-
Notifications
You must be signed in to change notification settings - Fork 25
/
mapgen_geodes.lua
221 lines (180 loc) · 7.64 KB
/
mapgen_geodes.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
--[[
Nether mod for minetest
This file contains helper functions for generating geode interiors,
a proof-of-concept to demonstrate how the secondary/spare region
in the nether might be put to use by someone.
Copyright (C) 2021 Treer
Permission to use, copy, modify, and/or distribute this software for
any purpose with or without fee is hereby granted, provided that the
above copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
]]--
local debugf = nether.debug
local mapgen = nether.mapgen
-- Content ids
local c_air = minetest.get_content_id("air")
local c_crystal = minetest.get_content_id("nether:geodelite") -- geodelite has a faint glow
local c_netherrack = minetest.get_content_id("nether:rack")
local c_glowstone = minetest.get_content_id("nether:glowstone")
-- Math funcs
local math_max, math_min, math_abs, math_floor, math_pi = math.max, math.min, math.abs, math.floor, math.pi -- avoid needing table lookups each time a common math function is invoked
-- Create a tiling space of close-packed spheres, using Hexagonal close packing
-- of spheres with radius 0.5.
-- With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
-- radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
-- and the pack-y distance between each layer will be sqrt(6) / 3,
-- The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
local xPack = math.sqrt(3)/2 -- 0.866, height of an equalateral triangle
local xPack2 = xPack * 2 -- 1.732
local yPack = math.sqrt(6) / 3 -- 0.816, y height of each layer
local yPack2 = yPack * 2
local yPack3 = yPack * 3
local layer2offsetx = xPack / 3 -- 0.289, height to center of equalateral triangle
local layer3offsetx = xPack2 / 3 -- 0.577
local structureSize = 50 -- magic numbers may need retuning if this changes too much
local layer1 = {
{0, 0, 0},
{0, 0, 1},
{xPack, 0, -0.5},
{xPack, 0, 0.5},
{xPack, 0, 1.5},
{xPack2, 0, 0},
{xPack2, 0, 1},
}
local layer2 = {
{layer2offsetx - xPack, yPack, 0},
{layer2offsetx - xPack, yPack, 1},
{layer2offsetx, yPack, -0.5},
{layer2offsetx, yPack, 0.5},
{layer2offsetx, yPack, 1.5},
{layer2offsetx + xPack, yPack, 0},
{layer2offsetx + xPack, yPack, 1},
{layer2offsetx + xPack2, yPack, -0.5},
{layer2offsetx + xPack2, yPack, 0.5},
{layer2offsetx + xPack2, yPack, 1.5},
}
local layer3 = {
{layer3offsetx - xPack, yPack2, -0.5},
{layer3offsetx - xPack, yPack2, 0.5},
{layer3offsetx - xPack, yPack2, 1.5},
{layer3offsetx, yPack2, 0},
{layer3offsetx, yPack2, 1},
{layer3offsetx + xPack, yPack2, -0.5},
{layer3offsetx + xPack, yPack2, 0.5},
{layer3offsetx + xPack, yPack2, 1.5},
{layer3offsetx + xPack2, yPack2, 0},
{layer3offsetx + xPack2, yPack2, 1},
}
local layer4 = {
{0, yPack3, 0},
{0, yPack3, 1},
{xPack, yPack3, -0.5},
{xPack, yPack3, 0.5},
{xPack, yPack3, 1.5},
{xPack2, yPack3, 0},
{xPack2, yPack3, 1},
}
local layers = {
{y = layer1[1][2], points = layer1}, -- layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
{y = layer2[1][2], points = layer2},
{y = layer3[1][2], points = layer3},
{y = layer4[1][2], points = layer4},
}
-- Geode mapgen functions (AKA proof of secondary/spare region concept)
-- fast for small lists
function insertionSort(array)
local i
for i = 2, #array do
local key = array[i]
local j = i - 1
while j > 0 and array[j] > key do
array[j + 1] = array[j]
j = j - 1
end
array[j + 1] = key
end
return array
end
local distSquaredList = {}
local adj_x = 0
local adj_y = 0
local adj_z = 0
local lasty, lastz
local warpx, warpz
-- It's quite a lot to calculate for each air node, but its not terribly slow and
-- it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
mapgen.getGeodeInteriorNodeId = function(x, y, z)
if z ~= lastz then
lastz = z
-- Calculate structure warping
-- To avoid calculating this for each node there's no warping as you look along the x axis :(
adj_y = math.sin(math_pi / 222 * y) * 30
if y ~= lasty then
lasty = y
warpx = math.sin(math_pi / 100 * y) * 10
warpz = math.sin(math_pi / 43 * y) * 15
end
local twistRadians = math_pi / 73 * y
local sinTwist, cosTwist = math.sin(twistRadians), math.cos(twistRadians)
adj_x = cosTwist * warpx - sinTwist * warpz
adj_z = sinTwist * warpx + cosTwist * warpz
end
-- convert x, y, z into a position in the tessellating space
local cell_x = (((x + adj_x) / xPack2 + 0.5) % structureSize) / structureSize * xPack2
local cell_y = (((y + adj_y) / yPack3 + 0.5) % structureSize) / structureSize * yPack3
local cell_z = (((z + adj_z) + 0.5) % structureSize) / structureSize -- zPack = 1, so can be omitted
local iOut = 1
local i, j
local canSkip = false
for i = 1, #layers do
local layer = layers[i]
local dy = cell_y - layer.y
if dy > -0.71 and dy < 0.71 then -- optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
local points = layer.points
for j = 1, #points do
local point = points[j]
local dx = cell_x - point[1]
local dz = cell_z - point[3]
local distSquared = dx*dx + dy*dy + dz*dz
if distSquared < 0.25 then
-- optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
return c_air
end
distSquaredList[iOut] = distSquared
iOut = iOut + 1
end
end
end
-- clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
while distSquaredList[iOut] ~= nil do
rawset(distSquaredList, iOut, nil)
iOut = iOut + 1
end
insertionSort(distSquaredList)
local d3_1 = distSquaredList[3] - distSquaredList[1]
local d3_2 = distSquaredList[3] - distSquaredList[2]
--local d4_1 = distSquaredList[4] - distSquaredList[1]
--local d4_3 = distSquaredList[4] - distSquaredList[3]
-- Some shape formulas (tuned for a structureSize of 50)
-- (d3_1 < 0.05) gives connective lines
-- (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
-- ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
-- (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
-- (d4_1 < 0.1) produces spherish balls at intersections
-- The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
-- In this case we use squared distances to avoid calculating square roots.
if (d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3 then
return c_crystal
elseif (distSquaredList[4] - distSquaredList[1]) < 0.08 then
return c_glowstone
else
return c_air
end
end