Mgv5 get ground level at point function. Fast spawn player version
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@ -192,15 +192,48 @@ void MapgenV5Params::writeParams(Settings *settings) {
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}
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int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
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if(f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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f *= 1.6;
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float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
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s16 search_top = water_level + 15;
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s16 search_base = water_level;
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// Use these 2 lines instead for a slower search returning highest ground level
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//s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
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//s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
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s16 level = -31000;
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for (s16 y = search_top; y >= search_base; y--) {
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float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
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if(n_ground * f > y - h) {
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if(y >= search_top - 7)
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break;
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else
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level = y;
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break;
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return level;
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}
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void MapgenV5::makeChunk(BlockMakeData *data) {
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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generating = true;
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vm = data->vmanip;
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@ -94,6 +94,7 @@ public:
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~MapgenV5();
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virtual void makeChunk(BlockMakeData *data);
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int getGroundLevelAtPoint(v2s16 p);
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void calculateNoise();
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void generateBaseTerrain();
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void generateBlobs();
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