Remove redundant heighmap code
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360d8eade0
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@ -236,7 +236,7 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
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}
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}
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UpdateHeightmap(a_ChunkDesc);
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a_ChunkDesc.UpdateHeightmap();
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ComposeTerrain (a_ChunkDesc);
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}
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@ -299,28 +299,6 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
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void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (HEIGHTTYPE y = cChunkDef::Height - 1; y > 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetHeight(x, z, y);
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break;
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}
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} // for y
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} // for x
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} // for z
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}
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void cNoise3DGenerator::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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{
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// Make basic terrain composition:
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@ -61,9 +61,6 @@ protected:
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/** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */
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void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
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/** Updates heightmap based on the chunk's contents */
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void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
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/** Composes terrain - adds dirt, grass and sand */
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void ComposeTerrain(cChunkDesc & a_ChunkDesc);
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} ;
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@ -67,21 +67,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
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} // for z
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} // for x
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// Update the heightmap:
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (HEIGHTTYPE y = cChunkDef::Height - 1; y >= 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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a_ChunkDesc.SetHeight(x, z, y);
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break;
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}
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} // for y
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} // for z
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} // for x
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a_ChunkDesc.UpdateHeightmap();
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}
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