const char *BiomeManager::ELEMENT_TITLE = "biome";
-NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70);
-NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
-
///////////////////////////////////////////////////////////////////////////////
-
BiomeManager::BiomeManager(IGameDef *gamedef)
{
- NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
-
- np_heat = &nparams_biome_def_heat;
- np_humidity = &nparams_biome_def_humidity;
+ m_resolver = gamedef->getNodeDefManager()->getResolver();
// Create default biome to be used in case none exist
Biome *b = new Biome;
b->heat_point = 0.0;
b->humidity_point = 0.0;
- resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
- resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
- resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
- resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
- resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
+ m_resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
+ m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
+ m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
add(b);
}
// just a PoC, obviously needs optimization later on (precalculate this)
-void BiomeManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
+void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
+ float *humidity_map, s16 *height_map, u8 *biomeid_map)
{
int i = 0;
- for (int y = 0; y != input->mapsize.Y; y++) {
- for (int x = 0; x != input->mapsize.X; x++, i++) {
- float heat = (input->heat_map[i] + 1) * 50;
- float humidity = (input->humidity_map[i] + 1) * 50;
- biomeid_map[i] = getBiome(heat, humidity, input->height_map[i])->id;
+ for (int y = 0; y != sy; y++) {
+ for (int x = 0; x != sx; x++, i++) {
+ float heat = (heat_map[i] + 1) * 50;
+ float humidity = (humidity_map[i] + 1) * 50;
+ biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
}
}
}
for (size_t i = 1; i < m_elements.size(); i++) {
b = (Biome *)m_elements[i];
- if (!b || y > b->height_max || y < b->height_min) {
- printf("not good - %p %d %d %d\n", b, y, b->height_max, b->height_min);
+ if (!b || y > b->height_max || y < b->height_min)
continue;
- }
float d_heat = heat - b->heat_point;
float d_humidity = humidity - b->humidity_point;
biome_closest = b;
}
}
-
+
return biome_closest ? biome_closest : (Biome *)m_elements[0];
}
+
+void BiomeManager::clear()
+{
+ for (size_t i = 1; i < m_elements.size(); i++) {
+ Biome *b = (Biome *)m_elements[i];
+ if (!b)
+ continue;
+
+ m_resolver->cancelNode(&b->c_top);
+ m_resolver->cancelNode(&b->c_filler);
+ m_resolver->cancelNode(&b->c_stone);
+ m_resolver->cancelNode(&b->c_water);
+ m_resolver->cancelNode(&b->c_dust);
+ m_resolver->cancelNode(&b->c_dust_water);
+ }
+ m_elements.resize(1);
+}
+