3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "map.h" //for ManualMapVoxelManipulator
25 #include "util/numeric.h"
27 #include "util/mathconstants.h"
30 const char *BiomeManager::ELEMENT_TITLE = "biome";
33 ///////////////////////////////////////////////////////////////////////////////
35 BiomeManager::BiomeManager(IGameDef *gamedef) :
36 GenElementManager(gamedef)
38 // Create default biome to be used in case none exist
46 b->height_min = -MAP_GENERATION_LIMIT;
47 b->height_max = MAP_GENERATION_LIMIT;
49 b->humidity_point = 0.0;
51 m_resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
52 m_resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
53 m_resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
54 m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
55 m_resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
56 m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
63 BiomeManager::~BiomeManager()
66 // delete[] biomecache;
71 // just a PoC, obviously needs optimization later on (precalculate this)
72 void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
73 float *humidity_map, s16 *height_map, u8 *biomeid_map)
76 for (int y = 0; y != sy; y++) {
77 for (int x = 0; x != sx; x++, i++) {
78 float heat = (heat_map[i] + 1) * 50;
79 float humidity = (humidity_map[i] + 1) * 50;
80 biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
86 Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
88 Biome *b, *biome_closest = NULL;
89 float dist_min = FLT_MAX;
91 for (size_t i = 1; i < m_elements.size(); i++) {
92 b = (Biome *)m_elements[i];
93 if (!b || y > b->height_max || y < b->height_min)
96 float d_heat = heat - b->heat_point;
97 float d_humidity = humidity - b->humidity_point;
98 float dist = (d_heat * d_heat) +
99 (d_humidity * d_humidity);
100 if (dist < dist_min) {
106 return biome_closest ? biome_closest : (Biome *)m_elements[0];
109 void BiomeManager::clear()
111 for (size_t i = 1; i < m_elements.size(); i++) {
112 Biome *b = (Biome *)m_elements[i];
116 m_resolver->cancelNode(&b->c_top);
117 m_resolver->cancelNode(&b->c_filler);
118 m_resolver->cancelNode(&b->c_stone);
119 m_resolver->cancelNode(&b->c_water);
120 m_resolver->cancelNode(&b->c_dust);
121 m_resolver->cancelNode(&b->c_dust_water);
123 m_elements.resize(1);