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Merge underground maps with develop. There is a serious issue with rendering rock tiles, which may cause crash.

This commit is contained in:
DjWarmonger 2014-07-04 18:50:29 +02:00
parent d942858ef9
commit 9cfbbb2048

View File

@ -106,7 +106,8 @@ void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGe
float minDistance = (zone.second->getSize() + otherZone->getSize())/mapSize; //scale down to (0,1) coordinates
if (distance > minDistance)
{
forceVector += (otherZoneCenter - pos) / getDistance(distance) * currentTemperature; //positive value
//WARNING: compiler used to 'optimize' that line so it never actually worked
forceVector += (((otherZoneCenter - pos) / getDistance(distance)) * currentTemperature); //positive value
}
}
//separate overlaping zones
@ -126,40 +127,38 @@ void CZonePlacer::placeZones(shared_ptr<CMapGenOptions> mapGenOptions, CRandomGe
}
//move zones away from boundaries
float3 boundary(0,0,pos.z);
float size = zone.second->getSize() / mapSize;
if (pos.x < size)
auto pushAwayFromBoundary = [&forceVector, pos, currentTemperature, &getDistance](float x, float y)
{
boundary = float3 (0, pos.y, pos.z);
float3 boundary = float3 (x, y, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance) / currentTemperature; //negative value
};
if (pos.x < size)
{
pushAwayFromBoundary(0, pos.y);
}
if (pos.x > 1-size)
{
boundary = float3 (1, pos.y, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance) / currentTemperature; //negative value
pushAwayFromBoundary(1, pos.y);
}
if (pos.y < size)
{
boundary = float3 (pos.x, 0, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance) / currentTemperature; //negative value
pushAwayFromBoundary(pos.x, 0);
}
if (pos.y > 1-size)
{
boundary = float3 (pos.x, 1, pos.z);
float distance = pos.dist2d(boundary);
forceVector -= (boundary - pos) / getDistance(distance) / currentTemperature; //negative value
pushAwayFromBoundary(pos.x, 1);
}
forceVector.z = 0; //operator - doesn't preserve z coordinate :/
forces[zone.second] = forceVector;
forces[zone.second] = forceVector * temperatureConstant;
}
//update positions
for (auto zone : forces)
{
zone.first->setCenter (zone.first->getCenter() + zone.second * temperatureConstant);
zone.first->setCenter (zone.first->getCenter() + zone.second);
}
currentTemperature *= temperatureModifier; //decrease temperature (needed?)
}