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authorLoïc Blot <nerzhul@users.noreply.github.com>2018-04-02 23:51:08 +0200
committerGitHub <noreply@github.com>2018-04-02 23:51:08 +0200
commit2481ea27ce0f423f3e6f3522539d20e1500cf572 (patch)
tree73251dcbf9146d7499177f59b266d8c60b0eaae7 /src/mapgen/mapgen_valleys.cpp
parente98fd934ce17a7af0b4629fc88158373303c88a0 (diff)
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Fix many issues reported by clang-tidy (#7189)
* Fix many issues reported by clang-tidy We have many issues in code related to some performance to float <-> double. Clang-tidy reported it in performance-type-promotion-in-math-fn I fixed many of them. It's not ready for a promote to blocking Also fix some value which should be const-ref
Diffstat (limited to 'src/mapgen/mapgen_valleys.cpp')
-rw-r--r--src/mapgen/mapgen_valleys.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/mapgen/mapgen_valleys.cpp b/src/mapgen/mapgen_valleys.cpp
index 5fd3455a6..54643583b 100644
--- a/src/mapgen/mapgen_valleys.cpp
+++ b/src/mapgen/mapgen_valleys.cpp
@@ -366,7 +366,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
- float river = fabs(*tn->rivers) - river_size_factor;
+ float river = std::fabs(*tn->rivers) - river_size_factor;
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
@@ -375,7 +375,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
// "valley" represents the height of the terrain, from the rivers.
{
float t = std::fmax(river / tn->valley_profile, 0.0f);
- *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
+ *tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
}
// approximate height of the terrain at this point
@@ -392,7 +392,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float depth;
{
float t = river / river_size_factor + 1;
- depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
+ depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
}
// base - depth : height of the bottom of the river
@@ -496,7 +496,7 @@ int MapgenValleys::generateTerrain()
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
if (surface_y > surface_max_y)
- surface_max_y = ceil(surface_y);
+ surface_max_y = std::ceil(surface_y);
if (humid_rivers) {
// Derive heat from (base) altitude. This will be most correct
@@ -562,7 +562,7 @@ int MapgenValleys::generateTerrain()
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
float humid = m_bgen->humidmap[index_2d];
float water_depth = (t_alt - river_y) / humidity_dropoff;
- humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
+ humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
// Reduce humidity with altitude (ignoring riverbeds).
// This is similar to the lua version's seawater adjustment,
@@ -637,11 +637,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
// lava_depth varies between one and ten as you approach
// the bottom of the world.
- s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
+ s16 lava_depth = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
// This allows random lava spawns to be less common at the surface.
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
// water_depth varies between ten and one on the way down.
- s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
+ s16 water_depth = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
+ mapgen_limit);
// This allows random water spawns to be more common at the surface.
s16 water_chance = MYCUBE(water_features_lim) * water_depth;