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https://github.com/moparisthebest/minetest
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d24f384174
Mgvalleys: Remove riverbed sand placement from base terrain generation Riverbed material placement moved to MapgenBasic::generateBiomes() Document fields and add note that the biome API is still unstable
245 lines
7.0 KiB
C++
245 lines
7.0 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mg_biome.h"
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#include "mg_decoration.h"
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#include "emerge.h"
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#include "gamedef.h"
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#include "nodedef.h"
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#include "map.h" //for MMVManip
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#include "log.h"
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#include "util/numeric.h"
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#include "util/mathconstants.h"
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#include "porting.h"
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#include "settings.h"
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///////////////////////////////////////////////////////////////////////////////
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BiomeManager::BiomeManager(IGameDef *gamedef) :
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ObjDefManager(gamedef, OBJDEF_BIOME)
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{
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m_gamedef = gamedef;
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// Create default biome to be used in case none exist
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Biome *b = new Biome;
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b->name = "Default";
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b->flags = 0;
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b->depth_top = 0;
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b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
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b->depth_water_top = 0;
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b->depth_riverbed = 0;
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b->y_min = -MAX_MAP_GENERATION_LIMIT;
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b->y_max = MAX_MAP_GENERATION_LIMIT;
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b->heat_point = 0.0;
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b->humidity_point = 0.0;
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_river_water_source");
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("ignore");
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m_ndef->pendNodeResolve(b);
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add(b);
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}
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BiomeManager::~BiomeManager()
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{
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}
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void BiomeManager::clear()
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{
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EmergeManager *emerge = m_gamedef->getEmergeManager();
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// Remove all dangling references in Decorations
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DecorationManager *decomgr = emerge->decomgr;
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for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
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Decoration *deco = (Decoration *)decomgr->getRaw(i);
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deco->biomes.clear();
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}
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// Don't delete the first biome
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for (size_t i = 1; i < m_objects.size(); i++)
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delete (Biome *)m_objects[i];
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m_objects.resize(1);
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}
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////////////////////////////////////////////////////////////////////////////////
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void BiomeParamsOriginal::readParams(const Settings *settings)
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{
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settings->getNoiseParams("mg_biome_np_heat", np_heat);
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settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
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settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
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settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
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}
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void BiomeParamsOriginal::writeParams(Settings *settings) const
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{
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settings->setNoiseParams("mg_biome_np_heat", np_heat);
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settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
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settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
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settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
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}
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////////////////////////////////////////////////////////////////////////////////
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BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
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BiomeParamsOriginal *params, v3s16 chunksize)
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{
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m_bmgr = biomemgr;
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m_params = params;
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m_csize = chunksize;
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noise_heat = new Noise(¶ms->np_heat,
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params->seed, m_csize.X, m_csize.Z);
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noise_humidity = new Noise(¶ms->np_humidity,
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params->seed, m_csize.X, m_csize.Z);
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noise_heat_blend = new Noise(¶ms->np_heat_blend,
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params->seed, m_csize.X, m_csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_humidity_blend,
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params->seed, m_csize.X, m_csize.Z);
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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biomemap = new biome_t[m_csize.X * m_csize.Z];
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}
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BiomeGenOriginal::~BiomeGenOriginal()
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{
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delete []biomemap;
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delete noise_heat;
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delete noise_humidity;
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delete noise_heat_blend;
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delete noise_humidity_blend;
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}
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Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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{
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float heat =
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NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
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NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
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float humidity =
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NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
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NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
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return calcBiomeFromNoise(heat, humidity, pos.Y);
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}
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void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
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{
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m_pmin = pmin;
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noise_heat->perlinMap2D(pmin.X, pmin.Z);
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noise_humidity->perlinMap2D(pmin.X, pmin.Z);
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noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
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noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
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for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
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noise_heat->result[i] += noise_heat_blend->result[i];
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noise_humidity->result[i] += noise_humidity_blend->result[i];
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}
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}
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biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
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{
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for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
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Biome *biome = calcBiomeFromNoise(
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noise_heat->result[i],
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noise_humidity->result[i],
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heightmap[i]);
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biomemap[i] = biome->index;
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}
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return biomemap;
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}
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Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
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{
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return getBiomeAtIndex(
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(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
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pos.Y);
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}
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Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
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{
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return calcBiomeFromNoise(
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noise_heat->result[index],
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noise_humidity->result[index],
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y);
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}
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Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
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{
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Biome *b, *biome_closest = NULL;
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float dist_min = FLT_MAX;
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for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
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b = (Biome *)m_bmgr->getRaw(i);
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if (!b || y > b->y_max || y < b->y_min)
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continue;
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float d_heat = heat - b->heat_point;
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float d_humidity = humidity - b->humidity_point;
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float dist = (d_heat * d_heat) +
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(d_humidity * d_humidity);
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if (dist < dist_min) {
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dist_min = dist;
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biome_closest = b;
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}
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}
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return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
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}
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////////////////////////////////////////////////////////////////////////////////
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void Biome::resolveNodeNames()
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{
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getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
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}
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