X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FBlockType.hpp;h=c55c674721df0b21943e293c7125107762ab7c21;hb=78e56cf8a2029981502dd632a8fbc08da558fe01;hp=ef328d4d926feb353cf76df65810274c99939a73;hpb=b94a7dc7daad9ae9be90a39d723e332dae375325;p=blank.git diff --git a/src/world/BlockType.hpp b/src/world/BlockType.hpp index ef328d4..c55c674 100644 --- a/src/world/BlockType.hpp +++ b/src/world/BlockType.hpp @@ -5,10 +5,11 @@ #include "BlockGravity.hpp" #include "../graphics/BlockMesh.hpp" #include "../graphics/EntityMesh.hpp" +#include "../graphics/glm.hpp" #include "../graphics/PrimitiveMesh.hpp" #include "../model/Shape.hpp" -#include +#include #include @@ -24,9 +25,9 @@ struct BlockType { const Shape *shape; std::vector textures; - glm::vec3 hsl_mod; - glm::vec3 rgb_mod; - glm::vec3 outline_color; + TVEC3 hsl_mod; + TVEC3 rgb_mod; + TVEC3 outline_color; /// gravity configuration or null if not emitting gravity std::unique_ptr gravity; @@ -58,20 +59,58 @@ struct BlockType { // generation properties /// whether to use this block in generation at all bool generate; + // min/mid/max points for the respective properties // should all be in the (-1,1) range - float min_solidity; - float mid_solidity; - float max_solidity; - float min_humidity; - float mid_humidity; - float max_humidity; - float min_temperature; - float mid_temperature; - float max_temperature; - float min_richness; - float mid_richness; - float max_richness; + class Distribution { + + public: + Distribution(float min, float mid, float max) + : xmin(min), xmid(mid), xmax(max) { Update(); } + + bool Valid(float x) const noexcept { + return x >= xmin && x <= xmax; + } + float Map(float x) const noexcept { + // previous algo as was used by Generator + //return 4.0f - ((x - xmid) * (x - xmid)); + + // linear mapping of [min,mid,max] to [-1,0,1] + x -= xmid; + x *= (x < 0) ? inv_neg : inv_pos; + + // smoothing: x^4 - 2x^2 + 1 + x *= x; + return x * x - 2.0f * x + 1.0f; + } + + void Min(float m) noexcept { xmin = m; Update(); } + float Min() const noexcept { return xmin; } + void Mid(float m) noexcept { xmid = m; Update(); } + float Mid() const noexcept { return xmid; } + void Max(float m) noexcept { xmax = m; Update(); } + float Max() const noexcept { return xmax; } + + private: + void Update() { + float abs_min = std::abs(xmin - xmid); + inv_neg = abs_min < std::numeric_limits::epsilon() ? 0.0f : 1.0f / abs_min; + float abs_max = std::abs(xmax - xmid); + inv_pos = abs_max < std::numeric_limits::epsilon() ? 0.0f : 1.0f / abs_max; + } + + float xmin; + float xmid; + float xmax; + float inv_neg; + float inv_pos; + + }; + + Distribution solidity; + Distribution humidity; + Distribution temperature; + Distribution richness; /// commonness factor, random chance is multiplied by this float commonness;