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Clean up Noise macros
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c07f15e910
commit
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5 changed files with 108 additions and 67 deletions
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@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np,
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float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
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float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2DPosOffset(&noise_steepness->np,
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float steepness = NoisePerlin2D_PO(&noise_steepness->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
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float height_select = NoisePerlin2D_PO(&noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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@ -547,36 +547,16 @@ void MapgenV6::calculateNoise() {
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int x = node_min.X;
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int z = node_min.Z;
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noise_terrain_base->perlinMap2D(
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x + 0.5 * noise_terrain_base->np.spread.X,
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z + 0.5 * noise_terrain_base->np.spread.Z);
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noise_terrain_higher->perlinMap2D(
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x + 0.5 * noise_terrain_higher->np.spread.X,
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z + 0.5 * noise_terrain_higher->np.spread.Z);
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noise_steepness->perlinMap2D(
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x + 0.5 * noise_steepness->np.spread.X,
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z + 0.5 * noise_steepness->np.spread.Z);
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np.spread.X,
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z + 0.5 * noise_height_select->np.spread.Z);
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noise_mud->perlinMap2D(
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x + 0.5 * noise_mud->np.spread.X,
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z + 0.5 * noise_mud->np.spread.Z);
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noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
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noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
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}
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noise_beach->perlinMap2D(
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x + 0.2 * noise_beach->np.spread.X,
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z + 0.7 * noise_beach->np.spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noise_biome->np.spread.X,
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z + 0.2 * noise_biome->np.spread.Z);
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noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
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noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
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}
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