Merge remote-tracking branch 'origin/Mapping' into tessallation

This commit is contained in:
Nicole Dresselhaus 2014-04-24 14:22:27 +02:00
commit 2ecf4fe5c4
5 changed files with 82 additions and 41 deletions

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@ -2,7 +2,19 @@ module Map.Creation
where where
import Map.Types import Map.Types
import Map.Map
import Data.Array import Data.Array
import System.Random
-- Orphan instance since this isn't where either Random nor Tuples are defined
instance (Random x, Random y) => Random (x, y) where
randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
(b, gen3) = randomR (y1, y2) gen2
in ((a, b), gen3)
random gen1 = let (a, gen2) = random gen1
(b, gen3) = random gen2 in ((a,b), gen3)
-- | Generate a new Map of given Type and Size -- | Generate a new Map of given Type and Size
-- --
@ -18,6 +30,32 @@ aplByPlace f g mp = array (bounds mp) (map (\(ab,c) -> if g ab then (ab, f c) el
aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp))
aplAll :: [a -> a] -> a -> a
aplAll [] m = m
aplAll (f:fs) m = aplAll fs $ f m
-- general 3D-Gaussian
gauss3Dgeneral :: Floating q =>
q -- ^ Amplitude
-> q -- ^ Origin on X-Achsis
-> q -- ^ Origin on Z-Achsis
-> q -- ^ Sigma on X
-> q -- ^ Sigma on Z
-> q -- ^ Coordinate in question on X
-> q -- ^ Coordinate in question on Z
-> q -- ^ elevation on coordinate in question
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
gauss3D :: Floating q =>
q -- ^ X-Coordinate
-> q -- ^ Z-Coordinate
-> q -- ^ elevation on coordinate in quesion
gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
-- 2D Manhattan distance
mnh2D :: (Int,Int) -> (Int,Int) -> Int
mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome -- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
-- (like Deserts on Grass-Islands or Grass on Deserts) -- (like Deserts on Grass-Islands or Grass on Deserts)
@ -31,11 +69,3 @@ heightToTerrain GrassIslandMap y
| y < 10 = Hill | y < 10 = Hill
| otherwise = Mountain | otherwise = Mountain
heightToTerrain _ _ = undefined heightToTerrain _ _ = undefined
type Seed = (XCoord, ZCoord)
-- | Add lakes on generated Map from (possible) Seeds noted before.
--
-- TODO: implement and erode terrain on the way down.
addLakes :: PlayMap -> [Seed] -> PlayMap
addLakes m s = undefined

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@ -30,6 +30,8 @@ import Linear
import Map.Types import Map.Types
import Map.StaticMaps import Map.StaticMaps
import Map.Creation
import Map.Combinators
type Height = Float type Height = Float
@ -57,7 +59,7 @@ convertToGraphicsMap :: PlayMap -> GraphicsMap
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp] convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
where where
graphicsyfy :: Node -> MapEntry graphicsyfy :: Node -> MapEntry
graphicsyfy (Minimal _ ) = (0, Grass) graphicsyfy (Minimal _ ) = (1.0, Grass)
graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t) graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
lineHeight :: GLfloat lineHeight :: GLfloat
@ -88,7 +90,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
getMapBufferObject :: IO (BufferObject, NumArrayIndices) getMapBufferObject :: IO (BufferObject, NumArrayIndices)
getMapBufferObject = do getMapBufferObject = do
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap mapNoise mountains <- mnt
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
! myMap <- return $ generateTriangles myMap' ! myMap <- return $ generateTriangles myMap'
len <- return $ fromIntegral $ P.length myMap `div` numComponents len <- return $ fromIntegral $ P.length myMap `div` numComponents
putStrLn $ P.unwords ["num verts in map:",show len] putStrLn $ P.unwords ["num verts in map:",show len]

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@ -2,12 +2,43 @@ module Map.Map where
import Map.Types import Map.Types
-- potentially to be expanded to Nodes import Data.Array (bounds)
giveNeighbours :: (Int, Int) -> [(Int,Int)] import Data.List (sort, group)
giveNeighbours (x,y) = filter (not . negative) all
-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates
-> [(Int,Int)] -- ^ list of neighbours
unsafeGiveNeighbours (x,z) = filter (not . negative) allNs
where where
all = if even y then [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x+1,y+1), (x+1,y-1)] allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
else [(x+1,y), (x-1,y), (x,y+1), (x,y-1), (x-1,y+1), (x-1,y-1)] else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
negative :: (Int, Int) -> Bool negative :: (Int, Int) -> Bool
negative (x,y) = x < 0 || y < 0 negative (a,b) = a < 0 || b < 0
giveNeighbours :: PlayMap -- ^ Map on which to find neighbours
-> (Int, Int) -- ^ original coordinates
-> [(Int, Int)] -- ^ list of neighbours
giveNeighbours mp (x,z) = filter (not . outOfBounds mp) allNs
where
allNs = if even z then [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x+1,z+1), (x+1,z-1)]
else [(x+1,z), (x-1,z), (x,z+1), (x,z-1), (x-1,z+1), (x-1,z-1)]
outOfBounds :: PlayMap -> (Int, Int) -> Bool
outOfBounds mp' (a,b) = let (lo,hi) = bounds mp' in
a < fst lo || b < snd lo || a > fst hi || b > snd hi
giveNeighbourhood :: PlayMap -- ^ map on which to find neighbourhood
-> Int -- ^ iterative
-> (Int, Int) -- ^ original coordinates
-> [(Int, Int)] -- ^ neighbourhood
giveNeighbourhood _ 0 (a,b) = [(a,b)]
giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
remdups . concat $ ns:(map (giveNeighbourhood mp (n-1)) ns)
-- removing duplicates in O(n log n), losing order and adding Ord requirement
remdups :: Ord a => [a] -> [a]
remdups = map head . group . sort
prop_rd_idempot :: Ord a => [a] -> Bool
prop_rd_idempot xs = remdups xs == (remdups . remdups) xs

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@ -3,30 +3,7 @@ where
import Map.Types import Map.Types
import Data.Array import Data.Array
import Map.Creation (heightToTerrain) import Map.Creation
-- general 3D-Gaussian
gauss3Dgeneral :: Floating q =>
q -- ^ Amplitude
-> q -- ^ Origin on X-Achsis
-> q -- ^ Origin on Z-Achsis
-> q -- ^ Sigma on X
-> q -- ^ Sigma on Z
-> q -- ^ Coordinate in question on X
-> q -- ^ Coordinate in question on Z
-> q -- ^ elevation on coordinate in question
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
gauss3D :: Floating q =>
q -- ^ X-Coordinate
-> q -- ^ Z-Coordinate
-> q -- ^ elevation on coordinate in quesion
gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
-- 2D Manhattan distance
mnh2D :: (Int,Int) -> (Int,Int) -> Int
mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
-- entirely empty map, only uses the minimal constructor -- entirely empty map, only uses the minimal constructor
mapEmpty :: PlayMap mapEmpty :: PlayMap

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@ -68,5 +68,5 @@ data TileType = Ocean
-- TODO: Record Syntax -- TODO: Record Syntax
data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 0 | Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
deriving (Show) deriving (Show)