- explicit BlockType(
- bool v = false,
- const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE
- ) noexcept;
+ 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<float>::epsilon() ? 0.0f : 1.0f / abs_min;
+ float abs_max = std::abs(xmax - xmid);
+ inv_pos = abs_max < std::numeric_limits<float>::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;