From ca6ef58b1ee8521e4b940ee4883dee714960e413 Mon Sep 17 00:00:00 2001 From: LogicParrot Date: Fri, 5 Feb 2016 23:45:45 +0200 Subject: Bulk clearing of whitespace --- src/Generating/CompoGen.cpp | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) (limited to 'src/Generating/CompoGen.cpp') diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp index 00a19b72b..22bc05f03 100644 --- a/src/Generating/CompoGen.cpp +++ b/src/Generating/CompoGen.cpp @@ -92,7 +92,7 @@ void cCompoGenDebugBiomes::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunk E_BLOCK_NETHER_BRICK, E_BLOCK_BEDROCK, } ; - + a_ChunkDesc.SetHeightFromShape(a_Shape); a_ChunkDesc.FillBlocks(E_BLOCK_AIR, 0); @@ -153,7 +153,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc static int PatternLength = ARRAYCOUNT(PatternGround); ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternBeach)); ASSERT(ARRAYCOUNT(PatternGround) == ARRAYCOUNT(PatternOcean)); - + for (int z = 0; z < cChunkDef::Width; z++) { for (int x = 0; x < cChunkDef::Width; x++) @@ -172,19 +172,19 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc { Pattern = PatternOcean; } - + // Fill water from sealevel down to height (if any): for (int y = m_SeaLevel; y >= Height; --y) { a_ChunkDesc.SetBlockType(x, y, z, m_BlockSea); } - + // Fill from height till the bottom: for (int y = Height; y >= 1; y--) { a_ChunkDesc.SetBlockType(x, y, z, (Height - y < PatternLength) ? Pattern[Height - y] : m_BlockBottom); } - + // The last layer is always bedrock: a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK); } // for x @@ -229,21 +229,21 @@ cCompoGenNether::cCompoGenNether(int a_Seed) : void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) { HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); - + const int SEGMENT_HEIGHT = 8; const int INTERPOL_X = 16; // Must be a divisor of 16 const int INTERPOL_Z = 16; // Must be a divisor of 16 // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately. // Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them // Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it. - + int FloorBuf1[17 * 17]; int FloorBuf2[17 * 17]; int * FloorHi = FloorBuf1; int * FloorLo = FloorBuf2; int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; - + // Interpolate the lowest floor: for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++) { @@ -259,7 +259,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc: //*/ } // for x, z - FloorLo[] LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo); - + // Interpolate segments: for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT) { @@ -278,7 +278,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc: //*/ } // for x, z - FloorLo[] LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi); - + // Interpolate between FloorLo and FloorHi: for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++) { @@ -294,11 +294,11 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc: } } } - + // Swap the floors: std::swap(FloorLo, FloorHi); } - + // Bedrock at the bottom and at the top: for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++) { @@ -380,10 +380,10 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:: LOGD("CompoGenCache: Avg cache chain length: %.2f", static_cast(m_TotalChain) / m_NumHits); } #endif // _DEBUG - + int ChunkX = a_ChunkDesc.GetChunkX(); int ChunkZ = a_ChunkDesc.GetChunkZ(); - + for (int i = 0; i < m_CacheSize; i++) { if ( @@ -395,28 +395,28 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:: } // Found it in the cache int Idx = m_CacheOrder[i]; - + // Move to front: for (int j = i; j > 0; j--) { m_CacheOrder[j] = m_CacheOrder[j - 1]; } m_CacheOrder[0] = Idx; - + // Use the cached data: memcpy(a_ChunkDesc.GetBlockTypes(), m_CacheData[Idx].m_BlockTypes, sizeof(a_ChunkDesc.GetBlockTypes())); memcpy(a_ChunkDesc.GetBlockMetasUncompressed(), m_CacheData[Idx].m_BlockMetas, sizeof(a_ChunkDesc.GetBlockMetasUncompressed())); memcpy(a_ChunkDesc.GetHeightMap(), m_CacheData[Idx].m_HeightMap, sizeof(a_ChunkDesc.GetHeightMap())); - + m_NumHits++; m_TotalChain += i; return; } // for i - cache - + // Not in the cache: m_NumMisses++; m_Underlying->ComposeTerrain(a_ChunkDesc, a_Shape); - + // Insert it as the first item in the MRU order: int Idx = m_CacheOrder[m_CacheSize - 1]; for (int i = m_CacheSize - 1; i > 0; i--) -- cgit v1.2.3