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https://github.com/moparisthebest/minetest
synced 2024-11-16 14:25:19 -05:00
5c32c5e945
The shadow bug at y = 63 was caused by dark air being placed as dust, when the biome dust was unspecified it was falling back to 'air' In dustTopNodes only dust == 'ignore' will disable dust placement
143 lines
4.0 KiB
C++
143 lines
4.0 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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///////////////////////////////////////////////////////////////////////////////
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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->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("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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//if (biomecache)
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// delete[] biomecache;
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}
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// just a PoC, obviously needs optimization later on (precalculate this)
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void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
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float *humidity_map, s16 *height_map, u8 *biomeid_map)
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{
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for (s32 i = 0; i != sx * sy; i++) {
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Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
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biomeid_map[i] = biome->index;
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}
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}
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Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
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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_objects.size(); i++) {
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b = (Biome *)m_objects[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_objects[0];
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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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Biome *b = (Biome *)m_objects[i];
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delete b;
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}
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m_objects.resize(1);
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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_dust, "ignore", CONTENT_IGNORE);
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}
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