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Tweaks to NetherClumpFoliage

Simplefied the way NetherClupFoliage creates the X and Z coordinate.
This commit is contained in:
STRWarrior 2014-07-25 21:01:40 +02:00
parent 0f298c8b84
commit a39e19e94a

View File

@ -45,42 +45,14 @@ static inline bool IsWater(BLOCKTYPE a_BlockType)
void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
{
double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates.
double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1;
NOISE_DATATYPE Val1 = m_Noise.IntNoise2D((int) (ChunkX * ChunkZ * 0.01f), (int) (ChunkZ / ChunkX * 0.01f));
NOISE_DATATYPE Val2 = m_Noise.IntNoise2D((int) (ChunkX / ChunkZ / 0.01f), (int) (ChunkZ * ChunkX / 0.01f));
int ChunkX = a_ChunkDesc.GetChunkX();
int ChunkZ = a_ChunkDesc.GetChunkZ();
if (Val1 < 0)
{
Val1 = -Val1;
}
if (Val2 < 0)
{
Val2 = -Val2;
}
int Val1 = m_Noise.IntNoise2DInt(ChunkX ^ ChunkZ, ChunkZ + ChunkX);
int Val2 = m_Noise.IntNoise2DInt(ChunkZ ^ ChunkX, ChunkZ - ChunkX);
int PosX, PosZ;
// Calculate PosX
if (Val1 <= 1)
{
PosX = (int) floor(Val1 * 16);
}
else
{
PosX = (int) floor(16 / Val1);
}
// Calculate PosZ
if (Val2 <= 1)
{
PosZ = (int) floor(Val2 * 16);
}
else
{
PosZ = (int) floor(16 / Val2);
}
int PosX = Val1 % 16;
int PosZ = Val2 % 16;
for (int y = 1; y < cChunkDef::Height; y++)
{