Reverse axes order for heightmaps (iterate in Z direction first instead of X)

This commit is contained in:
Gaël de Sailly
2020-07-21 12:46:23 +02:00
parent 6f43430574
commit 25c5cb2e1f
3 changed files with 41 additions and 40 deletions

View File

@ -87,8 +87,8 @@ local function generate(minp, maxp, seed)
local pminp = {x=math.floor(xmin), z=math.floor(zmin)}
local pmaxp = {x=math.floor(xmax)+1, z=math.floor(zmax)+1}
local incr = pmaxp.z-pminp.z+1
local i_origin = 1 - pminp.x*incr - pminp.z
local incr = pmaxp.x-pminp.x+1
local i_origin = 1 - pminp.z*incr - pminp.x
local terrain_map, lake_map = heightmaps(pminp, pmaxp)
local c_stone = minetest.get_content_id("default:stone")
@ -125,10 +125,10 @@ local function generate(minp, maxp, seed)
local x0 = math.floor(xn)
local z0 = math.floor(zn)
local i0 = i_origin + x0*incr + z0
local i1 = i0+incr
local i2 = i1+1
local i3 = i0+1
local i0 = i_origin + z0*incr + x0
local i1 = i0+1
local i2 = i1+incr
local i3 = i2-1
local terrain = interp(terrain_map[i0], terrain_map[i1], terrain_map[i2], terrain_map[i3], xn-x0, zn-z0)
if y <= maxp.y then