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Improvement: Replace all '..=b' with '..b + 1'
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7c63f27ecd
commit
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@ -411,7 +411,7 @@ impl Client {
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// Request chunks from the server.
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// Request chunks from the server.
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let mut all_loaded = true;
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let mut all_loaded = true;
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'outer: for dist in 0..=view_distance as i32 {
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'outer: for dist in 0..(view_distance as i32) + 1 {
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// Only iterate through chunks that need to be loaded for circular vd
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// Only iterate through chunks that need to be loaded for circular vd
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// The (dist - 2) explained:
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// The (dist - 2) explained:
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// -0.5 because a chunk is visible if its corner is within the view distance
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// -0.5 because a chunk is visible if its corner is within the view distance
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@ -428,7 +428,7 @@ impl Client {
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dist
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dist
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};
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};
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for i in -top..=top {
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for i in -top..top + 1 {
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let keys = [
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let keys = [
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chunk_pos + Vec2::new(dist, i),
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chunk_pos + Vec2::new(dist, i),
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chunk_pos + Vec2::new(i, dist),
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chunk_pos + Vec2::new(i, dist),
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@ -372,8 +372,8 @@ pub fn regions_in_vd(pos: Vec3<f32>, vd: f32) -> HashSet<Vec2<i32>> {
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let max = RegionMap::pos_key(pos_xy.map(|e| (e + vd_extended) as i32));
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let max = RegionMap::pos_key(pos_xy.map(|e| (e + vd_extended) as i32));
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let min = RegionMap::pos_key(pos_xy.map(|e| (e - vd_extended) as i32));
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let min = RegionMap::pos_key(pos_xy.map(|e| (e - vd_extended) as i32));
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for x in min.x..=max.x {
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for x in min.x..max.x + 1 {
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for y in min.y..=max.y {
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for y in min.y..max.y + 1 {
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let key = Vec2::new(x, y);
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let key = Vec2::new(x, y);
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if region_in_vd(key, pos, vd) {
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if region_in_vd(key, pos, vd) {
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@ -110,8 +110,10 @@ impl<'a> System<'a> for Sys {
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let hdist = player_rad.ceil() as i32;
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let hdist = player_rad.ceil() as i32;
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let vdist = player_height.ceil() as i32;
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let vdist = player_height.ceil() as i32;
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// Neighbouring blocks iterator
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// Neighbouring blocks iterator
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let near_iter = (-hdist..=hdist)
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let near_iter = (-hdist..hdist + 1)
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.map(move |i| (-hdist..=hdist).map(move |j| (0..=vdist).map(move |k| (i, j, k))))
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.map(move |i| {
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(-hdist..hdist + 1).map(move |j| (0..vdist + 1).map(move |k| (i, j, k)))
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})
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.flatten()
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.flatten()
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.flatten();
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.flatten();
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@ -69,8 +69,8 @@ impl<I: Into<Aabr<i32>>, V: RectRasterableVol + ReadVol + Debug> SampleVol<I> fo
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let mut sample = VolGrid2d::new()?;
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let mut sample = VolGrid2d::new()?;
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let chunk_min = Self::chunk_key(range.min);
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let chunk_min = Self::chunk_key(range.min);
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let chunk_max = Self::chunk_key(range.max);
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let chunk_max = Self::chunk_key(range.max);
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for x in chunk_min.x..=chunk_max.x {
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for x in chunk_min.x..chunk_max.x + 1 {
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for y in chunk_min.y..=chunk_max.y {
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for y in chunk_min.y..chunk_max.y + 1 {
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let chunk_key = Vec2::new(x, y);
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let chunk_key = Vec2::new(x, y);
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let chunk = self.get_key_arc(chunk_key).cloned();
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let chunk = self.get_key_arc(chunk_key).cloned();
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@ -73,9 +73,9 @@ impl<I: Into<Aabb<i32>>, V: RasterableVol + ReadVol + Debug> SampleVol<I> for Vo
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let mut sample = VolGrid3d::new()?;
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let mut sample = VolGrid3d::new()?;
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let chunk_min = Self::chunk_key(range.min);
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let chunk_min = Self::chunk_key(range.min);
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let chunk_max = Self::chunk_key(range.max);
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let chunk_max = Self::chunk_key(range.max);
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for x in chunk_min.x..=chunk_max.x {
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for x in chunk_min.x..chunk_max.x + 1 {
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for y in chunk_min.y..=chunk_max.y {
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for y in chunk_min.y..chunk_max.y + 1 {
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for z in chunk_min.z..=chunk_max.z {
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for z in chunk_min.z..chunk_max.z + 1 {
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let chunk_key = Vec3::new(x, y, z);
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let chunk_key = Vec3::new(x, y, z);
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let chunk = self.get_key_arc(chunk_key).cloned();
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let chunk = self.get_key_arc(chunk_key).cloned();
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@ -132,7 +132,7 @@ impl Server {
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// until the first air block is found
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// until the first air block is found
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// (up to max_z + 1, because max_z could still be a soild block)
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// (up to max_z + 1, because max_z could still be a soild block)
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// if no air block is found default to max_z + 1
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// if no air block is found default to max_z + 1
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let z = (min_z..=max_z + 1)
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let z = (min_z..(max_z + 1) + 1)
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.find(|z| {
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.find(|z| {
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block_sampler
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block_sampler
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.get_with_z_cache(
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.get_with_z_cache(
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@ -51,7 +51,7 @@ impl ClientInit {
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let mut last_err = None;
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let mut last_err = None;
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'tries: for _ in 0..=60 {
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'tries: for _ in 0..60 + 1 {
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// 300 Seconds
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// 300 Seconds
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if cancel2.load(Ordering::Relaxed) {
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if cancel2.load(Ordering::Relaxed) {
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break;
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break;
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@ -454,8 +454,8 @@ impl WorldSim {
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_ => {}
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_ => {}
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} */
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} */
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let pos = uniform_idx_as_vec2(posi);
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let pos = uniform_idx_as_vec2(posi);
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for x in pos.x - 1..=pos.x + 1 {
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for x in pos.x - 1..(pos.x + 1) + 1 {
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for y in pos.y - 1..=pos.y + 1 {
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for y in pos.y - 1..(pos.y + 1) + 1 {
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if x >= 0 && y >= 0 && x < WORLD_SIZE.x as i32 && y < WORLD_SIZE.y as i32 {
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if x >= 0 && y >= 0 && x < WORLD_SIZE.x as i32 && y < WORLD_SIZE.y as i32 {
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let posi = vec2_as_uniform_idx(Vec2::new(x, y));
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let posi = vec2_as_uniform_idx(Vec2::new(x, y));
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if !is_underwater(posi) {
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if !is_underwater(posi) {
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@ -101,7 +101,7 @@ pub fn cdf_irwin_hall<const N: usize>(weights: &[f32; N], samples: [f32; N]) ->
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y /= weights.iter().product::<f32>();
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y /= weights.iter().product::<f32>();
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// Remember to multiply by 1 / N! at the end.
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// Remember to multiply by 1 / N! at the end.
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y / (1..=N as i32).product::<i32>() as f32
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y / (1..(N as i32) + 1).product::<i32>() as f32
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}
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}
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/// First component of each element of the vector is the computed CDF of the noise function at this
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/// First component of each element of the vector is the computed CDF of the noise function at this
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