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Add Lua PerlinNoiseMap:get#dMap_flat API
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@ -1529,6 +1529,15 @@ methods:
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- get2d(pos) -> 2d noise value at pos={x=,y=}
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- get2d(pos) -> 2d noise value at pos={x=,y=}
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- get3d(pos) -> 3d noise value at pos={x=,y=,z=}
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- get3d(pos) -> 3d noise value at pos={x=,y=,z=}
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PerlinNoiseMap: A fast, bulk perlin noise generator
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- Can be created via PerlinNoiseMap(noiseparams, size)
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- Also minetest.get_perlin_map(noiseparams, size)
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methods:
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- get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
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- get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
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- get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
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- get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
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VoxelManip: An interface to the MapVoxelManipulator for Lua
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VoxelManip: An interface to the MapVoxelManipulator for Lua
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- Can be created via VoxelManip()
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- Can be created via VoxelManip()
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- Also minetest.get_voxel_manip()
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- Also minetest.get_voxel_manip()
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@ -159,6 +159,27 @@ int LuaPerlinNoiseMap::l_get2dMap(lua_State *L)
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return 1;
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return 1;
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}
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}
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int LuaPerlinNoiseMap::l_get2dMap_flat(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v2f p = read_v2f(L, 2);
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Noise *n = o->noise;
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n->perlinMap2D(p.X, p.Y);
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int maplen = n->sx * n->sy;
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lua_newtable(L);
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for (int i = 0; i != maplen; i++) {
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float noiseval = n->np->offset + n->np->scale * n->result[i];
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lua_pushnumber(L, noiseval);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
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int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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@ -186,6 +207,28 @@ int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
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return 1;
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return 1;
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}
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}
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int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v3f p = read_v3f(L, 2);
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Noise *n = o->noise;
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n->perlinMap3D(p.X, p.Y, p.Z);
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int maplen = n->sx * n->sy * n->sz;
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lua_newtable(L);
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for (int i = 0; i != maplen; i++) {
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float noiseval = n->np->offset + n->np->scale * n->result[i];
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lua_pushnumber(L, noiseval);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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LuaPerlinNoiseMap::LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size) {
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LuaPerlinNoiseMap::LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size) {
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noise = new Noise(np, seed, size.X, size.Y, size.Z);
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noise = new Noise(np, seed, size.X, size.Y, size.Z);
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}
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}
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@ -254,7 +297,9 @@ void LuaPerlinNoiseMap::Register(lua_State *L)
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const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
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const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
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const luaL_reg LuaPerlinNoiseMap::methods[] = {
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const luaL_reg LuaPerlinNoiseMap::methods[] = {
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luamethod(LuaPerlinNoiseMap, get2dMap),
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luamethod(LuaPerlinNoiseMap, get2dMap),
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luamethod(LuaPerlinNoiseMap, get2dMap_flat),
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luamethod(LuaPerlinNoiseMap, get3dMap),
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luamethod(LuaPerlinNoiseMap, get3dMap),
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luamethod(LuaPerlinNoiseMap, get3dMap_flat),
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{0,0}
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{0,0}
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};
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};
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@ -74,8 +74,9 @@ private:
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static int gc_object(lua_State *L);
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static int gc_object(lua_State *L);
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static int l_get2dMap(lua_State *L);
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static int l_get2dMap(lua_State *L);
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static int l_get2dMap_flat(lua_State *L);
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static int l_get3dMap(lua_State *L);
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static int l_get3dMap(lua_State *L);
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static int l_get3dMap_flat(lua_State *L);
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public:
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public:
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LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size);
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LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size);
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