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minetest/src/mg_biome.cpp

117 lines
3.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mg_biome.h"
#include "gamedef.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "log.h"
#include "util/numeric.h"
#include "main.h"
#include "util/mathconstants.h"
#include "porting.h"
const char *BiomeManager::ELEMENT_TITLE = "biome";
NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70);
NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
///////////////////////////////////////////////////////////////////////////////
BiomeManager::BiomeManager(IGameDef *gamedef)
{
NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
np_heat = &nparams_biome_def_heat;
np_humidity = &nparams_biome_def_humidity;
// Create default biome to be used in case none exist
Biome *b = new Biome;
b->id = 0;
b->name = "Default";
b->flags = 0;
b->depth_top = 0;
b->depth_filler = 0;
b->height_min = -MAP_GENERATION_LIMIT;
b->height_max = MAP_GENERATION_LIMIT;
b->heat_point = 0.0;
b->humidity_point = 0.0;
resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
add(b);
}
BiomeManager::~BiomeManager()
{
//if (biomecache)
// delete[] biomecache;
}
// just a PoC, obviously needs optimization later on (precalculate this)
void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
float *humidity_map, s16 *height_map, u8 *biomeid_map)
{
int i = 0;
for (int y = 0; y != sy; y++) {
for (int x = 0; x != sx; x++, i++) {
float heat = (heat_map[i] + 1) * 50;
float humidity = (humidity_map[i] + 1) * 50;
biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
}
}
}
Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
{
Biome *b, *biome_closest = NULL;
float dist_min = FLT_MAX;
for (size_t i = 1; i < m_elements.size(); i++) {
b = (Biome *)m_elements[i];
if (!b || y > b->height_max || y < b->height_min)
continue;
float d_heat = heat - b->heat_point;
float d_humidity = humidity - b->humidity_point;
float dist = (d_heat * d_heat) +
(d_humidity * d_humidity);
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
}
return biome_closest ? biome_closest : (Biome *)m_elements[0];
}