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Remove redundant heighmap code

This commit is contained in:
peterbell10 2017-05-27 13:27:31 +01:00 committed by Lukas Pioch
parent 360d8eade0
commit 4dc72fe00b
3 changed files with 2 additions and 41 deletions

View File

@ -236,7 +236,7 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
} }
} }
UpdateHeightmap(a_ChunkDesc); a_ChunkDesc.UpdateHeightmap();
ComposeTerrain (a_ChunkDesc); ComposeTerrain (a_ChunkDesc);
} }
@ -299,28 +299,6 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x++)
{
for (HEIGHTTYPE y = cChunkDef::Height - 1; y > 0; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
a_ChunkDesc.SetHeight(x, z, y);
break;
}
} // for y
} // for x
} // for z
}
void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc) void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
{ {
// Make basic terrain composition: // Make basic terrain composition:

View File

@ -61,9 +61,6 @@ protected:
/** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */ /** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */
void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise); void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
/** Updates heightmap based on the chunk's contents */
void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
/** Composes terrain - adds dirt, grass and sand */ /** Composes terrain - adds dirt, grass and sand */
void ComposeTerrain(cChunkDesc & a_ChunkDesc); void ComposeTerrain(cChunkDesc & a_ChunkDesc);
} ; } ;

View File

@ -67,21 +67,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
} // for z } // for z
} // for x } // for x
// Update the heightmap: a_ChunkDesc.UpdateHeightmap();
for (int x = 0; x < cChunkDef::Width; x++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (HEIGHTTYPE y = cChunkDef::Height - 1; y >= 0; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
a_ChunkDesc.SetHeight(x, z, y);
break;
}
} // for y
} // for z
} // for x
} }