diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/CompoGen.cpp | 2 | ||||
-rw-r--r-- | src/Generating/Noise3DGenerator.cpp | 68 | ||||
-rw-r--r-- | src/Generating/Noise3DGenerator.h | 3 |
3 files changed, 3 insertions, 70 deletions
diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp index db43e34b6..23cc64d78 100644 --- a/src/Generating/CompoGen.cpp +++ b/src/Generating/CompoGen.cpp @@ -197,7 +197,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile) { - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", m_SeaLevel); + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel); m_BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", m_BeachHeight); m_BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", m_BeachDepth); m_BlockTop = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockTop", "grass").m_ItemType); diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index 70844e6fa..4180693e0 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -166,69 +166,6 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : m_Cubic.AddOctave(4, 0.25); m_Cubic.AddOctave(8, 0.125); m_Cubic.AddOctave(16, 0.0625); - - #if 0 - // DEBUG: Test the noise generation: - // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size - // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M - m_SeaLevel = 62; - m_HeightAmplification = 0; - m_MidPoint = 75; - m_FrequencyX = 4; - m_FrequencyY = 4; - m_FrequencyZ = 4; - m_AirThreshold = 0.5; - - const int NumChunks = 4; - NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height]; - for (int x = 0; x < NumChunks; x++) - { - GenerateNoiseArray(x, 5, Noise[x]); - } - - // Save in XY cuts: - cFile f1; - if (f1.Open("Test_XY.grab", cFile::fmWrite)) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - for (int i = 0; i < NumChunks; i++) - { - int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; - unsigned char buf[cChunkDef::Width]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); - } - f1.Write(buf, cChunkDef::Width); - } - } // for y - } // for z - } // if (XY file open) - - cFile f2; - if (f2.Open("Test_XZ.grab", cFile::fmWrite)) - { - for (int y = 0; y < cChunkDef::Height; y++) - { - for (int z = 0; z < cChunkDef::Width; z++) - { - for (int i = 0; i < NumChunks; i++) - { - int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height; - unsigned char buf[cChunkDef::Width]; - for (int x = 0; x < cChunkDef::Width; x++) - { - buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++])))); - } - f2.Write(buf, cChunkDef::Width); - } - } // for z - } // for y - } // if (XZ file open) - #endif // 0 } @@ -247,7 +184,7 @@ cNoise3DGenerator::~cNoise3DGenerator() void cNoise3DGenerator::Initialize(cIniFile & a_IniFile) { // Params: - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8); @@ -455,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: // The defaults generate extreme hills terrain - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62); m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045); m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40); @@ -608,7 +544,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile) { // Params: // The defaults generate extreme hills terrain - m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62); + m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62); m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40); m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40); m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40); diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index 54429b42b..1bc7f3fa1 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -93,9 +93,6 @@ protected: /** Heightmap-like noise used to provide variance for low-amplitude biomes. */ cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise; - /** Block height of the sealevel, used for composing the terrain. */ - int m_SeaLevel; - /** The main parameter of the generator, specifies the slope of the vertical linear gradient. A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */ NOISE_DATATYPE m_HeightAmplification; |