Added stripify, TestMap now looking like it should (still not pretty, though), cleanup, docs

This commit is contained in:
Jonas Betzendahl 2014-04-22 03:00:39 +02:00
parent 8d9cc3384d
commit 5d36bb5156
3 changed files with 35 additions and 21 deletions

View File

@ -12,7 +12,6 @@ getMapBufferObject
where
import Data.Array.IArray
import Data.Text as T
import Prelude as P
--import Graphics.Rendering.OpenGL.GL
@ -40,6 +39,19 @@ type MapEntry = (
)
type GraphicsMap = Array (Int, Int) MapEntry
-- converts from classical x/z to striped version of a map
convertToStripeMap :: PlayMap -> PlayMap
convertToStripeMap mp = array (stripify l, stripify u) (map (\(i,e) -> (stripify i,strp e)) (assocs mp))
where
(l,u) = bounds mp
stripify :: (Int,Int) -> (Int,Int)
stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
strp :: Node -> Node
strp (Full xz y tt bi pli p ri si) = Full (stripify xz) y tt bi pli p ri si
strp (Minimal xz ) = Minimal (stripify xz)
-- extract graphics information from Playmap
convertToGraphicsMap :: PlayMap -> GraphicsMap
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
@ -76,7 +88,7 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
getMapBufferObject = do
myMap' <- return $ convertToGraphicsMap mapCenterMountain
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap mapCenterMountain
! myMap <- return $ generateTriangles myMap'
len <- return $ fromIntegral $ P.length myMap `div` numComponents
putStrLn $ P.unwords ["num verts in map:",show len]

View File

@ -1,5 +1,4 @@
module Map.Maps
where
module Map.Map where
import Map.Types

View File

@ -4,20 +4,24 @@ where
import Map.Types
import Data.Array
-- general 2D-Gaussian
gauss2Dgeneral :: Floating q =>
-- general 3D-Gaussian
gauss3Dgeneral :: Floating q =>
q -- ^ Amplitude
-> q -- ^ Origin on X-Achsis
-> q -- ^ Origin on Y-Achsis
-> q -- ^ Origin on Z-Achsis
-> q -- ^ Sigma on X
-> q -- ^ Sigma on Y
-> q -- ^ Sigma on Z
-> q -- ^ Coordinate in question on X
-> q -- ^ Coordinate in question on Y
-> q -- ^ Coordinate in question on Z
-> q -- ^ elevation on coordinate in question
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)))))
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)))))
gauss2D :: Floating q => q -> q -> q
gauss2D x y = gauss2Dgeneral 15 100.0 100.0 15.0 15.0 x y
-- 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
@ -25,22 +29,21 @@ mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
-- entirely empty map, only uses the minimal constructor
mapEmpty :: PlayMap
mapEmpty = array ((0,0), (200,200)) [((a,b), (Minimal (a,b))) | a <- [0..200], b <- [0..200]]
mapEmpty = array ((0,0), (199,199)) [((a,b), (Minimal (a,b))) | a <- [0..199], b <- [0..199]]
-- TODO: Stripify
mapCenterMountain :: PlayMap
mapCenterMountain = array ((0,0),(200,200)) nodes
mapCenterMountain = array ((0,0),(199,199)) nodes
where
nodes = water ++ beach ++ grass ++ hill ++ mountain
water = [((a,b), (Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) > 95]
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]
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]
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]
mountain = [((a,b), (Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain [])) | a <- [0..200], b <- [0..200], (m2d (a,b)) <= 10]
water = [((a,b), (Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) > 95]
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]
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]
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]
mountain = [((a,b), (Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain [])) | a <- [0..199], b <- [0..199], (m2d (a,b)) <= 10]
g2d :: Int -> Int -> Float
g2d x y = gauss2D (fromIntegral x) (fromIntegral y)
g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
m2d :: (Int,Int) -> Int
m2d (x,y) = mnh2D (x,y) (100,100)