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* Display an error when a noise parameter has too many octaves (#9394)Paramat2020-02-12
* Fix more clang-tidy reported problems for performance-type-promotion-in-math-fnLoic Blot2018-04-03
* Code modernization: src/n*, src/o* (#6280)Loïc Blot2017-08-19
* Noise: Prevent unittest crash caused by division by zeroSmallJoker2017-07-29
* Revert "Noise::perlinMap2D,3D: replace a loop init with a single memset call"Loïc Blot2017-07-27
* Noise::perlinMap2D,3D: replace a loop init with a single memset callLoic Blot2017-07-27
* Fix msvc annoyances (#5963)adrido2017-06-27
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
* PcgRandom: Fix/improve documentationkwolekr2016-06-04
* Change internal type for seeds to s32kwolekr2016-06-04
* Fix spelling of noise_thresholdJun Zhang2015-12-06
* Fix Noise compiled under clang >= 3.7.x with -O2 or higherkwolekr2015-11-01
* Fix Lua PcgRandomest312015-08-12
* Remove some old dead code. Fix some Clang warnings in SRP (ng->N... willLoic Blot2015-07-24
* Misc. minor fixeskwolekr2015-07-10
* Noise: Fix interpolation at negative coordinateskwolekr2015-05-17
* Add -Wsign-compare for Clang builds and fix some signed/unsigned compiler war...kwolekr2015-05-16
* Noise: Make buffer size parameters unsignedkwolekr2015-05-15
* Fix MSVC compatibilitykwolekr2015-04-29
* Noise: Fix PcgRandom::randNormalDist() when range contains negative numberskwolekr2015-04-27
* Replace PRNG assertions with PrngExceptionkwolekr2015-04-27
* Noise: Add noise unittestskwolekr2015-04-21
* Noise: Correct noise objects created with invalid dimensionskwolekr2015-04-19
* Fix endianness inconsistency with PcgRandom::bytes()kwolekr2015-03-23
* Fix some loose ends from 3993093fkwolekr2015-03-22
* Add support for the PCG32 PRNG algo (and associated script APIs)kwolekr2015-03-22
* Noise: Don't assume Noise is used for 2D unless gradientMap2D is actually calledkwolekr2014-12-14
* Clean up Noise macroskwolekr2014-12-11
* Noise: Automatically transform noise maps if neededkwolekr2014-12-10
* Noise: Create a deep copy of NoiseParamskwolekr2014-12-10
* Noise: Update Noise::resizeNoiseBuf to account for lacunarity not equal to 2kwolekr2014-12-09
* Optimize noise implementationskwolekr2014-12-08
* Add flags and lacunarity as new noise parameterskwolekr2014-12-07
* noise: Throw exception on noise allocation failurekwolekr2014-11-29
* Add eased 3d point-value noise functionskwolekr2014-11-12
* Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, ...paramat2014-11-08
* Change license of noise implementation to Simplified BSDkwolekr2014-10-27
* Add support for eased 3d noisekwolekr2014-10-27
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
* Fix most warnings, re-fix MSVC compile errorkwolekr2013-02-26
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Fix and improve noise map functionskwolekr2013-02-06
* Finish and clean up mapgen configurationkwolekr2013-01-21
* Readded and optimized mapgen V6kwolekr2013-01-21
* Cleaned & enhanced noise object managementkwolekr2013-01-21
* Add initial Lua biomedef support, fixed biome selectionkwolekr2013-01-21
* The new mapgen, noise functions, et al.kwolekr2013-01-21
* Replace pow() with multiplikation to improve speedPilzAdam2012-11-02
class="hl kwb">bool getReturnValue(void **ret); /* * Binds (if possible, otherwise sets the affinity of) the thread to the * specific processor specified by proc_number. */ bool bindToProcessor(unsigned int proc_number); /* * Sets the thread priority to the specified priority. * * prio can be one of: THREAD_PRIORITY_LOWEST, THREAD_PRIORITY_BELOW_NORMAL, * THREAD_PRIORITY_NORMAL, THREAD_PRIORITY_ABOVE_NORMAL, THREAD_PRIORITY_HIGHEST. * On Windows, any of the other priorites as defined by SetThreadPriority * are supported as well. * * Note that it may be necessary to first set the threading policy or * scheduling algorithm to one that supports thread priorities if not * supported by default, otherwise this call will have no effect. */ bool setPriority(int prio); /* * Sets the currently executing thread's name to where supported; useful * for debugging. */ static void setName(const std::string &name); /* * Returns the number of processors/cores configured and active on this machine. */ static unsigned int getNumberOfProcessors(); protected: std::string m_name; virtual void *run() = 0; private: void *m_retval; bool m_joinable; Atomic<bool> m_request_stop; Atomic<bool> m_running; Mutex m_mutex; #ifndef USE_CPP11_THREADS threadhandle_t m_thread_handle; # if _WIN32 threadid_t m_thread_id; # endif #endif static ThreadStartFunc threadProc; #ifdef _AIX // For AIX, there does not exist any mapping from pthread_t to tid_t // available to us, so we maintain one ourselves. This is set on thread start. tid_t m_kernel_thread_id; #endif #if USE_CPP11_THREADS std::thread *m_thread_obj; #endif DISABLE_CLASS_COPY(Thread); }; #endif