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configuration updates; making to build on msvc
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@ -29,19 +29,6 @@
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#map-dir = /home/palle/custom_map
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# - The possible generators are:
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# (Indeed you can do all of them with only "power" 8))
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# H=value:
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# constant <value>
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# H=slope.dot(pos):
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# linear <height> <slope.X> <slope.Y>
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# H=slope.dot(pos^power):
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# power <height> <slope.X> <slope.Y> <power>
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#mapgen_heightmap_blocksize = 32
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#height_randmax = constant 50.0
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#height_randfactor = constant 0.6
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#height_base = linear 0 0 0
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#plants_amount = 1.0
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#ravines_amount = 1.0
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#coal_amount = 1.0
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@ -59,10 +46,6 @@
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#max_block_send_distance = 5
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#max_block_generate_distance = 4
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#disable_water_climb = true
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# Note that this gets applied at map generation time
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#endless_water = true
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# 20 min/day
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#time_speed = 72
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# 4 min/day
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@ -41,19 +41,6 @@ void set_default_settings()
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// Server stuff
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g_settings.setDefault("creative_mode", "false");
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g_settings.setDefault("haxmode", "false");
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/*g_settings.setDefault("heightmap_blocksize", "32");
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g_settings.setDefault("height_randmax", "constant 45.0");
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g_settings.setDefault("height_randfactor", "constant 0.6");
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g_settings.setDefault("height_base", "linear 0 0 0");
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g_settings.setDefault("plants_amount", "1.0");
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g_settings.setDefault("ravines_amount", "1.0");
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g_settings.setDefault("coal_amount", "1.0");*/
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g_settings.setDefault("heightmap_blocksize", "16");
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//g_settings.setDefault("height_randmax", "linear 0 0 30");
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g_settings.setDefault("height_randmax", "linear 0.5 0 0");
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//g_settings.setDefault("height_randfactor", "linear 0.50 -0.10 0");
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g_settings.setDefault("height_randfactor", "linear 0.60 0 0");
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g_settings.setDefault("height_base", "linear 5 0 0");
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g_settings.setDefault("plants_amount", "1.0");
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g_settings.setDefault("ravines_amount", "0");
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g_settings.setDefault("coal_amount", "1.0");
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@ -62,9 +49,6 @@ void set_default_settings()
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g_settings.setDefault("active_object_range", "2");
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g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");
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g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");
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//g_settings.setDefault("water_moves", "true");
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//g_settings.setDefault("disable_water_climb", "true");
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//g_settings.setDefault("endless_water", "true");
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g_settings.setDefault("max_block_send_distance", "6");
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g_settings.setDefault("max_block_generate_distance", "6");
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g_settings.setDefault("time_send_interval", "20");
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@ -221,6 +221,8 @@ TODO: Map generator version 2
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting
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TODO: Remove HMParams
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Doing now:
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======================================================================
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@ -1269,10 +1271,10 @@ int main(int argc, char *argv[])
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// Read map parameters from settings
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HMParams hm_params;
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hm_params.blocksize = g_settings.getU16("heightmap_blocksize");
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/*hm_params.blocksize = g_settings.getU16("heightmap_blocksize");
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hm_params.randmax = g_settings.get("height_randmax");
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hm_params.randfactor = g_settings.get("height_randfactor");
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hm_params.base = g_settings.get("height_base");
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hm_params.base = g_settings.get("height_base");*/
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MapParams map_params;
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map_params.plants_amount = g_settings.getFloat("plants_amount");
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@ -259,10 +259,10 @@ int main(int argc, char *argv[])
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// Read map parameters from settings
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HMParams hm_params;
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hm_params.blocksize = g_settings.getU16("heightmap_blocksize");
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/*hm_params.blocksize = g_settings.getU16("heightmap_blocksize");
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hm_params.randmax = g_settings.get("height_randmax");
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hm_params.randfactor = g_settings.get("height_randfactor");
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hm_params.base = g_settings.get("height_base");
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hm_params.base = g_settings.get("height_base");*/
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MapParams map_params;
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map_params.plants_amount = g_settings.getFloat("plants_amount");
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@ -113,7 +113,7 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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{
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const u32 near_wanted_count = 5;
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// Last is nearest, first is farthest
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core::list<DFloat> near;
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core::list<DFloat> near_list;
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for(core::list<PointWithAttr>::Iterator
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i = m_points.begin();
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@ -127,17 +127,17 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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df.d = d;
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// If near list is empty, add directly and continue
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if(near.size() == 0)
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if(near_list.size() == 0)
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{
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near.push_back(df);
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near_list.push_back(df);
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continue;
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}
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// Get distance of farthest in near list
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u32 near_d = 100000;
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if(near.size() > 0)
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if(near_list.size() > 0)
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{
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core::list<DFloat>::Iterator i = near.begin();
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core::list<DFloat>::Iterator i = near_list.begin();
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near_d = i->d;
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}
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@ -145,35 +145,35 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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If point is closer than the farthest in the near list or
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there are not yet enough points on the list
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*/
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if(d < near_d || near.size() < near_wanted_count)
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if(d < near_d || near_list.size() < near_wanted_count)
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{
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// Find the right place in the near list and put it there
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// Go from farthest to near in the near list
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core::list<DFloat>::Iterator i = near.begin();
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for(; i != near.end(); i++)
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core::list<DFloat>::Iterator i = near_list.begin();
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for(; i != near_list.end(); i++)
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{
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// Stop when i is at the first nearer node
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if(i->d < d)
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break;
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}
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// Add df to before i
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if(i == near.end())
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near.push_back(df);
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if(i == near_list.end())
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near_list.push_back(df);
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else
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near.insert_before(i, df);
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near_list.insert_before(i, df);
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// Keep near list at right size
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if(near.size() > near_wanted_count)
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if(near_list.size() > near_wanted_count)
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{
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core::list<DFloat>::Iterator j = near.begin();
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near.erase(j);
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core::list<DFloat>::Iterator j = near_list.begin();
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near_list.erase(j);
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}
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}
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}
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// Return if no values found
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if(near.size() == 0)
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if(near_list.size() == 0)
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return 0.0;
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/*
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@ -183,8 +183,8 @@ lopuks sit otetaan a/b
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float a = 0;
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float b = 0;
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for(core::list<DFloat>::Iterator i = near.begin();
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i != near.end(); i++)
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for(core::list<DFloat>::Iterator i = near_list.begin();
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i != near_list.end(); i++)
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{
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if(i->d == 0)
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return i->v;
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@ -220,17 +220,17 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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df.d = d;
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// If near list is empty, add directly and continue
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if(near.size() == 0)
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if(near_list.size() == 0)
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{
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near.push_back(df);
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near_list.push_back(df);
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continue;
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}
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// Get distance of farthest in near list
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u32 near_d = 100000;
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if(near.size() > 0)
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if(near_list.size() > 0)
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{
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core::list<DFloat>::Iterator i = near.begin();
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core::list<DFloat>::Iterator i = near_list.begin();
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near_d = i->d;
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}
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@ -238,35 +238,35 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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If point is closer than the farthest in the near list or
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there are not yet enough points on the list
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*/
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if(d < near_d || near.size() < near_wanted_count)
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if(d < near_d || near_list.size() < near_wanted_count)
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{
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// Find the right place in the near list and put it there
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// Go from farthest to near in the near list
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core::list<DFloat>::Iterator i = near.begin();
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for(; i != near.end(); i++)
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core::list<DFloat>::Iterator i = near_list.begin();
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for(; i != near_list.end(); i++)
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{
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// Stop when i is at the first nearer node
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if(i->d < d)
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break;
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}
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// Add df to before i
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if(i == near.end())
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near.push_back(df);
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if(i == near_list.end())
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near_list.push_back(df);
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else
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near.insert_before(i, df);
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near_list.insert_before(i, df);
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// Keep near list at right size
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if(near.size() > near_wanted_count)
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if(near_list.size() > near_wanted_count)
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{
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core::list<DFloat>::Iterator j = near.begin();
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near.erase(j);
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core::list<DFloat>::Iterator j = near_list.begin();
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near_list.erase(j);
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}
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}
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}
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// Return if no values found
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if(near.size() == 0)
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if(near_list.size() == 0)
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return 0.0;
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/*
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@ -274,11 +274,11 @@ float PointAttributeList::getInterpolatedFloat(v3s16 p)
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*/
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u32 nearest_count = nearest_wanted_count;
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if(nearest_count > near.size())
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nearest_count = near.size();
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if(nearest_count > near_list.size())
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nearest_count = near_list.size();
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core::list<DFloat> nearest;
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{
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core::list<DFloat>::Iterator i = near.getLast();
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core::list<DFloat>::Iterator i = near_list.getLast();
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for(u32 j=0; j<nearest_count; j++)
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{
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nearest.push_front(*i);
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