forked from Mirrorlandia_minetest/minetest
Biomes: Add 'min_pos'/'max_pos' xyz biome limits
'y_min' and 'y_max' are still accepted for compatibility.
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@ -693,7 +693,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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if (is_stone_surface || is_water_surface) {
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// (Re)calculate biome
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biome = biomegen->getBiomeAtIndex(index, y);
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biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
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if (biomemap[index] == BIOME_NONE && is_stone_surface)
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biomemap[index] = biome->index;
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@ -704,7 +704,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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noise_filler_depth->result[index], 0.0f);
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depth_water_top = biome->depth_water_top;
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depth_riverbed = biome->depth_riverbed;
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biome_y_min = biome->y_min;
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biome_y_min = biome->min_pos.Y;
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// Detect stone type for dungeons during every biome calculation.
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// If none detected the last selected biome stone is chosen.
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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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@ -63,8 +63,8 @@ public:
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s16 depth_water_top;
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s16 depth_riverbed;
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s16 y_min;
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s16 y_max;
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v3s16 min_pos;
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v3s16 max_pos;
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float heat_point;
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float humidity_point;
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s16 vertical_blend;
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@ -108,14 +108,14 @@ public:
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// Gets all biomes in current chunk using each corresponding element of
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// heightmap as the y position, then stores the results by biome index in
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// biomemap (also returned)
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virtual biome_t *getBiomes(s16 *heightmap) = 0;
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virtual biome_t *getBiomes(s16 *heightmap, v3s16 pmin) = 0;
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// Gets a single biome at the specified position, which must be contained
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// in the region formed by m_pmin and (m_pmin + m_csize - 1).
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virtual Biome *getBiomeAtPoint(v3s16 pos) const = 0;
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// Same as above, but uses a raw numeric index correlating to the (x,z) position.
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virtual Biome *getBiomeAtIndex(size_t index, s16 y) const = 0;
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virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;
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// Result of calcBiomes bulk computation.
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biome_t *biomemap = nullptr;
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@ -164,11 +164,11 @@ public:
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Biome *calcBiomeAtPoint(v3s16 pos) const;
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void calcBiomeNoise(v3s16 pmin);
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biome_t *getBiomes(s16 *heightmap);
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biome_t *getBiomes(s16 *heightmap, v3s16 pmin);
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Biome *getBiomeAtPoint(v3s16 pos) const;
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Biome *getBiomeAtIndex(size_t index, s16 y) const;
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Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;
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Biome *calcBiomeFromNoise(float heat, float humidity, s16 y) const;
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Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;
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float *heatmap;
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float *humidmap;
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@ -230,7 +230,7 @@ public:
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NoiseParams &np_heat_blend, u64 seed);
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float getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
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NoiseParams &np_humidity_blend, u64 seed);
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Biome *getBiomeFromNoiseOriginal(float heat, float humidity, s16 y);
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Biome *getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos);
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private:
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Server *m_server;
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@ -388,13 +388,16 @@ Biome *read_biome_def(lua_State *L, int index, const NodeDefManager *ndef)
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b->depth_filler = getintfield_default(L, index, "depth_filler", -31000);
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b->depth_water_top = getintfield_default(L, index, "depth_water_top", 0);
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b->depth_riverbed = getintfield_default(L, index, "depth_riverbed", 0);
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b->y_min = getintfield_default(L, index, "y_min", -31000);
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b->y_max = getintfield_default(L, index, "y_max", 31000);
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b->heat_point = getfloatfield_default(L, index, "heat_point", 0.f);
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b->humidity_point = getfloatfield_default(L, index, "humidity_point", 0.f);
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b->vertical_blend = getintfield_default(L, index, "vertical_blend", 0);
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b->flags = 0; // reserved
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b->min_pos = getv3s16field_default(L, index, "min_pos", v3s16(-31000, -31000, -31000));
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getintfield(L, index, "y_min", b->min_pos.Y);
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b->max_pos = getv3s16field_default(L, index, "max_pos", v3s16(31000, 31000, 31000));
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getintfield(L, index, "y_max", b->max_pos.Y);
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std::vector<std::string> &nn = b->m_nodenames;
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nn.push_back(getstringfield_default(L, index, "node_top", ""));
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nn.push_back(getstringfield_default(L, index, "node_filler", ""));
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@ -617,7 +620,7 @@ int ModApiMapgen::l_get_biome_data(lua_State *L)
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if (!humidity)
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return 0;
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Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos.Y);
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Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos);
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if (!biome || biome->index == OBJDEF_INVALID_INDEX)
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return 0;
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