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Mgv7 floatlands: Various improvements
Floatland base terrain underside was too thin, causing excessive water leakage through tunnels under lakes, now make it thicker. Floatland mountain terrain had a rim 1 node thick which made it bare stone, now make it 2 nodes thick to merge with the floatland base terrain rim and to have a layer of biome material. Make mountain terrain more exponentially shaped by altering the exponent. Remove unnecessary and potentially ugly MYMAX() applied to n_base_height.
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@ -346,8 +346,11 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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float density_gradient =
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-pow(fabs((float)(y - floatland_level) / float_mount_height), 0.8f);
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// Make rim 2 nodes thick to match floatland base terrain
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float density_gradient = (y >= floatland_level) ?
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-pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
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-pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
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float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
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return floatn + density_gradient >= 0.0f;
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@ -362,11 +365,10 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
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float n_base = noise_floatland_base->result[idx_xz];
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if (n_base > 0.0f) {
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float n_base_height =
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MYMAX(noise_float_base_height->result[idx_xz], 0.0f);
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float n_base_height = noise_float_base_height->result[idx_xz];
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float amp = n_base * n_base_height;
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float ridge = n_base_height / 3.0f;
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base_min = floatland_level - amp / 2.0f;
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base_min = floatland_level - amp / 1.5f;
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if (amp > ridge * 2.0f) {
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// Lake bed
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