Biomes: Add 'min_pos'/'max_pos' xyz biome limits
authorparamat <paramat@users.noreply.github.com>
Fri, 23 Feb 2018 08:54:03 +0000 (08:54 +0000)
committerparamat <mat.gregory@virginmedia.com>
Fri, 9 Mar 2018 03:16:25 +0000 (03:16 +0000)
'y_min' and 'y_max' are still accepted for compatibility.

src/mapgen/mapgen.cpp
src/mapgen/mg_biome.cpp
src/mapgen/mg_biome.h
src/script/lua_api/l_mapgen.cpp

index 5f7a9d6cff9dea03475cd7fe6bda0ed9b1baa83d..a39e290043dc06f1731071a2793dbe37d81fe381 100644 (file)
@@ -693,7 +693,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
 
                        if (is_stone_surface || is_water_surface) {
                                // (Re)calculate biome
-                               biome = biomegen->getBiomeAtIndex(index, y);
+                               biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
 
                                if (biomemap[index] == BIOME_NONE && is_stone_surface)
                                        biomemap[index] = biome->index;
@@ -704,7 +704,7 @@ void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
                                        noise_filler_depth->result[index], 0.0f);
                                depth_water_top = biome->depth_water_top;
                                depth_riverbed = biome->depth_riverbed;
-                               biome_y_min = biome->y_min;
+                               biome_y_min = biome->min_pos.Y;
 
                                // Detect stone type for dungeons during every biome calculation.
                                // If none detected the last selected biome stone is chosen.
index eb12fcc737872493406bfe60af638f33bd3c236b..38017ea9da4177c5d470ee447d99fd323bbc49a7 100644 (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);   
index a2bfaf5b90f3eb4cf1c28a9f5db31d327f174306..ad90f28f8fd6bf7763979ac8ab2899e90b946484 100644 (file)
@@ -63,8 +63,8 @@ public:
        s16 depth_water_top;
        s16 depth_riverbed;
 
-       s16 y_min;
-       s16 y_max;
+       v3s16 min_pos;
+       v3s16 max_pos;
        float heat_point;
        float humidity_point;
        s16 vertical_blend;
@@ -108,14 +108,14 @@ public:
        // Gets all biomes in current chunk using each corresponding element of
        // heightmap as the y position, then stores the results by biome index in
        // biomemap (also returned)
-       virtual biome_t *getBiomes(s16 *heightmap) = 0;
+       virtual biome_t *getBiomes(s16 *heightmap, v3s16 pmin) = 0;
 
        // Gets a single biome at the specified position, which must be contained
        // in the region formed by m_pmin and (m_pmin + m_csize - 1).
        virtual Biome *getBiomeAtPoint(v3s16 pos) const = 0;
 
        // Same as above, but uses a raw numeric index correlating to the (x,z) position.
-       virtual Biome *getBiomeAtIndex(size_t index, s16 y) const = 0;
+       virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;
 
        // Result of calcBiomes bulk computation.
        biome_t *biomemap = nullptr;
@@ -164,11 +164,11 @@ public:
        Biome *calcBiomeAtPoint(v3s16 pos) const;
        void calcBiomeNoise(v3s16 pmin);
 
-       biome_t *getBiomes(s16 *heightmap);
+       biome_t *getBiomes(s16 *heightmap, v3s16 pmin);
        Biome *getBiomeAtPoint(v3s16 pos) const;
-       Biome *getBiomeAtIndex(size_t index, s16 y) const;
+       Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;
 
-       Biome *calcBiomeFromNoise(float heat, float humidity, s16 y) const;
+       Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;
 
        float *heatmap;
        float *humidmap;
@@ -230,7 +230,7 @@ public:
                NoiseParams &np_heat_blend, u64 seed);
        float getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
                NoiseParams &np_humidity_blend, u64 seed);
-       Biome *getBiomeFromNoiseOriginal(float heat, float humidity, s16 y);
+       Biome *getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos);
 
 private:
        Server *m_server;
index 5bd49e386ad4b79346523a7f73794638b9431715..11d963b4d89cf41f0505f55f1b974194b076c566 100644 (file)
@@ -388,12 +388,15 @@ Biome *read_biome_def(lua_State *L, int index, const NodeDefManager *ndef)
        b->depth_filler    = getintfield_default(L,    index, "depth_filler",    -31000);
        b->depth_water_top = getintfield_default(L,    index, "depth_water_top", 0);
        b->depth_riverbed  = getintfield_default(L,    index, "depth_riverbed",  0);
-       b->y_min           = getintfield_default(L,    index, "y_min",           -31000);
-       b->y_max           = getintfield_default(L,    index, "y_max",           31000);
        b->heat_point      = getfloatfield_default(L,  index, "heat_point",      0.f);
        b->humidity_point  = getfloatfield_default(L,  index, "humidity_point",  0.f);
        b->vertical_blend  = getintfield_default(L,    index, "vertical_blend",  0);
-       b->flags           = 0; //reserved
+       b->flags           = 0; // reserved
+
+       b->min_pos = getv3s16field_default(L, index, "min_pos", v3s16(-31000, -31000, -31000));
+       getintfield(L, index, "y_min", b->min_pos.Y);
+       b->max_pos = getv3s16field_default(L, index, "max_pos", v3s16(31000, 31000, 31000));
+       getintfield(L, index, "y_max", b->max_pos.Y);
 
        std::vector<std::string> &nn = b->m_nodenames;
        nn.push_back(getstringfield_default(L, index, "node_top",         ""));
@@ -617,7 +620,7 @@ int ModApiMapgen::l_get_biome_data(lua_State *L)
        if (!humidity)
                return 0;
 
-       Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos.Y);
+       Biome *biome = (Biome *)bmgr->getBiomeFromNoiseOriginal(heat, humidity, pos);
        if (!biome || biome->index == OBJDEF_INVALID_INDEX)
                return 0;
 
@@ -1041,7 +1044,7 @@ int ModApiMapgen::l_register_biome(lua_State *L)
        luaL_checktype(L, index, LUA_TTABLE);
 
        const NodeDefManager *ndef = getServer(L)->getNodeDefManager();
-       BiomeManager *bmgr    = getServer(L)->getEmergeManager()->biomemgr;
+       BiomeManager *bmgr = getServer(L)->getEmergeManager()->biomemgr;
 
        Biome *biome = read_biome_def(L, index, ndef);
        if (!biome)