Comment and clarify

This commit is contained in:
Gael-de-Sailly
2020-04-26 17:13:38 +02:00
parent 49bc397718
commit 6af6795d90
9 changed files with 105 additions and 36 deletions

View File

@ -12,6 +12,7 @@ local make_polygons = dofile(modpath .. 'polygons.lua')
local transform_quadri = dofile(modpath .. 'geometry.lua')
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
@ -44,6 +45,7 @@ local function generate(minp, maxp, seed)
local xf, zf = transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize)
local i00, i01, i11, i10 = unpack(poly.i)
-- Test the 4 edges to see whether we are in a river or not
local is_river = false
local depth_factor = 0
local r_west, r_north, r_east, r_south = unpack(poly.rivers)
@ -66,7 +68,7 @@ local function generate(minp, maxp, seed)
zf = 0
end
if not is_river then
if not is_river then -- Test corners also
local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners)
if xf+zf < c_NW then
is_river = true
@ -87,7 +89,7 @@ local function generate(minp, maxp, seed)
end
end
if not is_river then
if not is_river then -- Redefine indicesto have 0/1 on the riverbanks (avoids ugly edge cuts, at least for small rivers)
xf = (xf-r_west) / (r_east-r_west)
zf = (zf-r_north) / (r_south-r_north)
end