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Biomes: Add vertical biome blend (#6853)
Add 'vertical blend' parameter to biome registration that defines how many nodes above the biome's 'y max' limit the blend will extend.
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@ -4989,18 +4989,18 @@ Definition tables
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y_min = 1,
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y_max = 31000,
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-- ^ Lower and upper limits for biome.
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vertical_blend = 8,
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-- ^ Vertical distance in nodes above 'y_max' over which the biome will
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-- ^ blend with the biome above.
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-- ^ Set to 0 for no vertical blend. Defaults to 0.
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heat_point = 0,
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humidity_point = 50,
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-- ^ Characteristic average temperature and humidity for the biome.
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-- ^ These values create 'biome points' on a voronoi diagram that has heat
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-- ^ and humidity as axes. The resulting voronoi cells determine which
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-- ^ heat/humidity points belong to which biome, and therefore determine
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-- ^ the area and location of each biome in the world.
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-- ^ The biome points need to be carefully and evenly spaced on the voronoi
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-- ^ diagram to result in roughly equal size biomes.
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-- ^ Characteristic temperature and humidity for the biome.
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-- ^ These values create 'biome points' on a voronoi diagram with heat and
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-- ^ humidity as axes. The resulting voronoi cells determine the
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-- ^ distribution of the biomes.
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-- ^ Heat and humidity have average values of 50, vary mostly between
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-- ^ 0 and 100 but also often exceed these values.
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-- ^ Heat is not in degrees Celsius, both values are abstract.
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-- ^ 0 and 100 but can exceed these values.
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}
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### Decoration definition (`register_decoration`)
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@ -50,6 +50,7 @@ BiomeManager::BiomeManager(Server *server) :
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b->y_max = 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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b->m_nodenames.emplace_back("mapgen_stone");
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b->m_nodenames.emplace_back("mapgen_stone");
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@ -201,25 +202,41 @@ Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
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Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
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{
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Biome *b, *biome_closest = NULL;
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Biome *biome_closest = nullptr;
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Biome *biome_closest_blend = nullptr;
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float dist_min = FLT_MAX;
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float dist_min_blend = FLT_MAX;
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for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
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b = (Biome *)m_bmgr->getRaw(i);
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if (!b || y > b->y_max || y < b->y_min)
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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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continue;
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float d_heat = heat - b->heat_point;
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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) +
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(d_humidity * d_humidity);
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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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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 (dist < dist_min) {
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dist_min = dist;
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biome_closest = b;
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}
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} else if (dist < dist_min_blend) { // Blend area above biome b
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dist_min_blend = dist;
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biome_closest_blend = b;
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}
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}
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return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// and create larger scale blending patterns.
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mysrand(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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return biome_closest_blend;
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return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
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}
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@ -67,6 +67,7 @@ public:
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s16 y_max;
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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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virtual void resolveNodeNames();
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};
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@ -392,6 +392,7 @@ Biome *read_biome_def(lua_State *L, int index, INodeDefManager *ndef)
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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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std::vector<std::string> &nn = b->m_nodenames;
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