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Fix many issues reported by clang-tidy (#7189)

* Fix many issues reported by clang-tidy

We have many issues in code related to some performance to float <-> double.
Clang-tidy reported it in performance-type-promotion-in-math-fn

I fixed many of them. It's not ready for a promote to blocking

Also fix some value which should be const-ref
This commit is contained in:
Loïc Blot 2018-04-02 23:51:08 +02:00 committed by GitHub
parent e98fd934ce
commit 2481ea27ce
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14 changed files with 61 additions and 52 deletions

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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "util/numeric.h"
#include <cmath>
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
@ -248,7 +249,7 @@ bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
VoxelArea::add_y(em, vi, -1),
cavern_amp_index++) {
content_t c = vm->m_data[vi].getContent();
float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
float n_absamp_cavern = std::fabs(noise_cavern->result[index3d]) *
cavern_amp[cavern_amp_index];
// Disable CavesRandomWalk at a safe distance from caverns
// to avoid excessively spreading liquids in caverns.

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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "dungeongen.h"
#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
@ -121,7 +122,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
}
// Add them
for (u32 i = 0; i < floor(nval_density); i++)
for (u32 i = 0; i < std::floor(nval_density); i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure

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@ -205,7 +205,7 @@ inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
float MapgenCarpathian::getSteps(float noise)
{
float w = 0.5f;
float k = floor(noise / w);
float k = std::floor(noise / w);
float f = (noise - k * w) / w;
float s = std::fmin(2.f * f, 1.f);
return (k + s) * w;
@ -342,8 +342,8 @@ float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
// Rolling hills
float hill_mnt = hilliness * pow(n_hills, 2.f);
float hills = pow(hter, 3.f) * hill_mnt;
float hill_mnt = hilliness * std::pow(n_hills, 2.f);
float hills = std::pow(hter, 3.f) * hill_mnt;
// Ridged mountains
float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));

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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
@ -306,45 +307,45 @@ bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
break;
case 6: // 3D "Christmas Tree"
// Altering the formula here is necessary to avoid division by zero
if (fabs(oz) < 0.000000001f) {
if (std::fabs(oz) < 0.000000001f) {
nx = ox * ox - oy * oy - oz * oz + cx;
ny = 2.0f * oy * ox + cy;
nz = 4.0f * oz * ox + cz;
} else {
float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz));
nx = ox * ox - oy * oy - oz * oz + cx;
ny = a * (oy * oy - oz * oz) + cy;
nz = a * 2.0f * oy * oz + cz;
}
break;
case 7: // 3D "Mandelbulb"
if (fabs(oy) < 0.000000001f) {
if (std::fabs(oy) < 0.000000001f) {
nx = ox * ox - oz * oz + cx;
ny = cy;
nz = -2.0f * oz * sqrt(ox * ox) + cz;
nz = -2.0f * oz * std::sqrt(ox * ox) + cz;
} else {
float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
nx = (ox * ox - oy * oy) * a + cx;
ny = 2.0f * ox * oy * a + cy;
nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz;
}
break;
case 8: // 3D "Cosine Mandelbulb"
if (fabs(oy) < 0.000000001f) {
if (std::fabs(oy) < 0.000000001f) {
nx = 2.0f * ox * oz + cx;
ny = 4.0f * oy * oz + cy;
nz = oz * oz - ox * ox - oy * oy + cz;
} else {
float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy);
nx = (ox * ox - oy * oy) * a + cx;
ny = 2.0f * ox * oy * a + cy;
nz = oz * oz - ox * ox - oy * oy + cz;
}
break;
case 9: // 4D "Mandelbulb"
float rxy = sqrt(ox * ox + oy * oy);
float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
float rxy = std::sqrt(ox * ox + oy * oy);
float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz);
if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) {
nx = (ox * ox - oy * oy) + cx;
ny = 2.0f * ox * oy + cy;
nz = -2.0f * rxy * oz + cz;

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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
@ -228,7 +229,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
if (spflags & MGV7_RIDGES) {
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
if (fabs(uwatern) <= width)
if (std::fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
@ -426,9 +427,9 @@ bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Make rim 2 nodes thick to match floatland base terrain
float density_gradient = (y >= floatland_level) ?
-pow((float)(y - floatland_level) / float_mount_height,
-std::pow((float)(y - floatland_level) / float_mount_height,
float_mount_exponent) :
-pow((float)(floatland_level - 1 - y) / float_mount_height,
-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
float_mount_exponent);
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
@ -456,7 +457,7 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
} else {
// Hills and ridges
float diff = fabs(amp - ridge) / ridge;
float diff = std::fabs(amp - ridge) / ridge;
// Smooth ridges using the 'smoothstep function'
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
base_max = floatland_level + ridge - smooth_diff * ridge;
@ -569,7 +570,7 @@ void MapgenV7::generateRidgeTerrain()
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[j] * 2;
if (fabs(uwatern) > width)
if (std::fabs(uwatern) > width)
continue;
float altitude = y - water_level;

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@ -366,7 +366,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
float river = fabs(*tn->rivers) - river_size_factor;
float river = std::fabs(*tn->rivers) - river_size_factor;
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
@ -375,7 +375,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
// "valley" represents the height of the terrain, from the rivers.
{
float t = std::fmax(river / tn->valley_profile, 0.0f);
*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
*tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
}
// approximate height of the terrain at this point
@ -392,7 +392,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float depth;
{
float t = river / river_size_factor + 1;
depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
}
// base - depth : height of the bottom of the river
@ -496,7 +496,7 @@ int MapgenValleys::generateTerrain()
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
if (surface_y > surface_max_y)
surface_max_y = ceil(surface_y);
surface_max_y = std::ceil(surface_y);
if (humid_rivers) {
// Derive heat from (base) altitude. This will be most correct
@ -562,7 +562,7 @@ int MapgenValleys::generateTerrain()
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
float humid = m_bgen->humidmap[index_2d];
float water_depth = (t_alt - river_y) / humidity_dropoff;
humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
// Reduce humidity with altitude (ignoring riverbeds).
// This is similar to the lua version's seawater adjustment,
@ -637,11 +637,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
// lava_depth varies between one and ten as you approach
// the bottom of the world.
s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
s16 lava_depth = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
// This allows random lava spawns to be less common at the surface.
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
// water_depth varies between ten and one on the way down.
s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
s16 water_depth = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
mapgen_limit);
// This allows random water spawns to be more common at the surface.
s16 water_chance = MYCUBE(water_features_lim) * water_depth;

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@ -345,7 +345,7 @@ void OreBlob::generate(MMVManip *vm, int mapseed, u32 blockseed,
float ydist = (s32)y1 - (s32)csize / 2;
float zdist = (s32)z1 - (s32)csize / 2;
noiseval -= (sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize);
noiseval -= std::sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize;
if (noiseval < nthresh)
continue;
@ -469,7 +469,7 @@ void OreStratum::generate(MMVManip *vm, int mapseed, u32 blockseed,
noise_stratum_thickness->result[index] : (float)stratum_thickness) /
2.0f;
float nmid = noise->result[index];
y0 = MYMAX(nmin.Y, ceil(nmid - nhalfthick));
y0 = MYMAX(nmin.Y, std::ceil(nmid - nhalfthick));
y1 = MYMIN(nmax.Y, nmid + nhalfthick);
} else { // Simple horizontal stratum
y0 = nmin.Y;