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