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authorkwolekr <kwolekr@minetest.net>2014-12-10 00:37:09 -0500
committerkwolekr <kwolekr@minetest.net>2014-12-10 00:37:09 -0500
commitfb2bc956b18bd70a47bff00d5726d4754867856a (patch)
tree1e8cb37de5f6b4db15cedec2e1b036e807710c06 /src/noise.cpp
parent88c28414f4a88c8d66f9cadb150896f9e25527ae (diff)
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Noise: Create a deep copy of NoiseParams
Diffstat (limited to 'src/noise.cpp')
-rw-r--r--src/noise.cpp58
1 files changed, 29 insertions, 29 deletions
diff --git a/src/noise.cpp b/src/noise.cpp
index 57938bd06..0d8b118aa 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -317,9 +317,9 @@ float contour(float v)
///////////////////////// [ New perlin stuff ] ////////////////////////////
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
{
- this->np = np;
+ memcpy(&np, np_, sizeof(np));
this->seed = seed;
this->sx = sx;
this->sy = sy;
@@ -329,10 +329,10 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
this->gradient_buf = NULL;
this->result = NULL;
- if (np->flags & NOISE_FLAG_DEFAULTS) {
+ if (np.flags & NOISE_FLAG_DEFAULTS) {
// By default, only 2d noise is eased.
if (sz <= 1)
- np->flags |= NOISE_FLAG_EASED;
+ np.flags |= NOISE_FLAG_EASED;
}
allocBuffers();
@@ -380,7 +380,7 @@ void Noise::setSize(int sx, int sy, int sz)
void Noise::setSpreadFactor(v3f spread)
{
- this->np->spread = spread;
+ this->np.spread = spread;
resizeNoiseBuf(sz > 1);
}
@@ -388,7 +388,7 @@ void Noise::setSpreadFactor(v3f spread)
void Noise::setOctaves(int octaves)
{
- this->np->octaves = octaves;
+ this->np.octaves = octaves;
resizeNoiseBuf(sz > 1);
}
@@ -400,15 +400,15 @@ void Noise::resizeNoiseBuf(bool is3d)
float ofactor;
//maximum possible spread value factor
- ofactor = pow(np->lacunarity, np->octaves - 1);
+ ofactor = pow(np.lacunarity, np.octaves - 1);
//noise lattice point count
//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
// + 2 for the two initial endpoints
// + 1 for potentially crossing a boundary due to offset
- nlx = (int)ceil(sx * ofactor / np->spread.X) + 3;
- nly = (int)ceil(sy * ofactor / np->spread.Y) + 3;
- nlz = is3d ? (int)ceil(sz * ofactor / np->spread.Z) + 3 : 1;
+ nlx = (int)ceil(sx * ofactor / np.spread.X) + 3;
+ nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
+ nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;
delete[] noise_buf;
try {
@@ -440,7 +440,7 @@ void Noise::gradientMap2D(
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
- Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+ Interp2dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
biLinearInterpolation : biLinearInterpolationNoEase;
x0 = floor(x);
@@ -504,7 +504,7 @@ void Noise::gradientMap3D(
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
- Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+ Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
@@ -588,8 +588,8 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy;
- x /= np->spread.X;
- y /= np->spread.Y;
+ x /= np.spread.X;
+ y /= np.spread.Y;
memset(result, 0, sizeof(float) * bufsize);
@@ -600,15 +600,15 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
persist_buf[i] = 1.0;
}
- for (size_t oct = 0; oct < np->octaves; oct++) {
+ for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap2D(x * f, y * f,
- f / np->spread.X, f / np->spread.Y,
- seed + np->seed + oct);
+ f / np.spread.X, f / np.spread.Y,
+ seed + np.seed + oct);
updateResults(g, persist_buf, persistence_map, bufsize);
- f *= np->lacunarity;
- g *= np->persist;
+ f *= np.lacunarity;
+ g *= np.persist;
}
return result;
@@ -620,9 +620,9 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy * sz;
- x /= np->spread.X;
- y /= np->spread.Y;
- z /= np->spread.Z;
+ x /= np.spread.X;
+ y /= np.spread.Y;
+ z /= np.spread.Z;
memset(result, 0, sizeof(float) * bufsize);
@@ -633,15 +633,15 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
persist_buf[i] = 1.0;
}
- for (size_t oct = 0; oct < np->octaves; oct++) {
+ for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
- f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
- seed + np->seed + oct);
+ f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
+ seed + np.seed + oct);
updateResults(g, persist_buf, persistence_map, bufsize);
- f *= np->lacunarity;
- g *= np->persist;
+ f *= np.lacunarity;
+ g *= np.persist;
}
return result;
@@ -653,7 +653,7 @@ void Noise::updateResults(float g, float *gmap,
{
// This looks very ugly, but it is 50-70% faster than having
// conditional statements inside the loop
- if (np->flags & NOISE_FLAG_ABSVALUE) {
+ if (np.flags & NOISE_FLAG_ABSVALUE) {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
result[i] += gmap[i] * fabs(gradient_buf[i]);
@@ -685,6 +685,6 @@ void Noise::transformNoiseMap()
// slowdown even with -O2. To prevent this, store the value in a local.
size_t bufsize = sx * sy * sz;
for (size_t i = 0; i != bufsize; i++)
- result[i] = result[i] * np->scale + np->offset;
+ result[i] = result[i] * np.scale + np.offset;
}