/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 "gamedef.h" #include "nodedef.h" #include "map.h" //for ManualMapVoxelManipulator #include "log.h" #include "util/numeric.h" #include "main.h" #include "util/mathconstants.h" #include "porting.h" const char *BiomeManager::ELEMENT_TITLE = "biome"; /////////////////////////////////////////////////////////////////////////////// BiomeManager::BiomeManager(IGameDef *gamedef) : GenElementManager(gamedef) { // Create default biome to be used in case none exist Biome *b = new Biome; b->id = 0; b->name = "Default"; b->flags = 0; b->depth_top = 0; b->depth_filler = 0; b->height_min = -MAP_GENERATION_LIMIT; b->height_max = MAP_GENERATION_LIMIT; b->heat_point = 0.0; b->humidity_point = 0.0; 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); } BiomeManager::~BiomeManager() { //if (biomecache) // delete[] biomecache; } // just a PoC, obviously needs optimization later on (precalculate this) 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 != 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; } } } Biome *BiomeManager::getBiome(float heat, float humidity, s16 y) { Biome *b, *biome_closest = NULL; float dist_min = FLT_MAX; 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) 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 (dist < dist_min) { dist_min = dist; 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); }