💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <cmath>
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<component::terrain>().connect<&vegetation::on_terrain_construct>(this);
registry.on_destroy<component::terrain>().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<float>(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<int>(std::pow(2, subdivisions));
vegetation_patch_rows = vegetation_patch_columns;
vegetation_patch_size = terrain_patch_size / static_cast<float>(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