float xl = node_max.X - node_min.X;
float yl = node_max.Y - node_min.Y;
float zl = node_max.Z - node_min.Z;
+ u32 zstride = xl + 1;
float midy = node_min.Y + yl * 0.5;
- u32 index = 0, index2d = 0;
- for (int x1 = 0; x1 <= xl; ++x1)
- {
- for (int z1 = 0; z1 <= zl; ++z1, ++index2d)
- {
- float noise3 = noiseindev_float_islands3->result[index2d];
- float pmidy = midy + noise3 / 1.5 * AMPY;
- for (int y1 = 0; y1 <= yl; ++y1, ++index)
- {
- int y = y1 + node_min.Y;
- float noise1 = noiseindev_float_islands1->result[index];
- float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
- float noise1off = noise1 - offset - RAR;
- if (noise1off > 0 && noise1off < 0.7) {
- float noise2 = noiseindev_float_islands2->result[index];
- if (noise2 - noise1off > -0.7){
- v3s16 p = p0 + v3s16(x1, y1, z1);
- u32 i = vm->m_area.index(p);
- if (!vm->m_area.contains(i))
- continue;
- // Cancel if not air
- if (vm->m_data[i].getContent() != CONTENT_AIR)
- continue;
- vm->m_data[i] = n1;
- }
- }
+ u32 index = 0;
+ for (int z1 = 0; z1 <= zl; ++z1)
+ for (int y1 = 0; y1 <= yl; ++y1)
+ for (int x1 = 0; x1 <= xl; ++x1, ++index) {
+ int y = y1 + node_min.Y;
+ u32 index2d = z1 * zstride + x1;
+ float noise3 = noiseindev_float_islands3->result[index2d];
+ float pmidy = midy + noise3 / 1.5 * AMPY;
+ float noise1 = noiseindev_float_islands1->result[index];
+ float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD;
+ float noise1off = noise1 - offset - RAR;
+ if (noise1off > 0 && noise1off < 0.7) {
+ float noise2 = noiseindev_float_islands2->result[index];
+ if (noise2 - noise1off > -0.7) {
+ v3s16 p = p0 + v3s16(x1, y1, z1);
+ u32 i = vm->m_area.index(p);
+ if (!vm->m_area.contains(i))
+ continue;
+ // Cancel if not air
+ if (vm->m_data[i].getContent() != CONTENT_AIR)
+ continue;
+ vm->m_data[i] = n1;
}
}
}