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-rw-r--r--src/Generating/EndGen.cpp30
1 files 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<NOISE_DATATYPE>(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<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX;
- NOISE_DATATYPE EndX = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX;
- NOISE_DATATYPE StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ;
- NOISE_DATATYPE EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ;
- NOISE_DATATYPE StartY = 0;
- NOISE_DATATYPE EndY = static_cast<NOISE_DATATYPE>(cChunkDef::Height) / frequencyY;
+ auto StartX = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkX * cChunkDef::Width) / frequencyX;
+ auto EndX = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkX + 1) * cChunkDef::Width) / frequencyX;
+ auto StartZ = static_cast<NOISE_DATATYPE>(m_LastChunkCoords.m_ChunkZ * cChunkDef::Width) / frequencyZ;
+ auto EndZ = static_cast<NOISE_DATATYPE>((m_LastChunkCoords.m_ChunkZ + 1) * cChunkDef::Width) / frequencyZ;
+ auto StartY = 0.0f;
+ auto EndY = static_cast<NOISE_DATATYPE>(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<NOISE_DATATYPE>(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness;
- ValY = std::pow(ValY, 6);
+ auto ValY = static_cast<NOISE_DATATYPE>(2 * INTERPOL_Y * y - m_IslandThickness) / m_IslandThickness;
+ ValY = static_cast<NOISE_DATATYPE>(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<int>(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++)