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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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14 changed files with 61 additions and 52 deletions
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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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@ -392,7 +392,7 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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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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