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Biomes: Add 'min_pos'/'max_pos' xyz biome limits
'y_min' and 'y_max' are still accepted for compatibility.
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cbb9301bea
4 changed files with 47 additions and 34 deletions
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@ -46,8 +46,10 @@ BiomeManager::BiomeManager(Server *server) :
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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->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT,
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-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
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b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT,
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MAX_MAP_GENERATION_LIMIT, 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->vertical_blend = 0;
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@ -106,7 +108,7 @@ float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity
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// For BiomeGen type 'BiomeGenOriginal'
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Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y)
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Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
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{
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Biome *biome_closest = nullptr;
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Biome *biome_closest_blend = nullptr;
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@ -115,14 +117,17 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
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for (size_t i = 1; i < getNumObjects(); i++) {
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Biome *b = (Biome *)getRaw(i);
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if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
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if (!b ||
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pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
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pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
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pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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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) + (d_humidity * d_humidity);
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if (y <= b->y_max) { // Within y limits of biome b
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if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
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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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@ -133,10 +138,10 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
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}
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}
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mysrand(y + (heat + humidity) / 2);
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mysrand(pos.Y + (heat + humidity) / 2);
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if (biome_closest_blend &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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y - biome_closest_blend->y_max)
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
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@ -206,7 +211,7 @@ Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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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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return calcBiomeFromNoise(heat, humidity, pos);
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}
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@ -226,13 +231,15 @@ void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
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}
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biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
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biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
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{
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for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
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for (s16 zr = 0; zr < m_csize.Z; zr++)
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for (s16 xr = 0; xr < m_csize.X; xr++) {
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s32 i = zr * m_csize.X + xr;
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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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v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
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biomemap[i] = biome->index;
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}
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@ -245,20 +252,20 @@ 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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pos);
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}
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Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
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Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) 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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pos);
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}
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Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
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Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
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{
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Biome *biome_closest = nullptr;
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Biome *biome_closest_blend = nullptr;
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@ -267,14 +274,17 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
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for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
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Biome *b = (Biome *)m_bmgr->getRaw(i);
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if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
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if (!b ||
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pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
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pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
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pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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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) + (d_humidity * d_humidity);
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if (y <= b->y_max) { // Within y limits of biome b
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if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
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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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@ -288,11 +298,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// and create larger scale blending patterns similar to horizontal biome
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// blend.
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mysrand(y + (heat + humidity) / 2);
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mysrand(pos.Y + (heat + humidity) / 2);
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if (biome_closest_blend &&
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myrand_range(0, biome_closest_blend->vertical_blend) >=
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y - biome_closest_blend->y_max)
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
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