Rework heightmap check.

This commit is contained in:
Duane Robertson 2016-05-25 23:04:24 -05:00
parent 5e5aa5f610
commit 0285d39793
3 changed files with 52 additions and 57 deletions

View file

@ -151,8 +151,9 @@ function fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_val_in)
return node("fun_caves:giant_mushroom_stem") return node("fun_caves:giant_mushroom_stem")
elseif sr < 360 then elseif sr < 360 then
local air_count = 0 local air_count = 0
local j
for i = 1, 12 do for i = 1, 12 do
local j = ivm + area.ystride * i j = ivm + area.ystride * i
if j <= #data and data[j] == node("air") then if j <= #data and data[j] == node("air") then
air_count = air_count + 1 air_count = air_count + 1
end end

View file

@ -68,6 +68,7 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
return return
end end
local posm, count
for _, desc in pairs(fun_caves.water_plants) do for _, desc in pairs(fun_caves.water_plants) do
if desc.content_id then if desc.content_id then
if not node_match_cache[desc.content_id] then if not node_match_cache[desc.content_id] then
@ -79,7 +80,7 @@ function fun_caves.decorate_water(node, data, area, minp, maxp, pos, ivm, biome_
-- against a given node (or nodes). However, it's slow. -- against a given node (or nodes). However, it's slow.
-- To speed it up, we cache the results for each plant -- To speed it up, we cache the results for each plant
-- on each node, and avoid calling find_nodes every time. -- on each node, and avoid calling find_nodes every time.
local posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on) posm, count = minetest.find_nodes_in_area(pos, pos, desc.place_on)
if #posm > 0 then if #posm > 0 then
node_match_cache[desc.content_id][data[ivm]] = "good" node_match_cache[desc.content_id][data[ivm]] = "good"
else else

View file

@ -1,4 +1,4 @@
local DEBUG = false local DEBUG = true
local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local cave_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 40, y = 10, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2} local cave_noise_2 = {offset = 0, scale = 1, seed = -8402, spread = {x = 40, y = 20, z = 40}, octaves = 3, persist = 1, lacunarity = 2}
@ -24,17 +24,16 @@ local function get_node(name)
end end
local node = get_node local node = get_node
local min_surface = -80 local deco_depth = 30
local data = {} local data = {}
--local p2data = {} -- vm rotation data buffer --local p2data = {} -- vm rotation data buffer
local vm, emin, emax, area, noise_area, csize, minp, maxp local vm, emin, emax, area, noise_area, csize, minp, maxp, heightmap, biomemap
-- Create a table of biome ids, so I can use the biomemap. -- Create a table of biome ids, so I can use the biomemap.
local biome_ids = {} local biome_ids = {}
for name, desc in pairs(minetest.registered_biomes) do for name, desc in pairs(minetest.registered_biomes) do
local i = minetest.get_biome_id(desc.name) biome_ids[minetest.get_biome_id(desc.name)] = desc.name
biome_ids[i] = desc.name
end end
--local function place_schematic(pos, schem, center) --local function place_schematic(pos, schem, center)
@ -105,52 +104,19 @@ end
--end --end
local function detect_bull(heightmap, csize)
local probably = false
local j = -31000
local k = 0
local cutoff = (csize.x * csize.z) * 0.1
for i = 1, #heightmap do
if j == heightmap[i] then
k = k + 1
if k > cutoff then
--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", heightmap stuck at: "..heightmap[i])
return true
elseif i > 2 * cutoff then
--print("maxp.y: "..maxp.y..", minp.y: "..minp.y..", guessing good heightmap")
return false
end
else
k = 0
end
j = heightmap[i]
end
end
local function generate(p_minp, p_maxp, seed) local function generate(p_minp, p_maxp, seed)
minp, maxp = p_minp, p_maxp minp, maxp = p_minp, p_maxp
vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data) vm:get_data(data)
--p2data = vm:get_param2_data() --p2data = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object("heightmap") heightmap = minetest.get_mapgen_object("heightmap")
local biomemap = minetest.get_mapgen_object("biomemap") biomemap = minetest.get_mapgen_object("biomemap")
area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) area = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
csize = vector.add(vector.subtract(maxp, minp), 1) csize = vector.add(vector.subtract(maxp, minp), 1)
noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)}) noise_area = VoxelArea:new({MinEdge={x=0,y=0,z=0}, MaxEdge=vector.subtract(csize, 1)})
-- There's a bug in the heightmap from valleys_c. Check for it.
local bullshit_heightmap = detect_bull(heightmap, csize)
local write = false local write = false
-- Deal with memory issues. This, of course, is supposed to be automatic.
local mem = math.floor(collectgarbage("count")/1024)
if mem > 200 then
print("Fun Caves: Manually collecting garbage...")
collectgarbage("collect")
end
-- use the same seed (based on perlin noise). -- use the same seed (based on perlin noise).
math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z})) math.randomseed(minetest.get_perlin(seed_noise):get2d({x=minp.x, y=minp.z}))
@ -159,23 +125,33 @@ local function generate(p_minp, p_maxp, seed)
local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z}) local cave_3 = minetest.get_perlin_map(cave_noise_3, {x=csize.x, y=csize.z}):get2dMap_flat({x=minp.x, y=minp.z})
local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp) local biome_n = minetest.get_perlin_map(biome_noise, csize):get3dMap_flat(minp)
local ivm, ivm2, height, new_node
local index = 0 local index = 0
local index3d = 0 local index3d = 0
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
for x = minp.x, maxp.x do for x = minp.x, maxp.x do
index = index + 1 index = index + 1
write = true
index3d = noise_area:index(x - minp.x, 0, z - minp.z) index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z) ivm = area:index(x, minp.y, z)
height = heightmap[index]
if height >= maxp.y - 1 and data[area:index(x, maxp.y, z)] ~= node('air') then
height = 31000
heightmap[index] = height
elseif height <= minp.y then
height = -31000
heightmap[index] = height
end
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if ((bullshit_heightmap and cave_3[index] < 1) or y < heightmap[index] - cave_3[index]) and cave_1[index3d] * cave_2[index3d] > 0.05 then if data[ivm] ~= node('air') and y < height - cave_3[index] and cave_1[index3d] * cave_2[index3d] > 0.05 then
data[ivm] = node("air") data[ivm] = node("air")
write = true
if y > 0 and cave_3[index] < 1 and heightmap[index] == y then if y > 0 and cave_3[index] < 1 and y == height then
-- Clear the air above a cave mouth. -- Clear the air above a cave mouth.
local ivm2 = ivm ivm2 = ivm
for y2 = y + 1, maxp.y + 8 do for y2 = y + 1, maxp.y + 8 do
ivm2 = ivm2 + area.ystride ivm2 = ivm2 + area.ystride
if data[ivm2] ~= node("default:water_source") then if data[ivm2] ~= node("default:water_source") then
@ -194,24 +170,35 @@ local function generate(p_minp, p_maxp, seed)
-- Air needs to be placed prior to decorations. -- Air needs to be placed prior to decorations.
local index = 0 local index = 0
local index3d = 0 local index3d = 0
local pn, biome
for z = minp.z, maxp.z do for z = minp.z, maxp.z do
for x = minp.x, maxp.x do for x = minp.x, maxp.x do
index = index + 1 index = index + 1
local pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
local biome = biome_ids[biomemap[index]]
index3d = noise_area:index(x - minp.x, 0, z - minp.z) index3d = noise_area:index(x - minp.x, 0, z - minp.z)
local ivm = area:index(x, minp.y, z) ivm = area:index(x, minp.y, z)
write = true
height = heightmap[index]
for y = minp.y, maxp.y do for y = minp.y, maxp.y do
if y < 0 and (bullshit_heightmap or y <= heightmap[index] - 20) then if y <= height - deco_depth and (height < 31000 or y < 0) then
data[ivm] = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d]) or data[ivm] new_node = fun_caves.decorate_cave(node, data, area, minp, y, ivm, biome_n[index3d])
elseif y < heightmap[index] and not bullshit_heightmap then if new_node then
data[ivm] = new_node
write = true
end
elseif y < height then
if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then if data[ivm] == node("air") and (data[ivm - area.ystride] == node('default:stone') or data[ivm - area.ystride] == node('default:sandstone')) then
data[ivm - area.ystride] = node("dirt") data[ivm - area.ystride] = node("dirt")
write = true
end end
else else
data[ivm] = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn) or data[ivm] pn = minetest.get_perlin(plant_noise):get2d({x=x, y=z})
biome = biome_ids[biomemap[index]]
new_node = fun_caves.decorate_water(node, data, area, minp, maxp, {x=x,y=y,z=z}, ivm, biome, pn)
if new_node then
data[ivm] = new_node
write = true
end
end end
ivm = ivm + area.ystride ivm = ivm + area.ystride
@ -233,7 +220,13 @@ local function generate(p_minp, p_maxp, seed)
vm:write_to_map() vm:write_to_map()
end end
vm, area, noise_area = nil, nil, nil vm, area, noise_area, heightmap, biomemap = nil, nil, nil, nil, nil
-- Deal with memory issues. This, of course, is supposed to be automatic.
if math.floor(collectgarbage("count")/1024) > 400 then
print("Fun Caves: Manually collecting garbage...")
collectgarbage("collect")
end
end end