From 1cf91b9128bf5416a75a41d9e5e9de1e6ae6556a Mon Sep 17 00:00:00 2001 From: Niels Breuker Date: Sun, 24 Mar 2024 13:38:44 +0100 Subject: Use auto instead of NOISE_DATATYPE Fixed redeclaration of distanceFromSpawn variable Renamed EndGenIslandFlatness optoin to EndGenIslandThickness --- src/Generating/EndGen.cpp | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/src/Generating/EndGen.cpp b/src/Generating/EndGen.cpp index 4001771b6..a0aa672dc 100644 --- a/src/Generating/EndGen.cpp +++ b/src/Generating/EndGen.cpp @@ -60,7 +60,7 @@ cEndGen::cEndGen(int a_Seed) : void cEndGen::InitializeShapeGen(cIniFile & a_IniFile) { m_MainIslandSize = a_IniFile.GetValueSetI("Generator", "EndGenMainIslandSize", m_MainIslandSize); - m_IslandThickness = a_IniFile.GetValueSetI("Generator", "EndGenIslandFlatness", m_IslandThickness); + m_IslandThickness = a_IniFile.GetValueSetI("Generator", "EndGenIslandThickness", m_IslandThickness); m_IslandYOffset = a_IniFile.GetValueSetI("Generator", "EndGenIslandYOffset", m_IslandYOffset); m_MainIslandFrequencyX = static_cast(a_IniFile.GetValueSetF("Generator", "EndGenMainFrequencyX", m_MainIslandFrequencyX)); @@ -101,25 +101,25 @@ void cEndGen::GenerateNoiseArray(void) NOISE_DATATYPE Workspace[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y] // Choose the frequency to use depending on the distance from spawn. - double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, m_LastChunkCoords).Length(); - NOISE_DATATYPE frequencyX = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyX : m_MainIslandFrequencyX; - NOISE_DATATYPE frequencyY = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyY : m_MainIslandFrequencyY; - NOISE_DATATYPE frequencyZ = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyZ : m_MainIslandFrequencyZ; + auto distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, m_LastChunkCoords).Length(); + auto frequencyX = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyX : m_MainIslandFrequencyX; + auto frequencyY = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyY : m_MainIslandFrequencyY; + auto frequencyZ = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandFrequencyZ : m_MainIslandFrequencyZ; // Generate the downscaled noise: - NOISE_DATATYPE StartX = static_cast(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX; - NOISE_DATATYPE EndX = static_cast((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX; - NOISE_DATATYPE StartZ = static_cast(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ; - NOISE_DATATYPE EndZ = static_cast((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ; - NOISE_DATATYPE StartY = 0; - NOISE_DATATYPE EndY = static_cast(cChunkDef::Height) / frequencyY; + auto StartX = static_cast(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX; + auto EndX = static_cast((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX; + auto StartZ = static_cast(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ; + auto EndZ = static_cast((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ; + auto StartY = 0.0f; + auto EndY = static_cast(cChunkDef::Height) / frequencyY; m_Perlin.Generate3D(NoiseData, DIM_X, DIM_Z, DIM_Y, StartX, EndX, StartZ, EndZ, StartY, EndY, Workspace); // Add distance: for (int y = 0; y < DIM_Y; y++) { - NOISE_DATATYPE ValY = static_cast(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness; - ValY = std::pow(ValY, 6); + auto ValY = static_cast(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness; + ValY = static_cast(std::pow(ValY, 6)); for (int z = 0; z < DIM_Z; z++) { for (int x = 0; x < DIM_X; x++) @@ -144,8 +144,8 @@ void cEndGen::GenShape(cChunkCoords a_ChunkCoords, cChunkDesc::Shape & a_Shape) int MaxY = std::min(static_cast(1.75 * m_IslandThickness + m_IslandYOffset), cChunkDef::Height - 1); // Choose which threshold to use depending on the distance from spawn. - double distanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, a_ChunkCoords).Length(); - double minThreshold = distanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandMinThreshold : m_MainIslandMinThreshold; + double chunkDistanceFromSpawn = cChunkDef::RelativeToAbsolute({ cChunkDef::Width / 2, 0, cChunkDef::Width / 2 }, a_ChunkCoords).Length(); + double minThreshold = chunkDistanceFromSpawn > m_MainIslandSize * 2 ? m_SmallIslandMinThreshold : m_MainIslandMinThreshold; for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) -- cgit v1.2.3