Added stripify, TestMap now looking like it should (still not pretty, though), cleanup, docs
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@ -12,7 +12,6 @@ getMapBufferObject
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where
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import Data.Array.IArray
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import Data.Text as T
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import Prelude as P
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--import Graphics.Rendering.OpenGL.GL
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@ -40,6 +39,19 @@ type MapEntry = (
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)
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type GraphicsMap = Array (Int, Int) MapEntry
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-- converts from classical x/z to striped version of a map
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convertToStripeMap :: PlayMap -> PlayMap
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convertToStripeMap mp = array (stripify l, stripify u) (map (\(i,e) -> (stripify i,strp e)) (assocs mp))
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where
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(l,u) = bounds mp
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stripify :: (Int,Int) -> (Int,Int)
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stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
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strp :: Node -> Node
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strp (Full xz y tt bi pli p ri si) = Full (stripify xz) y tt bi pli p ri si
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strp (Minimal xz ) = Minimal (stripify xz)
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-- extract graphics information from Playmap
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convertToGraphicsMap :: PlayMap -> GraphicsMap
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convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
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@ -76,7 +88,7 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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myMap' <- return $ convertToGraphicsMap mapCenterMountain
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myMap' <- return $ convertToGraphicsMap $ convertToStripeMap mapCenterMountain
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! myMap <- return $ generateTriangles myMap'
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len <- return $ fromIntegral $ P.length myMap `div` numComponents
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putStrLn $ P.unwords ["num verts in map:",show len]
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@ -1,5 +1,4 @@
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module Map.Maps
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where
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module Map.Map where
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import Map.Types
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@ -4,20 +4,24 @@ where
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import Map.Types
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import Data.Array
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-- general 2D-Gaussian
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gauss2Dgeneral :: Floating q =>
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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q -- ^ Amplitude
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-> q -- ^ Origin on X-Achsis
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-> q -- ^ Origin on Y-Achsis
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-> q -- ^ Origin on Z-Achsis
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-> q -- ^ Sigma on X
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-> q -- ^ Sigma on Y
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-> q -- ^ Sigma on Z
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-> q -- ^ Coordinate in question on X
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-> q -- ^ Coordinate in question on Y
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-> q -- ^ Coordinate in question on Z
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-> q -- ^ elevation on coordinate in question
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gauss2Dgeneral amp x0 y0 sX sY x y = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((y-y0)^(2 :: Integer)/(2 * sY^(2 :: Integer)))))
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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)))))
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gauss2D :: Floating q => q -> q -> q
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gauss2D x y = gauss2Dgeneral 15 100.0 100.0 15.0 15.0 x y
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-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
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gauss3D :: Floating q =>
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q -- ^ X-Coordinate
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-> q -- ^ Z-Coordinate
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-> q -- ^ elevation on coordinate in quesion
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gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
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-- 2D Manhattan distance
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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@ -25,22 +29,21 @@ mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
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-- entirely empty map, only uses the minimal constructor
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mapEmpty :: PlayMap
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mapEmpty = array ((0,0), (200,200)) [((a,b), (Minimal (a,b))) | a <- [0..200], b <- [0..200]]
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mapEmpty = array ((0,0), (199,199)) [((a,b), (Minimal (a,b))) | a <- [0..199], b <- [0..199]]
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-- TODO: Stripify
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mapCenterMountain :: PlayMap
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mapCenterMountain = array ((0,0),(200,200)) nodes
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mapCenterMountain = array ((0,0),(199,199)) nodes
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where
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nodes = water ++ beach ++ grass ++ hill ++ mountain
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water = [((a,b), (Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) > 95]
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beach = [((a,b), (Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) <= 95, (m2d (a,b)) > 75]
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grass = [((a,b), (Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) <= 75, (m2d (a,b)) > 25]
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hill = [((a,b), (Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) <= 25, (m2d (a,b)) > 10]
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mountain = [((a,b), (Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) <= 10]
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water = [((a,b), (Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) > 95]
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beach = [((a,b), (Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 95, (m2d (a,b)) > 75]
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grass = [((a,b), (Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 75, (m2d (a,b)) > 25]
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hill = [((a,b), (Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 25, (m2d (a,b)) > 10]
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mountain = [((a,b), (Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 10]
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g2d :: Int -> Int -> Float
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g2d x y = gauss2D (fromIntegral x) (fromIntegral y)
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g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
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m2d :: (Int,Int) -> Int
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m2d (x,y) = mnh2D (x,y) (100,100)
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