/* * ===================================================================================== * * OpenMiner * * Copyright (C) 2018-2020 Unarelith, Quentin Bazin * Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md) * * This file is part of OpenMiner. * * OpenMiner 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. * * OpenMiner 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 OpenMiner; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * ===================================================================================== */ #include "Biome.hpp" #include "Registry.hpp" #include "ServerWorld.hpp" #include "TerrainBiomeSampler.hpp" TerrainBiomeSampler::TerrainBiomeSampler(const Dimension &dimension) : m_dimension(dimension) { for (u8 i = 0; i < biomeParamCount; i++) { m_paramNoises.emplace_back(); m_paramNoises.back().SetNoiseType(FastNoise::NoiseType::SimplexFractal); m_paramNoises.back().SetFrequency(1 / 800.0f); m_paramNoises.back().SetFractalOctaves(5); m_paramNoises.back().SetSeed(i); } } u16 TerrainBiomeSampler::getBiomeIndexAt(s32 x, s32 y) const { // TODO with a lot of biomes, perhaps we want an R-Tree or similar, instead of a long loop. // Should also finish solving for analytic blending, or find completely separate solution such as isotropically-modified genlayer // If we continue with temp/precip/etc params, need to write a weighted lloyd smoother so biomes becone fairly represented. // True temp/precip values can then be re-interpolated out from the Voronoi diagram using a neighborhood figure "kernel". u16 decidedBiomeIndex = 0; double decidedBiomeDeviation = INFINITY; for (auto &biomeID : m_dimension.biomes()) { const Biome &biome = Registry::getInstance().getBiomeFromStringID(biomeID); double deviation = 0; for (int i = 0; i < biomeParamCount; i++) { double dp = m_paramNoises[i].GetNoise(x, y) - biome.getParams()[i]; deviation += dp * dp; } if (deviation < decidedBiomeDeviation) { decidedBiomeDeviation = deviation; decidedBiomeIndex = biome.id(); } } return decidedBiomeIndex; }