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Mgv5 get ground level at point function. Fast spawn player version
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paramat authored and kwolekr committed Nov 21, 2014
1 parent c4e393d commit d39887d
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Showing 2 changed files with 38 additions and 4 deletions.
41 changes: 37 additions & 4 deletions src/mapgen_v5.cpp
Expand Up @@ -192,15 +192,48 @@ void MapgenV5Params::writeParams(Settings *settings) {
}


int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);

float f = 0.55 + NoisePerlin2D(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 = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);

s16 search_top = water_level + 15;
s16 search_base = water_level;
// Use these 2 lines instead for a slower search returning highest ground level
//s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
//s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;

s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
if(n_ground * f > y - h) {
if(y >= search_top - 7)
break;
else
level = y;
break;
}
}

//printf("getGroundLevelAtPoint: %dus\n", t.stop());
return level;
}


void MapgenV5::makeChunk(BlockMakeData *data) {
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);

generating = true;
vm = data->vmanip;
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1 change: 1 addition & 0 deletions src/mapgen_v5.h
Expand Up @@ -94,6 +94,7 @@ class MapgenV5 : public Mapgen {
~MapgenV5();

virtual void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
void calculateNoise();
void generateBaseTerrain();
void generateBlobs();
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