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refactor: chunk interpolate (#6)
* refactor: rewrite blend_heightmap_boundaries * refactor: init_world * fix: unnatural biome boundary transition
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@@ -15,8 +15,8 @@ void RiverBuilder::build_blocks() {
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auto& m_chunk = m_chunk_generator.chunk();
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auto& m_blocks = m_chunk.blocks();
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auto& m_heightmap = m_chunk.heightmap();
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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for (int x = 0; x < CHUNK_SIZE; x++) {
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for (int z = 0; z < CHUNK_SIZE; z++) {
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int height = static_cast<int>(m_heightmap[x][z]);
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for (int y = 5; y < height - 5; y++) {
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m_blocks[Chunk::get_index(x, y, z)] = 3;
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