Ejemplo n.º 1
0
void CaveV6::makeTunnel(bool dirswitch)
{
	if (dirswitch && !large_cave) {
		main_direction = v3f(
			((float)(ps->next() % 20) - (float)10) / 10,
			((float)(ps->next() % 20) - (float)10) / 30,
			((float)(ps->next() % 20) - (float)10) / 10
		);
		main_direction *= (float)ps->range(0, 10) / 10;
	}

	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	if (large_cave) {
		maxlen = v3s16(
			rs_part_max_length_rs,
			rs_part_max_length_rs / 2,
			rs_part_max_length_rs
		);
	} else {
		maxlen = v3s16(
			rs_part_max_length_rs,
			ps->range(1, rs_part_max_length_rs),
			rs_part_max_length_rs
		);
	}

	v3f vec(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Jump downward sometimes
	if (!large_cave && ps->range(0, 12) == 0) {
		vec = v3f(
			(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
			(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
			(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
		);
	}

	// Do not make caves that are entirely above ground, to fix
	// shadow bugs caused by overgenerated large caves.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	s16 h1;
	s16 h2;

	v3s16 p1 = orpi + veci + of + rs / 2;
	if (p1.Z >= node_min.Z && p1.Z <= node_max.Z &&
			p1.X >= node_min.X && p1.X <= node_max.X) {
		u32 index1 = (p1.Z - node_min.Z) * mg->ystride +
			(p1.X - node_min.X);
		h1 = mg->heightmap[index1];
	} else {
		h1 = water_level; // If not in heightmap
	}

	v3s16 p2 = orpi + of + rs / 2;
	if (p2.Z >= node_min.Z && p2.Z <= node_max.Z &&
			p2.X >= node_min.X && p2.X <= node_max.X) {
		u32 index2 = (p2.Z - node_min.Z) * mg->ystride +
			(p2.X - node_min.X);
		h2 = mg->heightmap[index2];
	} else {
		h2 = water_level;
	}

	// If startpoint and endpoint are above ground,
	// disable placing of nodes in carveRoute while
	// still running all pseudorandom calls to ensure
	// caves consistent with existing worlds.
	bool tunnel_above_ground = p1.Y > h1 && p2.Y > h2;

	vec += main_direction;

	v3f rp = orp + vec;
	if (rp.X < 0)
		rp.X = 0;
	else if (rp.X >= ar.X)
		rp.X = ar.X - 1;

	if (rp.Y < route_y_min)
		rp.Y = route_y_min;
	else if (rp.Y >= route_y_max)
		rp.Y = route_y_max - 1;

	if (rp.Z < 0)
		rp.Z = 0;
	else if (rp.Z >= ar.Z)
		rp.Z = ar.Z - 1;

	vec = rp - orp;

	float veclen = vec.getLength();
	// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
	if (veclen < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps2->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz, tunnel_above_ground);

	orp = rp;
}
Ejemplo n.º 2
0
void CaveFractal::makeTunnel(bool dirswitch)
{
	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);
	s16 rs_part_max_length_rs = rs * part_max_length_rs;

	v3s16 maxlen;
	maxlen = v3s16(
		rs_part_max_length_rs,
		rs_part_max_length_rs / 2,
		rs_part_max_length_rs
	);

	v3f vec;
	// Jump downward sometimes
	vec = v3f(
		(float)(ps->next() % maxlen.X) - (float)maxlen.X / 2,
		(float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2,
		(float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2
	);

	// Do not make caves that are above ground.
	// It is only necessary to check the startpoint and endpoint.
	v3s16 orpi(orp.X, orp.Y, orp.Z);
	v3s16 veci(vec.X, vec.Y, vec.Z);
	v3s16 p;

	p = orpi + veci + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return; // If it's not in our heightmap, use a simple heuristic
	}

	p = orpi + of + rs / 2;
	if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
		u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
		s16 h = mg->heightmap[index];
		if (h < p.Y)
			return;
	} else if (p.Y > water_level) {
		return;
	}

	vec += main_direction;

	v3f rp = orp + vec;
	if (rp.X < 0)
		rp.X = 0;
	else if (rp.X >= ar.X)
		rp.X = ar.X - 1;

	if (rp.Y < route_y_min)
		rp.Y = route_y_min;
	else if (rp.Y >= route_y_max)
		rp.Y = route_y_max - 1;

	if (rp.Z < 0)
		rp.Z = 0;
	else if (rp.Z >= ar.Z)
		rp.Z = ar.Z - 1;

	vec = rp - orp;

	float veclen = vec.getLength();
	if (veclen < 0.05)
		veclen = 1.0;

	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz);

	orp = rp;
}
Ejemplo n.º 3
0
void CaveV7::makeTunnel(bool dirswitch) {
	if (dirswitch && !large_cave) {
		main_direction = v3f(
			((float)(ps->next() % 20) - (float)10) / 10,
			((float)(ps->next() % 20) - (float)10) / 30,
			((float)(ps->next() % 20) - (float)10) / 10
		);
		main_direction *= (float)ps->range(0, 10) / 10;
	}

	// Randomize size
	s16 min_d = min_tunnel_diameter;
	s16 max_d = max_tunnel_diameter;
	rs = ps->range(min_d, max_d);

	v3s16 maxlen;
	if (large_cave) {
		maxlen = v3s16(
			rs * part_max_length_rs,
			rs * part_max_length_rs / 2,
			rs * part_max_length_rs
		);
	} else {
		maxlen = v3s16(
			rs * part_max_length_rs,
			ps->range(1, rs * part_max_length_rs),
			rs * part_max_length_rs
		);
	}

	v3f vec;
	// Jump downward sometimes
	if (!large_cave && ps->range(0, 12) == 0) {
		vec = v3f(
			(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
			(float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y,
			(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
		);
	} else {
		vec = v3f(
			(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
			(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
			(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
		);
	}

	// Do not make large caves that are above ground.
	// It is only necessary to check the startpoint and endpoint.
	if (large_cave) {
		v3s16 orpi(orp.X, orp.Y, orp.Z);
		v3s16 veci(vec.X, vec.Y, vec.Z);
		v3s16 p;
		
		p = orpi + veci + of + rs / 2;
		if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
			u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
			s16 h = mg->ridge_heightmap[index];
			if (h < p.Y)
				return;
		} else if (p.Y > water_level) {
			return; // If it's not in our heightmap, use a simple heuristic
		}
		
		p = orpi + of + rs / 2;
		if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
			p.X >= node_min.X && p.X <= node_max.X) {
			u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
			s16 h = mg->ridge_heightmap[index];
			if (h < p.Y)
				return;
		} else if (p.Y > water_level) { 
			return;
		}
	}

	vec += main_direction;

	v3f rp = orp + vec;
	if (rp.X < 0)
		rp.X = 0;
	else if (rp.X >= ar.X)
		rp.X = ar.X - 1;
	
	if (rp.Y < route_y_min)
		rp.Y = route_y_min;
	else if (rp.Y >= route_y_max)
		rp.Y = route_y_max - 1;
	
	if (rp.Z < 0)
		rp.Z = 0;
	else if (rp.Z >= ar.Z)
		rp.Z = ar.Z - 1;
	
	vec = rp - orp;

	float veclen = vec.getLength();
	if (veclen < 0.05)
		veclen = 1.0;
		
	// Every second section is rough
	bool randomize_xz = (ps->range(1, 2) == 1);

	// Make a ravine every once in a while if it's long enough
	float xylen = vec.X * vec.X + vec.Z * vec.Z;
	bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);

	// Carve routes
	for (float f = 0; f < 1.0; f += 1.0 / veclen)
		carveRoute(vec, f, randomize_xz, is_ravine);
	
	orp = rp;
}