SAPI/Noise: Add PerlinNoiseMap:getMapSlice() function
This adds the ability to grab 'slices' of noise calculated by PerlinNoiseMap. Retrieving smaller slices of noise from the computation result as needed optimizes memory usage while maintaining a reasonable amount of CPU overhead.
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@ -2640,16 +2640,30 @@ Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
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for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
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`nil` is returned).
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For each of the functions with an optional `buffer` parameter: If `buffer` is not
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nil, this table will be used to store the result instead of creating a new table.
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#### Methods
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* `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
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with values starting at `pos={x=,y=}`
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* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
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of 3D noise with values starting at `pos={x=,y=,z=}`
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* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
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* `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
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with values starting at `pos={x=,y=}`
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* if the param `buffer` is present, this table will be used to store the result instead
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* `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
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* if the param `buffer` is present, this table will be used to store the result instead
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* `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
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* `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
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* `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
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* `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
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most recently computed noise results. The result slice begins at coordinates `slice_offset` and
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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 offset y = 20:
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`noisevals = noise:getMapSlice({y=20}, {y=2})`
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It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
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the starting position of the most recently calculated noise.
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To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
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`noise:calc3dMap({x=1000, y=1000, z=1000})`
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`noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
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### `VoxelManip`
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An interface to the `MapVoxelManipulator` for Lua.
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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typedef core::vector3df v3f;
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typedef core::vector3d<s16> v3s16;
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typedef core::vector3d<u16> v3u16;
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typedef core::vector3d<s32> v3s32;
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#endif
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@ -510,3 +510,95 @@ void setboolfield(lua_State *L, int table,
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}
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////
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//// Array table slices
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////
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size_t write_array_slice_float(
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lua_State *L,
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int table_index,
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float *data,
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v3u16 data_size,
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v3u16 slice_offset,
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v3u16 slice_size)
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{
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v3u16 pmin, pmax(data_size);
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if (slice_offset.X > 0) {
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slice_offset.X--;
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pmin.X = slice_offset.X;
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pmax.X = MYMIN(slice_offset.X + slice_size.X, data_size.X);
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}
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if (slice_offset.Y > 0) {
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slice_offset.Y--;
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pmin.Y = slice_offset.Y;
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pmax.Y = MYMIN(slice_offset.Y + slice_size.Y, data_size.Y);
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}
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if (slice_offset.Z > 0) {
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slice_offset.Z--;
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pmin.Z = slice_offset.Z;
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pmax.Z = MYMIN(slice_offset.Z + slice_size.Z, data_size.Z);
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}
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const u32 ystride = data_size.X;
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const u32 zstride = data_size.X * data_size.Y;
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u32 elem_index = 1;
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for (u32 z = pmin.Z; z != pmax.Z; z++)
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for (u32 y = pmin.Y; y != pmax.Y; y++)
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for (u32 x = pmin.X; x != pmax.X; x++) {
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u32 i = z * zstride + y * ystride + x;
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lua_pushnumber(L, data[i]);
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lua_rawseti(L, table_index, elem_index);
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elem_index++;
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}
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return elem_index - 1;
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}
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size_t write_array_slice_u16(
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lua_State *L,
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int table_index,
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u16 *data,
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v3u16 data_size,
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v3u16 slice_offset,
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v3u16 slice_size)
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{
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v3u16 pmin, pmax(data_size);
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if (slice_offset.X > 0) {
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slice_offset.X--;
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pmin.X = slice_offset.X;
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pmax.X = MYMIN(slice_offset.X + slice_size.X, data_size.X);
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}
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if (slice_offset.Y > 0) {
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slice_offset.Y--;
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pmin.Y = slice_offset.Y;
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pmax.Y = MYMIN(slice_offset.Y + slice_size.Y, data_size.Y);
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}
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if (slice_offset.Z > 0) {
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slice_offset.Z--;
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pmin.Z = slice_offset.Z;
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pmax.Z = MYMIN(slice_offset.Z + slice_size.Z, data_size.Z);
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}
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const u32 ystride = data_size.X;
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const u32 zstride = data_size.X * data_size.Y;
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u32 elem_index = 1;
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for (u32 z = pmin.Z; z != pmax.Z; z++)
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for (u32 y = pmin.Y; y != pmax.Y; y++)
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for (u32 x = pmin.X; x != pmax.X; x++) {
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u32 i = z * zstride + y * ystride + x;
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lua_pushinteger(L, data[i]);
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lua_rawseti(L, table_index, elem_index);
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elem_index++;
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}
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return elem_index - 1;
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}
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@ -106,4 +106,9 @@ void warn_if_field_exists(lua_State *L, int table,
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const char *fieldname,
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const std::string &message);
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size_t write_array_slice_float(lua_State *L, int table_index, float *data,
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v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
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size_t write_array_slice_u16(lua_State *L, int table_index, u16 *data,
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v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
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#endif /* C_CONVERTER_H_ */
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@ -272,6 +272,61 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
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}
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int LuaPerlinNoiseMap::l_calc2dMap(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v2f p = check_v2f(L, 2);
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Noise *n = o->noise;
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n->perlinMap2D(p.X, p.Y);
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return 0;
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}
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int LuaPerlinNoiseMap::l_calc3dMap(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v3f p = check_v3f(L, 2);
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if (!o->m_is3d)
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return 0;
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Noise *n = o->noise;
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n->perlinMap3D(p.X, p.Y, p.Z);
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return 0;
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}
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int LuaPerlinNoiseMap::l_getMapSlice(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v3s16 slice_offset = read_v3s16(L, 2);
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v3s16 slice_size = read_v3s16(L, 3);
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bool use_buffer = lua_istable(L, 4);
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Noise *n = o->noise;
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if (use_buffer)
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lua_pushvalue(L, 3);
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else
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lua_newtable(L);
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write_array_slice_float(L, lua_gettop(L), n->result,
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v3u16(n->sx, n->sy, n->sz),
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v3u16(slice_offset.X, slice_offset.Y, slice_offset.Z),
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v3u16(slice_size.X, slice_size.Y, slice_size.Z));
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return 1;
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}
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int LuaPerlinNoiseMap::create_object(lua_State *L)
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{
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NoiseParams np;
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@ -339,8 +394,11 @@ const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
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const luaL_reg LuaPerlinNoiseMap::methods[] = {
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luamethod(LuaPerlinNoiseMap, get2dMap),
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luamethod(LuaPerlinNoiseMap, get2dMap_flat),
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luamethod(LuaPerlinNoiseMap, calc2dMap),
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luamethod(LuaPerlinNoiseMap, get3dMap),
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luamethod(LuaPerlinNoiseMap, get3dMap_flat),
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luamethod(LuaPerlinNoiseMap, calc3dMap),
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luamethod(LuaPerlinNoiseMap, getMapSlice),
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{0,0}
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};
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@ -74,6 +74,10 @@ class LuaPerlinNoiseMap : public ModApiBase {
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static int l_get3dMap(lua_State *L);
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static int l_get3dMap_flat(lua_State *L);
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static int l_calc2dMap(lua_State *L);
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static int l_calc3dMap(lua_State *L);
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static int l_getMapSlice(lua_State *L);
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public:
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LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size);
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