mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-02 16:38:41 +00:00
Move biome calculation to BiomeGen
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes for a given area using the algorithm implemented by that specific BiomeGen. This abstracts away the old system where each mapgen supplied the noises required for biome generation.
This commit is contained in:
parent
fa6b21a15b
commit
76f4856479
16 changed files with 421 additions and 304 deletions
185
src/mg_biome.cpp
185
src/mg_biome.cpp
|
@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "util/numeric.h"
|
||||
#include "util/mathconstants.h"
|
||||
#include "porting.h"
|
||||
#include "settings.h"
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -63,49 +64,11 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
|
|||
}
|
||||
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
for (s32 i = 0; i != sx * sy; i++) {
|
||||
Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
|
||||
biomeid_map[i] = biome->index;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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_objects.size(); i++) {
|
||||
b = (Biome *)m_objects[i];
|
||||
if (!b || y > b->y_max || y < b->y_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_objects[0];
|
||||
}
|
||||
|
||||
void BiomeManager::clear()
|
||||
{
|
||||
EmergeManager *emerge = m_gamedef->getEmergeManager();
|
||||
|
@ -118,17 +81,153 @@ void BiomeManager::clear()
|
|||
}
|
||||
|
||||
// Don't delete the first biome
|
||||
for (size_t i = 1; i < m_objects.size(); i++) {
|
||||
Biome *b = (Biome *)m_objects[i];
|
||||
delete b;
|
||||
}
|
||||
for (size_t i = 1; i < m_objects.size(); i++)
|
||||
delete (Biome *)m_objects[i];
|
||||
|
||||
m_objects.resize(1);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void BiomeParamsOriginal::readParams(const Settings *settings)
|
||||
{
|
||||
settings->getNoiseParams("mg_biome_np_heat", np_heat);
|
||||
settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
|
||||
settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
|
||||
settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
|
||||
}
|
||||
|
||||
|
||||
void BiomeParamsOriginal::writeParams(Settings *settings) const
|
||||
{
|
||||
settings->setNoiseParams("mg_biome_np_heat", np_heat);
|
||||
settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
|
||||
settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
|
||||
settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
|
||||
BiomeParamsOriginal *params, v3s16 chunksize)
|
||||
{
|
||||
m_bmgr = biomemgr;
|
||||
m_params = params;
|
||||
m_csize = chunksize;
|
||||
|
||||
noise_heat = new Noise(¶ms->np_heat,
|
||||
params->seed, m_csize.X, m_csize.Z);
|
||||
noise_humidity = new Noise(¶ms->np_humidity,
|
||||
params->seed, m_csize.X, m_csize.Z);
|
||||
noise_heat_blend = new Noise(¶ms->np_heat_blend,
|
||||
params->seed, m_csize.X, m_csize.Z);
|
||||
noise_humidity_blend = new Noise(¶ms->np_humidity_blend,
|
||||
params->seed, m_csize.X, m_csize.Z);
|
||||
|
||||
heatmap = noise_heat->result;
|
||||
humidmap = noise_humidity->result;
|
||||
biomemap = new u8[m_csize.X * m_csize.Z];
|
||||
}
|
||||
|
||||
BiomeGenOriginal::~BiomeGenOriginal()
|
||||
{
|
||||
delete []biomemap;
|
||||
|
||||
delete noise_heat;
|
||||
delete noise_humidity;
|
||||
delete noise_heat_blend;
|
||||
delete noise_humidity_blend;
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
|
||||
{
|
||||
float heat =
|
||||
NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
|
||||
NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
|
||||
float humidity =
|
||||
NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
|
||||
NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
|
||||
|
||||
return calcBiomeFromNoise(heat, humidity, pos.Y);
|
||||
}
|
||||
|
||||
|
||||
void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
|
||||
{
|
||||
m_pmin = pmin;
|
||||
|
||||
noise_heat->perlinMap2D(pmin.X, pmin.Z);
|
||||
noise_humidity->perlinMap2D(pmin.X, pmin.Z);
|
||||
noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
|
||||
noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
|
||||
|
||||
for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
|
||||
noise_heat->result[i] += noise_heat_blend->result[i];
|
||||
noise_humidity->result[i] += noise_humidity_blend->result[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
u8 *BiomeGenOriginal::getBiomes(s16 *heightmap)
|
||||
{
|
||||
for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
|
||||
Biome *biome = calcBiomeFromNoise(
|
||||
noise_heat->result[i],
|
||||
noise_humidity->result[i],
|
||||
heightmap[i]);
|
||||
|
||||
biomemap[i] = biome->index;
|
||||
}
|
||||
|
||||
return biomemap;
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
|
||||
{
|
||||
return getBiomeAtIndex(
|
||||
(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
|
||||
pos.Y);
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
|
||||
{
|
||||
return calcBiomeFromNoise(
|
||||
noise_heat->result[index],
|
||||
noise_humidity->result[index],
|
||||
y);
|
||||
}
|
||||
|
||||
|
||||
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
|
||||
{
|
||||
Biome *b, *biome_closest = NULL;
|
||||
float dist_min = FLT_MAX;
|
||||
|
||||
for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
|
||||
b = (Biome *)m_bmgr->getRaw(i);
|
||||
if (!b || y > b->y_max || y < b->y_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_bmgr->getRaw(BIOME_NONE);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void Biome::resolveNodeNames()
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue