/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "vegetation.hpp" #include "entity/components/model.hpp" #include "entity/components/transform.hpp" #include "scene/model-instance.hpp" #include "scene/lod-group.hpp" #include "scene/collection.hpp" #include "render/material.hpp" #include "geom/aabb.hpp" #include "utility/fundamental-types.hpp" #include namespace entity { namespace system { vegetation::vegetation(entity::registry& registry): updatable(registry), terrain_patch_size(1.0f), vegetation_patch_size(1.0f), vegetation_patch_columns(1), vegetation_patch_rows(1), vegetation_density(1.0f), vegetation_model(nullptr) { registry.on_construct().connect<&vegetation::on_terrain_construct>(this); registry.on_destroy().connect<&vegetation::on_terrain_destroy>(this); } vegetation::~vegetation() {} void vegetation::update(double t, double dt) {} void vegetation::set_terrain_patch_size(float size) { terrain_patch_size = size; vegetation_patch_size = terrain_patch_size / static_cast(vegetation_patch_columns); } void vegetation::set_vegetation_patch_resolution(int subdivisions) { // Determine number of vegetation patch columns and rows per terrain patch vegetation_patch_columns = static_cast(std::pow(2, subdivisions)); vegetation_patch_rows = vegetation_patch_columns; vegetation_patch_size = terrain_patch_size / static_cast(vegetation_patch_columns); } void vegetation::set_vegetation_density(float density) { vegetation_density = density; } void vegetation::set_vegetation_model(::model* model) { vegetation_model = model; } void vegetation::set_scene(scene::collection* collection) { this->scene_collection = collection; } void vegetation::on_terrain_construct(entity::registry& registry, entity::id entity_id, component::terrain& component) {} void vegetation::on_terrain_destroy(entity::registry& registry, entity::id entity_id) {} } // namespace system } // namespace entity