};
std::vector<Composition> composition;
+ math::Distribution base_hue;
+ math::Distribution base_saturation;
+ math::Distribution base_lightness;
+
void Configure(Creature &) const;
static PropertySet<double> Instantiate(
genome.properties.Death().mass = { 0.9, 0.05 };
genome.properties.Death().fertility = { 0.0, 0.0 };
+ glm::dvec3 color_avg(0.0);
+ double color_divisor = 0.0;
+
if (p.HasAtmosphere()) {
genome.composition.push_back({
p.Atmosphere(), // resource
{ 0.1, 0.0005 }, // penalty
{ 0.0, 0.0 }, // growth
});
+ color_avg += c.GetSimulation().Resources()[p.Atmosphere()].base_color;
+ color_divisor += 0.1;
}
if (liquid > -1) {
genome.composition.push_back({
{ 0.01, 0.002 }, // penalty
{ 0.1, 0.0 }, // growth
});
+ color_avg += c.GetSimulation().Resources()[liquid].base_color;
+ color_divisor += 0.5;
}
if (solid > -1) {
genome.composition.push_back({
solid, // resource
{ 0.4, 0.01 }, // mass
- //{ 0.1, 0.001 }, // intake
{ 0.4, 0.001 }, // intake
{ 0.001, 0.0001 }, // penalty
{ 10.0, 0.002 }, // growth
});
+ color_avg += c.GetSimulation().Resources()[solid].base_color;
+ color_divisor += 1.0;
+ }
+
+ if (color_divisor > 0.001) {
+ color_avg /= color_divisor;
}
+ glm::dvec3 hsl = rgb2hsl(color_avg);
+ genome.base_hue = { hsl.x, 0.01 };
+ genome.base_saturation = { hsl.y, 0.01 };
+ genome.base_lightness = { hsl.z, 0.01 };
genome.Configure(c);
}
# define GLM_FORCE_RADIANS 1
#endif
+#include <algorithm>
#include <limits>
#include <glm/glm.hpp>
#include <glm/gtx/norm.hpp>
return glm::any(glm::isnan(v));
}
+template<class T>
+inline T rgb2hsl(const T &rgb) {
+ using Vec4 = glm::tvec4<typename T::value_type>;
+ const Vec4 K(0.0, -1.0/3.0, 2.0/3.0, -1.0);
+ const Vec4 p(glm::mix(Vec4(rgb.z, rgb.y, K.w, K.z), Vec4(rgb.y, rgb.z, K.x, K.y), rgb.y < rgb.z ? 0.0 : 1.0));
+ const Vec4 q(glm::mix(Vec4(p.x, p.y, p.w, rgb.x), Vec4(rgb.x, p.y, p.z, p.x), rgb.x < p.x ? 0.0 : 1.0));
+ const typename T::value_type d = q.x - std::min(q.w, q.y);
+ const typename T::value_type e = 1.0e-10;
+ T hsl = rgb;
+ hsl.x = std::abs(q.z + (q.w - q.y) / (6.0 * d + e));
+ hsl.y = d / (q.x + e);
+ hsl.z = q.x;
+ return hsl;
+}
+
+template<class T>
+inline T hsl2rgb(const T &hsl) {
+ using Vec3 = glm::tvec3<typename T::value_type>;
+ using Vec4 = glm::tvec4<typename T::value_type>;
+ const Vec4 K(0.0, -1.0/3.0, 2.0/3.0, -1.0);
+ const Vec3 p(glm::abs(glm::fract(Vec3(hsl.h) + Vec3(K)) * 6.0 - Vec3(K.w)));
+ T rgb = hsl.z * glm::mix(Vec3(K.x), glm::clamp(p - Vec3(K.x), 0.0, 1.0), hsl.y);
+ return rgb;
+}
#endif