Refactor "Cavegen y biome check"

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sfan5 2024-09-06 11:30:10 +02:00 committed by GitHub
parent 486dc3288d
commit 3af226cb06
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4 changed files with 29 additions and 51 deletions

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@ -82,8 +82,6 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
const v3s16 &em = vm->m_area.getExtent();
u32 index2d = 0; // Biomemap index
s16 *biome_transitions = m_bmgn->getBiomeTransitions();
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
@ -101,8 +99,7 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
u16 depth_riverbed = biome->depth_riverbed;
u16 nplaced = 0;
int cur_biome_depth = 0;
s16 biome_y_min = biome_transitions[cur_biome_depth];
s16 biome_y_min = m_bmgn->getNextTransitionY(nmax.Y);
// Don't excavate the overgenerated stone at nmax.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
@ -114,15 +111,12 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
// We need this check to make sure that biomes don't generate too far down
if (y < biome_y_min) {
biome = m_bmgn->getBiomeAtIndex(index2d, v3s16(x, y, z));
biome_y_min = m_bmgn->getNextTransitionY(y);
// Finding the height of the next biome
// On first iteration this may loop a couple times after than it should just run once
while (y < biome_y_min) {
biome_y_min = biome_transitions[++cur_biome_depth];
if (x == nmin.X && z == nmin.Z && false) {
dstream << "cavegen: biome at " << y << " is " << biome->name
<< ", next at " << biome_y_min << std::endl;
}
/*if (x == nmin.X && z == nmin.Z)
printf("Cave: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
}
content_t c = vm->m_data[vi].getContent();

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@ -649,8 +649,6 @@ void MapgenBasic::generateBiomes()
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
s16 *biome_transitions = biomegen->getBiomeTransitions();
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
@ -661,8 +659,7 @@ void MapgenBasic::generateBiomes()
u16 depth_riverbed = 0;
u32 vi = vm->m_area.index(x, node_max.Y, z);
int cur_biome_depth = 0;
s16 biome_y_min = biome_transitions[cur_biome_depth];
s16 biome_y_min = biomegen->getNextTransitionY(node_max.Y);
// Check node at base of mapchunk above, either a node of a previously
// generated mapchunk or if not, a node of overgenerated base terrain.
@ -695,15 +692,7 @@ void MapgenBasic::generateBiomes()
if (!biome || y < biome_y_min) {
// (Re)calculate biome
biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
// Finding the height of the next biome
// On first iteration this may loop a couple times after than it should just run once
while (y < biome_y_min) {
biome_y_min = biome_transitions[++cur_biome_depth];
}
/*if (x == node_min.X && z == node_min.Z)
printf("Map: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
biome_y_min = biomegen->getNextTransitionY(y);
}
// Add biome to biomemap at first stone surface detected

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@ -149,47 +149,36 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
// is disabled.
memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
// Calculating the bounding position of each biome so we know when we might switch
// First gathering all heights where we might switch
std::vector<s16> temp_transition_heights;
temp_transition_heights.reserve(m_bmgr->getNumObjects() * 2);
// Calculate cache of Y transition points
std::vector<s16> values;
values.reserve(m_bmgr->getNumObjects() * 2);
for (size_t i = 0; i < m_bmgr->getNumObjects(); i++) {
Biome *b = (Biome *)m_bmgr->getRaw(i);
temp_transition_heights.push_back(b->max_pos.Y);
temp_transition_heights.push_back(b->min_pos.Y);
values.push_back(b->max_pos.Y);
values.push_back(b->min_pos.Y);
}
// Sorting the biome transition points
std::sort(temp_transition_heights.begin(), temp_transition_heights.end(), std::greater<int>());
std::sort(values.begin(), values.end(), std::greater<>());
values.erase(std::unique(values.begin(), values.end()), values.end());
// Getting rid of duplicate biome transition points
s16 last = temp_transition_heights[0];
size_t out_pos = 1;
for (size_t i = 1; i < temp_transition_heights.size(); i++){
if (temp_transition_heights[i] != last) {
last = temp_transition_heights[i];
temp_transition_heights[out_pos++] = last;
}
}
biome_transitions = new s16[out_pos];
memcpy(biome_transitions, temp_transition_heights.data(), sizeof(s16) * out_pos);
m_transitions_y = std::move(values);
}
BiomeGenOriginal::~BiomeGenOriginal()
{
delete []biomemap;
delete []biome_transitions;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
}
s16* BiomeGenOriginal::getBiomeTransitions() const
s16 BiomeGenOriginal::getNextTransitionY(s16 y) const
{
return biome_transitions;
// Find first value that is less than y using binary search
auto it = std::lower_bound(m_transitions_y.begin(), m_transitions_y.end(), y, std::greater_equal<>());
return (it == m_transitions_y.end()) ? S16_MIN : *it;
}
BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const

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@ -128,11 +128,14 @@ public:
// Same as above, but uses a raw numeric index correlating to the (x,z) position.
virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;
virtual s16 *getBiomeTransitions() const = 0;
// Returns the next lower y position at which the biome could change.
// You can use this to optimize calls to getBiomeAtIndex().
virtual s16 getNextTransitionY(s16 y) const {
return y == S16_MIN ? y : (y - 1);
};
// Result of calcBiomes bulk computation.
biome_t *biomemap = nullptr;
s16 *biome_transitions = nullptr;
protected:
BiomeManager *m_bmgr = nullptr;
@ -167,7 +170,7 @@ struct BiomeParamsOriginal : public BiomeParams {
NoiseParams np_humidity_blend;
};
class BiomeGenOriginal : public BiomeGen {
class BiomeGenOriginal final : public BiomeGen {
public:
BiomeGenOriginal(BiomeManager *biomemgr,
const BiomeParamsOriginal *params, v3s16 chunksize);
@ -189,7 +192,7 @@ public:
Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;
Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;
s16 *getBiomeTransitions() const;
s16 getNextTransitionY(s16 y) const;
float *heatmap;
float *humidmap;
@ -201,6 +204,9 @@ private:
Noise *noise_humidity;
Noise *noise_heat_blend;
Noise *noise_humidity_blend;
// ordered descending
std::vector<s16> m_transitions_y;
};