mirror of
https://github.com/moparisthebest/minetest
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117 lines
3.4 KiB
C++
117 lines
3.4 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 "gamedef.h"
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#include "nodedef.h"
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#include "map.h" //for ManualMapVoxelManipulator
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#include "log.h"
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#include "util/numeric.h"
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#include "main.h"
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#include "util/mathconstants.h"
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#include "porting.h"
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const char *BiomeManager::ELEMENT_TITLE = "biome";
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NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70);
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NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
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///////////////////////////////////////////////////////////////////////////////
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BiomeManager::BiomeManager(IGameDef *gamedef)
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{
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NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
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np_heat = &nparams_biome_def_heat;
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np_humidity = &nparams_biome_def_humidity;
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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->id = 0;
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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 = 0;
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b->height_min = -MAP_GENERATION_LIMIT;
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b->height_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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resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
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resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
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resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
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resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
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resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
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resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
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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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int i = 0;
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for (int y = 0; y != sy; y++) {
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for (int x = 0; x != sx; x++, i++) {
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float heat = (heat_map[i] + 1) * 50;
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float humidity = (humidity_map[i] + 1) * 50;
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biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
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}
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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_elements.size(); i++) {
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b = (Biome *)m_elements[i];
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if (!b || y > b->height_max || y < b->height_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_elements[0];
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}
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