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Biomes: Add 'min_pos'/'max_pos' xyz biome limits

'y_min' and 'y_max' are still accepted for compatibility.
This commit is contained in:
paramat 2018-02-23 08:54:03 +00:00 committed by paramat
parent c7c03ad7a6
commit cbb9301bea
4 changed files with 47 additions and 34 deletions

View file

@ -46,8 +46,10 @@ BiomeManager::BiomeManager(Server *server) :
b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
b->depth_water_top = 0;
b->depth_riverbed = 0;
b->y_min = -MAX_MAP_GENERATION_LIMIT;
b->y_max = MAX_MAP_GENERATION_LIMIT;
b->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT,
-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT,
MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
b->heat_point = 0.0;
b->humidity_point = 0.0;
b->vertical_blend = 0;
@ -106,7 +108,7 @@ float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity
// For BiomeGen type 'BiomeGenOriginal'
Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y)
Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos)
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
@ -115,14 +117,17 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
for (size_t i = 1; i < getNumObjects(); i++) {
Biome *b = (Biome *)getRaw(i);
if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
if (!b ||
pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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 (y <= b->y_max) { // Within y limits of biome b
if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
@ -133,10 +138,10 @@ Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, s16 y
}
}
mysrand(y + (heat + humidity) / 2);
mysrand(pos.Y + (heat + humidity) / 2);
if (biome_closest_blend &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
y - biome_closest_blend->y_max)
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
@ -206,7 +211,7 @@ Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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);
return calcBiomeFromNoise(heat, humidity, pos);
}
@ -226,13 +231,15 @@ void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
}
biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
{
for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
for (s16 zr = 0; zr < m_csize.Z; zr++)
for (s16 xr = 0; xr < m_csize.X; xr++) {
s32 i = zr * m_csize.X + xr;
Biome *biome = calcBiomeFromNoise(
noise_heat->result[i],
noise_humidity->result[i],
heightmap[i]);
v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
biomemap[i] = biome->index;
}
@ -245,20 +252,20 @@ Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
{
return getBiomeAtIndex(
(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
pos.Y);
pos);
}
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
{
return calcBiomeFromNoise(
noise_heat->result[index],
noise_humidity->result[index],
y);
pos);
}
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
@ -267,14 +274,17 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
Biome *b = (Biome *)m_bmgr->getRaw(i);
if (!b || y > b->y_max + b->vertical_blend || y < b->y_min)
if (!b ||
pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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 (y <= b->y_max) { // Within y limits of biome b
if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
@ -288,11 +298,11 @@ Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) c
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
mysrand(y + (heat + humidity) / 2);
mysrand(pos.Y + (heat + humidity) / 2);
if (biome_closest_blend &&
myrand_range(0, biome_closest_blend->vertical_blend) >=
y - biome_closest_blend->y_max)
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);