//f32 heat = NoisePerlin3D(m_emerge->biomedef->np_heat, p.X, env->getGameTime()/100, p.Z, m_emerge->params->seed);
//variant 2: season change based on default heat map
- f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z, m_emerge->params->seed);
- heat += -30; // -30 - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
- f32 base = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
- base /= ( 86400 * g_settings->getS16("year_days") );
- base += (f32)p.X / 3000;
- heat += 30 * sin(base * M_PI); // season
+ const f32 offset = 20; // = m_emerge->biomedef->np_heat->offset
+ const f32 scale = 20; // = m_emerge->biomedef->np_heat->scale
+ const f32 range = 20;
+ f32 heat = NoisePerlin2D(m_emerge->biomedef->np_heat, p.X, p.Z,
+ m_emerge->params->seed); // 0..50..100
- heat += p.Y / -333; // upper=colder, lower=hotter
+ heat -= m_emerge->biomedef->np_heat->offset; // -50..0..+50
+
+ // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50,
+ if(m_emerge->biomedef->np_heat->scale)
+ heat /= m_emerge->biomedef->np_heat->scale / scale; // -20..0..+20
+
+ f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
+ seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed
+ seasonv += (f32)p.X / 3000; // you can walk to area with other season
+ seasonv = sin(seasonv * M_PI);
+ heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30
+
+ heat += offset; // -40..0..50
+ heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000
// daily change, hotter at sun +4, colder at night -4
- heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5);
+ heat += 8 * (sin(cycle_shift(env->getTimeOfDayF(), -0.25) * M_PI) - 0.5); //-44..20..54
if(block != NULL) {
block->heat = heat;
return block->humidity;
}
- f32 humidity = NoisePerlin3D( m_emerge->biomedef->np_humidity,
- p.X, env->getGameTime()/10, p.Z,
- m_emerge->params->seed);
- humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
- //todo like heat//humidity += 20 * ( sin(((f32)p.Z / 300) * M_PI) - 0.5);
+ f32 humidity = NoisePerlin2D(m_emerge->biomedef->np_humidity, p.X, p.Z,
+ m_emerge->params->seed);
+
+ f32 seasonv = (f32)env->getGameTime() * env->getTimeOfDaySpeed();
+ seasonv /= 86400 * 2; // bad weather change speed (2 days)
+ seasonv += (f32)p.Z / 300;
+ humidity += 30 * sin(seasonv * M_PI);
- if (humidity > 100) humidity = 100;
- if (humidity < 0) humidity = 0;
+ humidity += -12 * ( sin(cycle_shift(env->getTimeOfDayF(), -0.1) * M_PI) - 0.5);
+ humidity = rangelim(humidity, 0, 100);
if(block != NULL) {
block->humidity = humidity;