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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
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e98fd934ce
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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.,
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*/
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#include "util/numeric.h"
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#include <cmath>
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#include "map.h"
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#include "mapgen.h"
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#include "mapgen_v5.h"
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@ -248,7 +249,7 @@ bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
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VoxelArea::add_y(em, vi, -1),
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cavern_amp_index++) {
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content_t c = vm->m_data[vi].getContent();
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float n_absamp_cavern = fabs(noise_cavern->result[index3d]) *
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float n_absamp_cavern = std::fabs(noise_cavern->result[index3d]) *
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cavern_amp[cavern_amp_index];
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// Disable CavesRandomWalk at a safe distance from caverns
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// 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.,
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*/
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#include "dungeongen.h"
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#include <cmath>
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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@ -121,7 +122,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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}
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// Add them
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for (u32 i = 0; i < floor(nval_density); i++)
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for (u32 i = 0; i < std::floor(nval_density); i++)
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makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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// 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)
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float MapgenCarpathian::getSteps(float noise)
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{
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float w = 0.5f;
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float k = floor(noise / w);
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float k = std::floor(noise / w);
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float f = (noise - k * w) / w;
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float s = std::fmin(2.f * f, 1.f);
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return (k + s) * w;
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@ -342,8 +342,8 @@ float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
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std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
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// Rolling hills
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float hill_mnt = hilliness * pow(n_hills, 2.f);
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float hills = pow(hter, 3.f) * hill_mnt;
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float hill_mnt = hilliness * std::pow(n_hills, 2.f);
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float hills = std::pow(hter, 3.f) * hill_mnt;
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// Ridged mountains
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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.,
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#include "mapgen.h"
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#include <cmath>
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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@ -306,45 +307,45 @@ bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
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break;
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case 6: // 3D "Christmas Tree"
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// Altering the formula here is necessary to avoid division by zero
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if (fabs(oz) < 0.000000001f) {
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if (std::fabs(oz) < 0.000000001f) {
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nx = ox * ox - oy * oy - oz * oz + cx;
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ny = 2.0f * oy * ox + cy;
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nz = 4.0f * oz * ox + cz;
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} else {
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float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
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float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz));
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nx = ox * ox - oy * oy - oz * oz + cx;
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ny = a * (oy * oy - oz * oz) + cy;
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nz = a * 2.0f * oy * oz + cz;
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}
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break;
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case 7: // 3D "Mandelbulb"
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if (fabs(oy) < 0.000000001f) {
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if (std::fabs(oy) < 0.000000001f) {
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nx = ox * ox - oz * oz + cx;
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ny = cy;
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nz = -2.0f * oz * sqrt(ox * ox) + cz;
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nz = -2.0f * oz * std::sqrt(ox * ox) + cz;
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} else {
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float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
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nx = (ox * ox - oy * oy) * a + cx;
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ny = 2.0f * ox * oy * a + cy;
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nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
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nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz;
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}
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break;
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case 8: // 3D "Cosine Mandelbulb"
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if (fabs(oy) < 0.000000001f) {
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if (std::fabs(oy) < 0.000000001f) {
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nx = 2.0f * ox * oz + cx;
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ny = 4.0f * oy * oz + cy;
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nz = oz * oz - ox * ox - oy * oy + cz;
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} else {
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float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
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float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy);
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nx = (ox * ox - oy * oy) * a + cx;
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ny = 2.0f * ox * oy * a + cy;
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nz = oz * oz - ox * ox - oy * oy + cz;
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}
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break;
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case 9: // 4D "Mandelbulb"
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float rxy = sqrt(ox * ox + oy * oy);
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float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
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if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
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float rxy = std::sqrt(ox * ox + oy * oy);
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float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz);
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if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) {
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nx = (ox * ox - oy * oy) + cx;
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ny = 2.0f * ox * oy + cy;
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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.,
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#include "mapgen.h"
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#include <cmath>
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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@ -228,7 +229,7 @@ int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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if (spflags & MGV7_RIDGES) {
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float width = 0.2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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if (fabs(uwatern) <= width)
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if (std::fabs(uwatern) <= width)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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@ -426,9 +427,9 @@ bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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// Make rim 2 nodes thick to match floatland base terrain
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float density_gradient = (y >= floatland_level) ?
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-pow((float)(y - floatland_level) / float_mount_height,
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-std::pow((float)(y - floatland_level) / float_mount_height,
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float_mount_exponent) :
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-pow((float)(floatland_level - 1 - y) / float_mount_height,
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-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
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float_mount_exponent);
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float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
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@ -456,7 +457,7 @@ void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
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base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
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} else {
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// Hills and ridges
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float diff = fabs(amp - ridge) / ridge;
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float diff = std::fabs(amp - ridge) / ridge;
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// Smooth ridges using the 'smoothstep function'
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float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
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base_max = floatland_level + ridge - smooth_diff * ridge;
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@ -569,7 +570,7 @@ void MapgenV7::generateRidgeTerrain()
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int j = (z - node_min.Z) * csize.X + (x - node_min.X);
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float uwatern = noise_ridge_uwater->result[j] * 2;
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if (fabs(uwatern) > width)
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if (std::fabs(uwatern) > width)
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continue;
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float altitude = y - water_level;
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@ -366,7 +366,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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float base = tn->terrain_height + valley_d;
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// "river" represents the distance from the river, in arbitrary units.
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float river = fabs(*tn->rivers) - river_size_factor;
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float river = std::fabs(*tn->rivers) - river_size_factor;
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// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
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// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
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@ -375,7 +375,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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// "valley" represents the height of the terrain, from the rivers.
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{
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float t = std::fmax(river / tn->valley_profile, 0.0f);
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*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
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*tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
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}
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// approximate height of the terrain at this point
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float depth;
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{
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float t = river / river_size_factor + 1;
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depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
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depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
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}
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// base - depth : height of the bottom of the river
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@ -496,7 +496,7 @@ int MapgenValleys::generateTerrain()
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heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
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if (surface_y > surface_max_y)
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surface_max_y = ceil(surface_y);
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surface_max_y = std::ceil(surface_y);
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if (humid_rivers) {
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// Derive heat from (base) altitude. This will be most correct
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@ -562,7 +562,7 @@ int MapgenValleys::generateTerrain()
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float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
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float humid = m_bgen->humidmap[index_2d];
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float water_depth = (t_alt - river_y) / humidity_dropoff;
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humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
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humid *= 1.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
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// Reduce humidity with altitude (ignoring riverbeds).
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// This is similar to the lua version's seawater adjustment,
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@ -637,11 +637,12 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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// lava_depth varies between one and ten as you approach
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// the bottom of the world.
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s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
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s16 lava_depth = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_limit);
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// This allows random lava spawns to be less common at the surface.
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s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
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// water_depth varies between ten and one on the way down.
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s16 water_depth = ceil((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_limit);
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s16 water_depth = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
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mapgen_limit);
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// This allows random water spawns to be more common at the surface.
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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,
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float ydist = (s32)y1 - (s32)csize / 2;
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float zdist = (s32)z1 - (s32)csize / 2;
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noiseval -= (sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize);
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noiseval -= std::sqrt(xdist * xdist + ydist * ydist + zdist * zdist) / csize;
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if (noiseval < nthresh)
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continue;
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@ -469,7 +469,7 @@ void OreStratum::generate(MMVManip *vm, int mapseed, u32 blockseed,
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noise_stratum_thickness->result[index] : (float)stratum_thickness) /
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2.0f;
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float nmid = noise->result[index];
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y0 = MYMAX(nmin.Y, ceil(nmid - nhalfthick));
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y0 = MYMAX(nmin.Y, std::ceil(nmid - nhalfthick));
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y1 = MYMIN(nmax.Y, nmid + nhalfthick);
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} else { // Simple horizontal stratum
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y0 = nmin.Y;
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