minetest/src/mapgen/mg_biome.cpp

388 lines
12 KiB
C++

/*
Minetest
Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2018 paramat
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mg_biome.h"
#include "mg_decoration.h"
#include "emerge.h"
#include "server.h"
#include "nodedef.h"
#include "map.h" //for MMVManip
#include "util/numeric.h"
#include "porting.h"
#include "settings.h"
///////////////////////////////////////////////////////////////////////////////
BiomeManager::BiomeManager(Server *server) :
ObjDefManager(server, OBJDEF_BIOME)
{
m_server = server;
// Create default biome to be used in case none exist
Biome *b = new Biome;
b->name = "default";
b->flags = 0;
b->depth_top = 0;
b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
b->depth_water_top = 0;
b->depth_riverbed = 0;
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;
b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("mapgen_water_source");
b->m_nodenames.emplace_back("mapgen_water_source");
b->m_nodenames.emplace_back("mapgen_river_water_source");
b->m_nodenames.emplace_back("mapgen_stone");
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
b->m_nnlistsizes.push_back(1);
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
b->m_nodenames.emplace_back("ignore");
m_ndef->pendNodeResolve(b);
add(b);
}
void BiomeManager::clear()
{
EmergeManager *emerge = m_server->getEmergeManager();
// Remove all dangling references in Decorations
DecorationManager *decomgr = emerge->getWritableDecorationManager();
for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
Decoration *deco = (Decoration *)decomgr->getRaw(i);
deco->biomes.clear();
}
// Don't delete the first biome
for (size_t i = 1; i < m_objects.size(); i++)
delete (Biome *)m_objects[i];
m_objects.resize(1);
}
BiomeManager *BiomeManager::clone() const
{
auto mgr = new BiomeManager();
assert(mgr);
ObjDefManager::cloneTo(mgr);
mgr->m_server = m_server;
return mgr;
}
// For BiomeGen type 'BiomeGenOriginal'
float BiomeManager::getHeatAtPosOriginal(v3s16 pos, NoiseParams &np_heat,
NoiseParams &np_heat_blend, u64 seed) const
{
return
NoisePerlin2D(&np_heat, pos.X, pos.Z, seed) +
NoisePerlin2D(&np_heat_blend, pos.X, pos.Z, seed);
}
// For BiomeGen type 'BiomeGenOriginal'
float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
NoiseParams &np_humidity_blend, u64 seed) const
{
return
NoisePerlin2D(&np_humidity, pos.X, pos.Z, seed) +
NoisePerlin2D(&np_humidity_blend, pos.X, pos.Z, seed);
}
// For BiomeGen type 'BiomeGenOriginal'
const Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat,
float humidity, v3s16 pos) const
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
float dist_min = FLT_MAX;
float dist_min_blend = FLT_MAX;
for (size_t i = 1; i < getNumObjects(); i++) {
Biome *b = (Biome *)getRaw(i);
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 (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
} else if (dist < dist_min_blend) { // Blend area above biome b
dist_min_blend = dist;
biome_closest_blend = b;
}
}
const u64 seed = pos.Y + (heat + humidity) * 0.9f;
PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
}
////////////////////////////////////////////////////////////////////////////////
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(&params->np_heat,
params->seed, m_csize.X, m_csize.Z);
noise_humidity = new Noise(&params->np_humidity,
params->seed, m_csize.X, m_csize.Z);
noise_heat_blend = new Noise(&params->np_heat_blend,
params->seed, m_csize.X, m_csize.Z);
noise_humidity_blend = new Noise(&params->np_humidity_blend,
params->seed, m_csize.X, m_csize.Z);
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
biomemap = new biome_t[m_csize.X * m_csize.Z];
// Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
// fallback biome when biome generation (which calculates the biomemap IDs)
// is disabled.
memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
}
BiomeGenOriginal::~BiomeGenOriginal()
{
delete []biomemap;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
}
// Only usable in a mapgen thread
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);
}
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];
}
}
biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
{
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],
v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
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);
}
Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
{
return calcBiomeFromNoise(
noise_heat->result[index],
noise_humidity->result[index],
pos);
}
Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
{
Biome *biome_closest = nullptr;
Biome *biome_closest_blend = nullptr;
float dist_min = FLT_MAX;
float dist_min_blend = FLT_MAX;
for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
Biome *b = (Biome *)m_bmgr->getRaw(i);
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 (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
if (dist < dist_min) {
dist_min = dist;
biome_closest = b;
}
} else if (dist < dist_min_blend) { // Blend area above biome b
dist_min_blend = dist;
biome_closest_blend = b;
}
}
// Carefully tune pseudorandom seed variation to avoid single node dither
// and create larger scale blending patterns similar to horizontal biome
// blend.
const u64 seed = pos.Y + (heat + humidity) * 0.9f;
PcgRandom rng(seed);
if (biome_closest_blend && dist_min_blend <= dist_min &&
rng.range(0, biome_closest_blend->vertical_blend) >=
pos.Y - biome_closest_blend->max_pos.Y)
return biome_closest_blend;
return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
}
////////////////////////////////////////////////////////////////////////////////
ObjDef *Biome::clone() const
{
auto obj = new Biome();
ObjDef::cloneTo(obj);
NodeResolver::cloneTo(obj);
obj->flags = flags;
obj->c_top = c_top;
obj->c_filler = c_filler;
obj->c_stone = c_stone;
obj->c_water_top = c_water_top;
obj->c_water = c_water;
obj->c_river_water = c_river_water;
obj->c_riverbed = c_riverbed;
obj->c_dust = c_dust;
obj->c_cave_liquid = c_cave_liquid;
obj->c_dungeon = c_dungeon;
obj->c_dungeon_alt = c_dungeon_alt;
obj->c_dungeon_stair = c_dungeon_stair;
obj->depth_top = depth_top;
obj->depth_filler = depth_filler;
obj->depth_water_top = depth_water_top;
obj->depth_riverbed = depth_riverbed;
obj->min_pos = min_pos;
obj->max_pos = max_pos;
obj->heat_point = heat_point;
obj->humidity_point = humidity_point;
obj->vertical_blend = vertical_blend;
return obj;
}
void Biome::resolveNodeNames()
{
getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR, false);
getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR, false);
getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false);
getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false);
getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false);
getIdsFromNrBacklog(&c_cave_liquid);
getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false);
getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false);
getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false);
}