From fb2bc956b18bd70a47bff00d5726d4754867856a Mon Sep 17 00:00:00 2001 From: kwolekr Date: Wed, 10 Dec 2014 00:37:09 -0500 Subject: Noise: Create a deep copy of NoiseParams --- src/mapgen_v7.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'src/mapgen_v7.cpp') diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp index 739efadd8..be60a2c98 100644 --- a/src/mapgen_v7.cpp +++ b/src/mapgen_v7.cpp @@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) { // Ridge/river terrain calculation float width = 0.3; - float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2; + float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2; // actually computing the depth of the ridge is much more expensive; // if inside a river, simply guess if (uwatern >= -width && uwatern <= width) @@ -305,8 +305,8 @@ void MapgenV7::calculateNoise() { Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { - float heat = NoisePerlin2D(noise_heat->np, p.X, p.Z, seed); - float humidity = NoisePerlin2D(noise_humidity->np, p.X, p.Z, seed); + float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed); + float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed); s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z); return bmgr->getBiome(heat, humidity, groundlevel); @@ -314,17 +314,17 @@ Biome *MapgenV7::getBiomeAtPoint(v3s16 p) { //needs to be updated float MapgenV7::baseTerrainLevelAtPoint(int x, int z) { - float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed); + float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); hselect = rangelim(hselect, 0.0, 1.0); - float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed); + float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); persist = rangelim(persist, 0.4, 0.9); - noise_terrain_base->np->persist = persist; - float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed); + noise_terrain_base->np.persist = persist; + float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); - noise_terrain_alt->np->persist = persist; - float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed); + noise_terrain_alt->np.persist = persist; + float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); if (height_alt > height_base) return height_alt; @@ -346,9 +346,9 @@ float MapgenV7::baseTerrainLevelFromMap(int index) { bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) { - float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed); + float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed); float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0)); - float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed); + float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); return mnt_n + height_modifier >= 0.6; } @@ -373,10 +373,10 @@ void MapgenV7::carveRivers() { for (s16 x = node_min.X; x <= node_max.X; x++, index++) { float terrain_mod = noise_terrain_mod->result[index]; NoiseParams *np = noise_terrain_river->np; - np->persist = noise_terrain_persist->result[index]; + np.persist = noise_terrain_persist->result[index]; float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed); float height = terrain_river * (1 - abs(terrain_mod)) * - noise_terrain_river->np->scale; + noise_terrain_river->np.scale; height = log(height * height); //log(h^3) is pretty interesting for terrain s16 y = heightmap[index]; -- cgit v1.2.3