Mgv5 get ground level at point function. Fast spawn player version

This commit is contained in:
paramat 2014-11-10 21:57:34 +00:00 committed by kwolekr
parent c4e393deea
commit d39887dadd
2 changed files with 38 additions and 4 deletions

View File

@ -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;

View File

@ -94,6 +94,7 @@ public:
~MapgenV5();
virtual void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
void calculateNoise();
void generateBaseTerrain();
void generateBlobs();