#include "Tile.hpp"
#include "TileType.hpp"
-#include "../const.hpp"
#include "../app/Assets.hpp"
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
-#include "../rand/OctaveNoise.hpp"
-#include "../rand/SimplexNoise.hpp"
+#include "../math/const.hpp"
+#include "../math/OctaveNoise.hpp"
+#include "../math/SimplexNoise.hpp"
#include <algorithm>
#include <cmath>
return m;
}
+namespace {
+std::vector<creature::Creature *> ccache;
+}
+
void Body::Tick(double dt) {
rotation += dt * AngularMomentum() / Inertia();
Cache();
- for (creature::Creature *c : Creatures()) {
+ ccache = Creatures();
+ for (creature::Creature *c : ccache) {
c->Tick(dt);
}
+ for (auto c = Creatures().begin(); c != Creatures().end();) {
+ if ((*c)->Removable()) {
+ delete *c;
+ c = Creatures().erase(c);
+ } else {
+ ++c;
+ }
+ }
}
void Body::Cache() noexcept {
Planet::~Planet() {
}
-const TileType &Planet::TypeAt(int surface, int x, int y) const {
- return GetSimulation().TileTypes()[TileAt(surface, x, y).type];
+const TileType &Planet::TypeAt(int srf, int x, int y) const {
+ return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
+}
+
+glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
+ return glm::ivec2(
+ PositionToTile(pos[(srf + 0) % 3]),
+ PositionToTile(pos[(srf + 1) % 3]));
}
-glm::dvec3 Planet::TileCenter(int surface, int x, int y) const noexcept {
+double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
+ return srf < 3
+ ? pos[(srf + 2) % 3] - Radius()
+ : -pos[(srf + 2) % 3] - Radius();
+}
+
+glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
glm::dvec3 center(0.0f);
- center[(surface + 0) % 3] = x + 0.5 - Radius();
- center[(surface + 1) % 3] = y + 0.5 - Radius();
- center[(surface + 2) % 3] = surface < 3 ? Radius() : -Radius();
+ center[(srf + 0) % 3] = x + 0.5 - Radius();
+ center[(srf + 1) % 3] = y + 0.5 - Radius();
+ center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
return center;
}
void Planet::BuildVAO(const Set<TileType> &ts) {
- vao.Bind();
- vao.BindAttributes();
- vao.EnableAttribute(0);
- vao.EnableAttribute(1);
- vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
- vao.AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
- vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
+ vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
+ vao->Bind();
+ vao->BindAttributes();
+ vao->EnableAttribute(0);
+ vao->EnableAttribute(1);
+ vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+ vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
+ vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
- auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
+ auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
float offset = Radius();
// srf 0 1 2 3 4 5
}
}
}
- vao.BindElements();
- vao.ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
+ vao->BindElements();
+ vao->ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
{
- auto element = vao.MapElements(GL_WRITE_ONLY);
+ auto element = vao->MapElements(GL_WRITE_ONLY);
int index = 0;
for (int surface = 0; surface < 3; ++surface) {
for (int y = 0; y < sidelength; ++y) {
}
}
}
- vao.Unbind();
+ vao->Unbind();
}
void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
- vao.Bind();
+ if (!vao) return;
+
+ vao->Bind();
const glm::mat4 &MV = assets.shaders.planet_surface.MV();
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
}
void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
- rand::SimplexNoise elevation_gen(0);
- rand::SimplexNoise variation_gen(45623752346);
+ math::SimplexNoise elevation_gen(0);
+ math::SimplexNoise variation_gen(45623752346);
const int ice = tiles["ice"].id;
const int ocean = tiles["ocean"].id;
p.TileAt(surface, x, y).type = ice;
continue;
}
- float elevation = rand::OctaveNoise(
+ float elevation = math::OctaveNoise(
elevation_gen,
to_tile / p.Radius(),
3, // octaves
2, // amplitude
2 // growth
);
- float variation = rand::OctaveNoise(
+ float variation = math::OctaveNoise(
variation_gen,
to_tile / p.Radius(),
3, // octaves
Sun::~Sun() {
}
+
+std::vector<TileType::Yield>::const_iterator TileType::FindResource(int r) const {
+ auto yield = resources.cbegin();
+ for (; yield != resources.cend(); ++yield) {
+ if (yield->resource == r) {
+ break;
+ }
+ }
+ return yield;
+}
+
}
}