eased);
u += step_x;
@ -552,7 +552,7 @@ void Noise::gradientMap2D(
#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(
void Noise::valueMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
s32 seed)
@ -605,7 +605,7 @@ void Noise::gradientMap3D(
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
gradient_buf[index++] = triLinearInterpolation(
value_buf[index++] = triLinearInterpolation(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w,
@ -643,7 +643,7 @@ void Noise::gradientMap3D(
#undef idx
float *Noise::perlinMap2D(float x, float y, float *persistence_map)
float *Noise::noiseMap2D(float x, float y, float *persistence_map)
{
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy;
@ -661,7 +661,7 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
}
for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap2D(x * f, y * f,
valueMap2D(x * f, y * f,
f / np.spread.X, f / np.spread.Y,
seed + np.seed + oct);
@ -680,7 +680,7 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
}
float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
float *Noise::noiseMap3D(float x, float y, float z, float *persistence_map)
{
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy * sz;
@ -699,7 +699,7 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
}
for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
valueMap3D(x * f, y * f, z * f,
f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
seed + np.seed + oct);
@ -726,22 +726,22 @@ void Noise::updateResults(float g, float *gmap,
if (np.flags & NOISE_FLAG_ABSVALUE) {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
result[i] += gmap[i] * std::fabs(gradient_buf[i]);
result[i] += gmap[i] * std::fabs(value_buf[i]);
gmap[i] *= persistence_map[i];
}
} else {
for (size_t i = 0; i != bufsize; i++)
result[i] += g * std::fabs(gradient_buf[i]);
result[i] += g * std::fabs(value_buf[i]);
}
} else {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
result[i] += gmap[i] * gradient_buf[i];
result[i] += gmap[i] * value_buf[i];
gmap[i] *= persistence_map[i];
}
} else {
for (size_t i = 0; i != bufsize; i++)
result[i] += g * gradient_buf[i];
result[i] += g * value_buf[i];
}
}
}

View file

@ -151,7 +151,7 @@ public:
u32 sy;
u32 sz;
float *noise_buf = nullptr;
float *gradient_buf = nullptr;
float *value_buf = nullptr;
float *persist_buf = nullptr;
float *result = nullptr;
@ -162,31 +162,31 @@ public:
void setSpreadFactor(v3f spread);
void setOctaves(int octaves);
void gradientMap2D(
void valueMap2D(
float x, float y,
float step_x, float step_y,
s32 seed);
void gradientMap3D(
void valueMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
s32 seed);
float *perlinMap2D(float x, float y, float *persistence_map=NULL);
float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
float *noiseMap2D(float x, float y, float *persistence_map=NULL);
float *noiseMap3D(float x, float y, float z, float *persistence_map=NULL);
inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
inline float *noiseMap2D_PO(float x, float xoff, float y, float yoff,
float *persistence_map=NULL)
{
return perlinMap2D(
return noiseMap2D(
x + xoff * np.spread.X,
y + yoff * np.spread.Y,
persistence_map);
}
inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
inline float *noiseMap3D_PO(float x, float xoff, float y, float yoff,
float z, float zoff, float *persistence_map=NULL)
{
return perlinMap3D(
return noiseMap3D(
x + xoff * np.spread.X,
y + yoff * np.spread.Y,
z + zoff * np.spread.Z,
@ -201,22 +201,22 @@ private:
};
float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed);
float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed);
float NoiseFractal2D(const NoiseParams *np, float x, float y, s32 seed);
float NoiseFractal3D(const NoiseParams *np, float x, float y, float z, s32 seed);
inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
inline float NoiseFractal2D_PO(NoiseParams *np, float x, float xoff,
float y, float yoff, s32 seed)
{
return NoisePerlin2D(np,
return NoiseFractal2D(np,
x + xoff * np->spread.X,
y + yoff * np->spread.Y,
seed);
}
inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
inline float NoiseFractal3D_PO(NoiseParams *np, float x, float xoff,
float y, float yoff, float z, float zoff, s32 seed)
{
return NoisePerlin3D(np,
return NoiseFractal3D(np,
x + xoff * np->spread.X,
y + yoff * np->spread.Y,
z + zoff * np->spread.Z,
@ -227,10 +227,10 @@ inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
float noise2d(int x, int y, s32 seed);
float noise3d(int x, int y, int z, s32 seed);
float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);
float noise2d_value(float x, float y, s32 seed, bool eased=true);
float noise3d_value(float x, float y, float z, s32 seed, bool eased=false);
float noise2d_perlin(float x, float y, s32 seed,
float noise2d_fractal(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
inline float easeCurve(float t)

View file

@ -1023,9 +1023,9 @@ int ModApiEnv::l_find_nodes_in_area_under_air(lua_State *L)
return findNodesInAreaUnderAir(L, minp, maxp, filter, getNode);
}
// get_perlin(seeddiff, octaves, persistence, scale)
// returns world-specific PerlinNoise
int ModApiEnv::l_get_perlin(lua_State *L)
// get_value_noise(seeddiff, octaves, persistence, scale)
// returns world-specific ValueNoise
int ModApiEnv::l_get_value_noise(lua_State *L)
{
GET_ENV_PTR_NO_MAP_LOCK;
@ -1042,16 +1042,16 @@ int ModApiEnv::l_get_perlin(lua_State *L)
params.seed += (int)env->getServerMap().getSeed();
LuaPerlinNoise *n = new LuaPerlinNoise(&params);
LuaValueNoise *n = new LuaValueNoise(&params);
*(void **)(lua_newuserdata(L, sizeof(void *))) = n;
luaL_getmetatable(L, "PerlinNoise");
luaL_getmetatable(L, "ValueNoise");
lua_setmetatable(L, -2);
return 1;
}
// get_perlin_map(noiseparams, size)
// returns world-specific PerlinNoiseMap
int ModApiEnv::l_get_perlin_map(lua_State *L)
// get_value_noise_map(noiseparams, size)
// returns world-specific ValueNoiseMap
int ModApiEnv::l_get_value_noise_map(lua_State *L)
{
GET_ENV_PTR_NO_MAP_LOCK;
@ -1061,9 +1061,9 @@ int ModApiEnv::l_get_perlin_map(lua_State *L)
v3s16 size = read_v3s16(L, 2);
s32 seed = (s32)(env->getServerMap().getSeed());
LuaPerlinNoiseMap *n = new LuaPerlinNoiseMap(&np, seed, size);
LuaValueNoiseMap *n = new LuaValueNoiseMap(&np, seed, size);
*(void **)(lua_newuserdata(L, sizeof(void *))) = n;
luaL_getmetatable(L, "PerlinNoiseMap");
luaL_getmetatable(L, "ValueNoiseMap");
lua_setmetatable(L, -2);
return 1;
}
@ -1415,8 +1415,8 @@ void ModApiEnv::Initialize(lua_State *L, int top)
API_FCT(load_area);
API_FCT(emerge_area);
API_FCT(delete_area);
API_FCT(get_perlin);
API_FCT(get_perlin_map);
API_FCT(get_value_noise);
API_FCT(get_value_noise_map);
API_FCT(get_voxel_manip);
API_FCT(clear_objects);
API_FCT(spawn_tree);

View file

@ -179,13 +179,13 @@ private:
// delete_area(p1, p2) -> true/false
static int l_delete_area(lua_State *L);
// get_perlin(seeddiff, octaves, persistence, scale)
// returns world-specific PerlinNoise
static int l_get_perlin(lua_State *L);
// get_value_noise(seeddiff, octaves, persistence, scale)
// returns world-specific ValueNoise
static int l_get_value_noise(lua_State *L);
// get_perlin_map(noiseparams, size)
// returns world-specific PerlinNoiseMap
static int l_get_perlin_map(lua_State *L);
// get_value_noise_map(noiseparams, size)
// returns world-specific ValueNoiseMap
static int l_get_value_noise_map(lua_State *L);
// get_voxel_manip()
// returns world-specific voxel manipulator

View file

@ -13,38 +13,38 @@
///////////////////////////////////////
/*
LuaPerlinNoise
LuaValueNoise
*/
LuaPerlinNoise::LuaPerlinNoise(const NoiseParams *params) :
LuaValueNoise::LuaValueNoise(const NoiseParams *params) :
np(*params)
{
}
int LuaPerlinNoise::l_get_2d(lua_State *L)
int LuaValueNoise::l_get_2d(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, 1);
LuaValueNoise *o = checkObject<LuaValueNoise>(L, 1);
v2f p = readParam<v2f>(L, 2);
lua_Number val = NoisePerlin2D(&o->np, p.X, p.Y, 0);
lua_Number val = NoiseFractal2D(&o->np, p.X, p.Y, 0);
lua_pushnumber(L, val);
return 1;
}
int LuaPerlinNoise::l_get_3d(lua_State *L)
int LuaValueNoise::l_get_3d(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, 1);
LuaValueNoise *o = checkObject<LuaValueNoise>(L, 1);
v3f p = check_v3f(L, 2);
lua_Number val = NoisePerlin3D(&o->np, p.X, p.Y, p.Z, 0);
lua_Number val = NoiseFractal3D(&o->np, p.X, p.Y, p.Z, 0);
lua_pushnumber(L, val);
return 1;
}
int LuaPerlinNoise::create_object(lua_State *L)
int LuaValueNoise::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
@ -59,7 +59,7 @@ int LuaPerlinNoise::create_object(lua_State *L)
params.spread = v3f(1, 1, 1) * readParam<float>(L, 4);
}
LuaPerlinNoise *o = new LuaPerlinNoise(&params);
LuaValueNoise *o = new LuaValueNoise(&params);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
@ -68,25 +68,25 @@ int LuaPerlinNoise::create_object(lua_State *L)
}
int LuaPerlinNoise::gc_object(lua_State *L)
int LuaValueNoise::gc_object(lua_State *L)
{
LuaPerlinNoise *o = *(LuaPerlinNoise **)(lua_touserdata(L, 1));
LuaValueNoise *o = *(LuaValueNoise **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void *LuaPerlinNoise::packIn(lua_State *L, int idx)
void *LuaValueNoise::packIn(lua_State *L, int idx)
{
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, idx);
LuaValueNoise *o = checkObject<LuaValueNoise>(L, idx);
return new NoiseParams(o->np);
}
void LuaPerlinNoise::packOut(lua_State *L, void *ptr)
void LuaValueNoise::packOut(lua_State *L, void *ptr)
{
NoiseParams *np = reinterpret_cast<NoiseParams*>(ptr);
if (L) {
LuaPerlinNoise *o = new LuaPerlinNoise(np);
LuaValueNoise *o = new LuaValueNoise(np);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
@ -95,7 +95,7 @@ void LuaPerlinNoise::packOut(lua_State *L, void *ptr)
}
void LuaPerlinNoise::Register(lua_State *L)
void LuaValueNoise::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
@ -109,19 +109,19 @@ void LuaPerlinNoise::Register(lua_State *L)
}
const char LuaPerlinNoise::className[] = "PerlinNoise";
luaL_Reg LuaPerlinNoise::methods[] = {
luamethod_aliased(LuaPerlinNoise, get_2d, get2d),
luamethod_aliased(LuaPerlinNoise, get_3d, get3d),
const char LuaValueNoise::className[] = "ValueNoise";
luaL_Reg LuaValueNoise::methods[] = {
luamethod_aliased(LuaValueNoise, get_2d, get2d),
luamethod_aliased(LuaValueNoise, get_3d, get3d),
{0,0}
};
///////////////////////////////////////
/*
LuaPerlinNoiseMap
LuaValueNoiseMap
*/
LuaPerlinNoiseMap::LuaPerlinNoiseMap(const NoiseParams *np, s32 seed, v3s16 size)
LuaValueNoiseMap::LuaValueNoiseMap(const NoiseParams *np, s32 seed, v3s16 size)
{
try {
noise = new Noise(np, seed, size.X, size.Y, size.Z);
@ -131,22 +131,22 @@ LuaPerlinNoiseMap::LuaPerlinNoiseMap(const NoiseParams *np, s32 seed, v3s16 size
}
LuaPerlinNoiseMap::~LuaPerlinNoiseMap()
LuaValueNoiseMap::~LuaValueNoiseMap()
{
delete noise;
}
int LuaPerlinNoiseMap::l_get_2d_map(lua_State *L)
int LuaValueNoiseMap::l_get_2d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
n->noiseMap2D(p.X, p.Y);
lua_createtable(L, n->sy, 0);
for (u32 y = 0; y != n->sy; y++) {
@ -161,16 +161,16 @@ int LuaPerlinNoiseMap::l_get_2d_map(lua_State *L)
}
int LuaPerlinNoiseMap::l_get_2d_map_flat(lua_State *L)
int LuaValueNoiseMap::l_get_2d_map_flat(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
bool use_buffer = lua_istable(L, 3);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
n->noiseMap2D(p.X, p.Y);
size_t maplen = n->sx * n->sy;
@ -187,19 +187,19 @@ int LuaPerlinNoiseMap::l_get_2d_map_flat(lua_State *L)
}
int LuaPerlinNoiseMap::l_get_3d_map(lua_State *L)
int LuaValueNoiseMap::l_get_3d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
if (!o->is3D())
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
n->noiseMap3D(p.X, p.Y, p.Z);
lua_createtable(L, n->sz, 0);
for (u32 z = 0; z != n->sz; z++) {
@ -218,11 +218,11 @@ int LuaPerlinNoiseMap::l_get_3d_map(lua_State *L)
}
int LuaPerlinNoiseMap::l_get_3d_map_flat(lua_State *L)
int LuaValueNoiseMap::l_get_3d_map_flat(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
bool use_buffer = lua_istable(L, 3);
@ -230,7 +230,7 @@ int LuaPerlinNoiseMap::l_get_3d_map_flat(lua_State *L)
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
n->noiseMap3D(p.X, p.Y, p.Z);
size_t maplen = n->sx * n->sy * n->sz;
@ -247,41 +247,41 @@ int LuaPerlinNoiseMap::l_get_3d_map_flat(lua_State *L)
}
int LuaPerlinNoiseMap::l_calc_2d_map(lua_State *L)
int LuaValueNoiseMap::l_calc_2d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
n->noiseMap2D(p.X, p.Y);
return 0;
}
int LuaPerlinNoiseMap::l_calc_3d_map(lua_State *L)
int LuaValueNoiseMap::l_calc_3d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
if (!o->is3D())
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
n->noiseMap3D(p.X, p.Y, p.Z);
return 0;
}
int LuaPerlinNoiseMap::l_get_map_slice(lua_State *L)
int LuaValueNoiseMap::l_get_map_slice(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, 1);
v3s16 slice_offset = read_v3s16(L, 2);
v3s16 slice_size = read_v3s16(L, 3);
bool use_buffer = lua_istable(L, 4);
@ -302,14 +302,14 @@ int LuaPerlinNoiseMap::l_get_map_slice(lua_State *L)
}
int LuaPerlinNoiseMap::create_object(lua_State *L)
int LuaValueNoiseMap::create_object(lua_State *L)
{
NoiseParams np;
if (!read_noiseparams(L, 1, &np))
return 0;
v3s16 size = read_v3s16(L, 2);
LuaPerlinNoiseMap *o = new LuaPerlinNoiseMap(&np, 0, size);
LuaValueNoiseMap *o = new LuaValueNoiseMap(&np, 0, size);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
@ -317,9 +317,9 @@ int LuaPerlinNoiseMap::create_object(lua_State *L)
}
int LuaPerlinNoiseMap::gc_object(lua_State *L)
int LuaValueNoiseMap::gc_object(lua_State *L)
{
LuaPerlinNoiseMap *o = *(LuaPerlinNoiseMap **)(lua_touserdata(L, 1));
LuaValueNoiseMap *o = *(LuaValueNoiseMap **)(lua_touserdata(L, 1));
delete o;
return 0;
}
@ -331,9 +331,9 @@ struct NoiseMapParams {
v3s16 size;
};
void *LuaPerlinNoiseMap::packIn(lua_State *L, int idx)
void *LuaValueNoiseMap::packIn(lua_State *L, int idx)
{
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, idx);
LuaValueNoiseMap *o = checkObject<LuaValueNoiseMap>(L, idx);
NoiseMapParams *ret = new NoiseMapParams();
ret->np = o->noise->np;
ret->seed = o->noise->seed;
@ -341,11 +341,11 @@ void *LuaPerlinNoiseMap::packIn(lua_State *L, int idx)
return ret;
}
void LuaPerlinNoiseMap::packOut(lua_State *L, void *ptr)
void LuaValueNoiseMap::packOut(lua_State *L, void *ptr)
{
NoiseMapParams *p = reinterpret_cast<NoiseMapParams*>(ptr);
if (L) {
LuaPerlinNoiseMap *o = new LuaPerlinNoiseMap(&p->np, p->seed, p->size);
LuaValueNoiseMap *o = new LuaValueNoiseMap(&p->np, p->seed, p->size);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
@ -354,7 +354,7 @@ void LuaPerlinNoiseMap::packOut(lua_State *L, void *ptr)
}
void LuaPerlinNoiseMap::Register(lua_State *L)
void LuaValueNoiseMap::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
@ -368,15 +368,15 @@ void LuaPerlinNoiseMap::Register(lua_State *L)
}
const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
luaL_Reg LuaPerlinNoiseMap::methods[] = {
luamethod_aliased(LuaPerlinNoiseMap, get_2d_map, get2dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_2d_map_flat, get2dMap_flat),
luamethod_aliased(LuaPerlinNoiseMap, calc_2d_map, calc2dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_3d_map, get3dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_3d_map_flat, get3dMap_flat),
luamethod_aliased(LuaPerlinNoiseMap, calc_3d_map, calc3dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_map_slice, getMapSlice),
const char LuaValueNoiseMap::className[] = "ValueNoiseMap";
luaL_Reg LuaValueNoiseMap::methods[] = {
luamethod_aliased(LuaValueNoiseMap, get_2d_map, get2dMap),
luamethod_aliased(LuaValueNoiseMap, get_2d_map_flat, get2dMap_flat),
luamethod_aliased(LuaValueNoiseMap, calc_2d_map, calc2dMap),
luamethod_aliased(LuaValueNoiseMap, get_3d_map, get3dMap),
luamethod_aliased(LuaValueNoiseMap, get_3d_map_flat, get3dMap_flat),
luamethod_aliased(LuaValueNoiseMap, calc_3d_map, calc3dMap),
luamethod_aliased(LuaValueNoiseMap, get_map_slice, getMapSlice),
{0,0}
};

View file

@ -9,9 +9,9 @@
#include "noise.h"
/*
LuaPerlinNoise
LuaValueNoise
*/
class LuaPerlinNoise : public ModApiBase
class LuaValueNoise : public ModApiBase
{
private:
NoiseParams np;
@ -27,11 +27,11 @@ private:
static int l_get_3d(lua_State *L);
public:
LuaPerlinNoise(const NoiseParams *params);
~LuaPerlinNoise() = default;
LuaValueNoise(const NoiseParams *params);
~LuaValueNoise() = default;
// LuaPerlinNoise(seed, octaves, persistence, scale)
// Creates an LuaPerlinNoise and leaves it on top of stack
// LuaValueNoise(seed, octaves, persistence, scale)
// Creates an LuaValueNoise and leaves it on top of stack
static int create_object(lua_State *L);
static void *packIn(lua_State *L, int idx);
@ -43,9 +43,9 @@ public:
};
/*
LuaPerlinNoiseMap
LuaValueNoiseMap
*/
class LuaPerlinNoiseMap : public ModApiBase
class LuaValueNoiseMap : public ModApiBase
{
Noise *noise;
@ -66,13 +66,13 @@ class LuaPerlinNoiseMap : public ModApiBase
static int l_get_map_slice(lua_State *L);
public:
LuaPerlinNoiseMap(const NoiseParams *np, s32 seed, v3s16 size);
~LuaPerlinNoiseMap();
LuaValueNoiseMap(const NoiseParams *np, s32 seed, v3s16 size);
~LuaValueNoiseMap();
inline bool is3D() const { return noise->sz > 1; }
// LuaPerlinNoiseMap(np, size)
// Creates an LuaPerlinNoiseMap and leaves it on top of stack
// LuaValueNoiseMap(np, size)
// Creates an LuaValueNoiseMap and leaves it on top of stack
static int create_object(lua_State *L);
static void *packIn(lua_State *L, int idx);

View file

@ -60,8 +60,8 @@ void EmergeScripting::InitializeModApi(lua_State *L, int top)
ItemStackMetaRef::Register(L);
LuaAreaStore::Register(L);
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaValueNoise::Register(L);
LuaValueNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaSecureRandom::Register(L);

View file

@ -134,8 +134,8 @@ void ServerScripting::InitializeModApi(lua_State *L, int top)
ItemStackMetaRef::Register(L);
LuaAreaStore::Register(L);
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaValueNoise::Register(L);
LuaValueNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaRaycast::Register(L);
@ -172,8 +172,8 @@ void ServerScripting::InitializeAsync(lua_State *L, int top)
ItemStackMetaRef::Register(L);
LuaAreaStore::Register(L);
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaValueNoise::Register(L);
LuaValueNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaSecureRandom::Register(L);

View file

@ -78,7 +78,7 @@ void TestNoise::testNoise2dPoint()
u32 i = 0;
for (u32 y = 0; y != 10; y++)
for (u32 x = 0; x != 10; x++, i++) {
float actual = NoisePerlin2D(&np_normal, x, y, 1337);
float actual = NoiseFractal2D(&np_normal, x, y, 1337);
float expected = expected_2d_results[i];
UASSERT(std::fabs(actual - expected) <= 0.00001);
}
@ -88,7 +88,7 @@ void TestNoise::testNoise2dBulk()
{
NoiseParams np_normal(20, 40, v3f(50, 50, 50), 9, 5, 0.6, 2.0);
Noise noise_normal_2d(&np_normal, 1337, 10, 10);
float *noisevals = noise_normal_2d.perlinMap2D(0, 0, NULL);
float *noisevals = noise_normal_2d.noiseMap2D(0, 0, NULL);
for (u32 i = 0; i != 10 * 10; i++) {
float actual = noisevals[i];
@ -126,7 +126,7 @@ void TestNoise::testNoise3dPoint()
for (u32 z = 0; z != 10; z++)
for (u32 y = 0; y != 10; y++)
for (u32 x = 0; x != 10; x++, i++) {
float actual = NoisePerlin3D(&np_normal, x, y, z, 1337);
float actual = NoiseFractal3D(&np_normal, x, y, z, 1337);
float expected = expected_3d_results[i];
UASSERT(std::fabs(actual - expected) <= 0.00001);
}
@ -136,7 +136,7 @@ void TestNoise::testNoise3dBulk()
{
NoiseParams np_normal(20, 40, v3f(50, 50, 50), 9, 5, 0.6, 2.0);
Noise noise_normal_3d(&np_normal, 1337, 10, 10, 10);
float *noisevals = noise_normal_3d.perlinMap3D(0, 0, 0, NULL);
float *noisevals = noise_normal_3d.noiseMap3D(0, 0, 0, NULL);
for (u32 i = 0; i != 10 * 10 * 10; i++) {
float actual = noisevals[i];
@ -152,7 +152,7 @@ void TestNoise::testNoiseInvalidParams()
try {
NoiseParams np_highmem(4, 70, v3f(1, 1, 1), 5, 60, 0.7, 10.0);
Noise noise_highmem_3d(&np_highmem, 1337, 200, 200, 200);
noise_highmem_3d.perlinMap3D(0, 0, 0, NULL);
noise_highmem_3d.noiseMap3D(0, 0, 0, NULL);
} catch (InvalidNoiseParamsException &) {
exception_thrown = true;
}