Fix spaces float islands code
This commit is contained in:
parent
a92e90f684
commit
d75b1718f8
|
@ -345,52 +345,47 @@ void MapgenIndev::generateFloatIslands(int min_y) {
|
|||
*/
|
||||
|
||||
void MapgenIndev::generateFloatIslands(int min_y) {
|
||||
if (node_min.Y < min_y) return;
|
||||
PseudoRandom pr(blockseed + 985);
|
||||
// originally from http://forum.minetest.net/viewtopic.php?id=4776
|
||||
float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity.
|
||||
float AMPY = 24; // 24; // Amplitude of island centre y variation.
|
||||
float TGRAD = 24; // 24; // Noise gradient to create top surface.
|
||||
float BGRAD = 24; // 24; // Noise gradient to create bottom surface.
|
||||
if (node_min.Y < min_y) return;
|
||||
PseudoRandom pr(blockseed + 985);
|
||||
// originally from http://forum.minetest.net/viewtopic.php?id=4776
|
||||
float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare.
|
||||
float AMPY = 24; // 24; // Amplitude of island centre y variation.
|
||||
float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top.
|
||||
float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom.
|
||||
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone);
|
||||
v3s16 p0(node_min.X, node_min.Y, node_min.Z);
|
||||
MapNode n1(c_stone);
|
||||
|
||||
float xl = node_max.X - node_min.X;
|
||||
float yl = node_max.Y - node_min.Y;
|
||||
float zl = node_max.Z - node_min.Z;
|
||||
u32 zstride = xl + 1;
|
||||
float midy = node_min.Y + yl * 0.5;
|
||||
u32 index = 0;
|
||||
for (int z1 = 0; z1 <= zl; ++z1)
|
||||
{
|
||||
for (int y1 = 0; y1 <= yl; ++y1)
|
||||
{
|
||||
for (int x1 = 0; x1 <= xl; ++x1, ++index)
|
||||
{
|
||||
int y = y1 + node_min.Y;
|
||||
u32 index2d = z1 * zstride + x1;
|
||||
float noise3 = noiseindev_float_islands3->result[index2d];
|
||||
float pmidy = midy + noise3 / 1.5 * AMPY;
|
||||
float noise1 = noiseindev_float_islands1->result[index];
|
||||
float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
|
||||
float noise1off = noise1 - offset - RAR;
|
||||
if (noise1off > 0 && noise1off < 0.7) {
|
||||
float noise2 = noiseindev_float_islands2->result[index];
|
||||
if (noise2 - noise1off > -0.7){
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = n1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
float xl = node_max.X - node_min.X;
|
||||
float yl = node_max.Y - node_min.Y;
|
||||
float zl = node_max.Z - node_min.Z;
|
||||
u32 zstride = xl + 1;
|
||||
float midy = node_min.Y + yl * 0.5;
|
||||
u32 index = 0;
|
||||
for (int z1 = 0; z1 <= zl; ++z1)
|
||||
for (int y1 = 0; y1 <= yl; ++y1)
|
||||
for (int x1 = 0; x1 <= xl; ++x1, ++index) {
|
||||
int y = y1 + node_min.Y;
|
||||
u32 index2d = z1 * zstride + x1;
|
||||
float noise3 = noiseindev_float_islands3->result[index2d];
|
||||
float pmidy = midy + noise3 / 1.5 * AMPY;
|
||||
float noise1 = noiseindev_float_islands1->result[index];
|
||||
float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
|
||||
float noise1off = noise1 - offset - RAR;
|
||||
if (noise1off > 0 && noise1off < 0.7) {
|
||||
float noise2 = noiseindev_float_islands2->result[index];
|
||||
if (noise2 - noise1off > -0.7) {
|
||||
v3s16 p = p0 + v3s16(x1, y1, z1);
|
||||
u32 i = vm->m_area.index(p);
|
||||
if (!vm->m_area.contains(i))
|
||||
continue;
|
||||
// Cancel if not air
|
||||
if (vm->m_data[i].getContent() != CONTENT_AIR)
|
||||
continue;
|
||||
vm->m_data[i] = n1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MapgenIndev::generateExperimental() {
|
||||
|
|
Loading…
Reference in New Issue