merged
This commit is contained in:
commit
cc3efb9ec5
@ -16,7 +16,6 @@ executable Pioneers
|
||||
Map.Types,
|
||||
Map.Graphics,
|
||||
Map.Creation,
|
||||
Map.StaticMaps,
|
||||
Importer.IQM.Types,
|
||||
Importer.IQM.Parser,
|
||||
Render.Misc,
|
||||
|
@ -2,7 +2,6 @@ module Map.Creation
|
||||
where
|
||||
|
||||
import Map.Types
|
||||
import Map.StaticMaps
|
||||
-- import Map.Map unused (for now)
|
||||
|
||||
import Data.Array
|
||||
@ -18,6 +17,10 @@ infix 5 -<-
|
||||
(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
|
||||
f -<- g = f . g
|
||||
|
||||
-- entirely empty map, only uses the minimal constructor
|
||||
mapEmpty :: PlayMap
|
||||
mapEmpty = array ((0,0), (199,199)) [((a,b), Node (a,b) (fromIntegral a, (if even b then (fromIntegral b) else(fromIntegral b) - 0.5), 1) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199]]
|
||||
|
||||
exportedMap :: IO PlayMap
|
||||
exportedMap = do mounts <- mnt
|
||||
return $ aplAll mounts mapEmpty
|
||||
@ -52,7 +55,7 @@ gauss3Dgeneral :: Floating q =>
|
||||
-> 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)))))
|
||||
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Int)/(2 * sX^(2 :: Int)))+((z-z0)^(2 :: Int)/(2 * sZ^(2 :: Int)))))
|
||||
|
||||
-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
|
||||
gauss3D :: Floating q =>
|
||||
@ -93,20 +96,17 @@ mnt = do g <- newStdGen
|
||||
gaussMountain :: Int -> PlayMap -> PlayMap
|
||||
gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
|
||||
where
|
||||
g = mkStdGen seed
|
||||
c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
|
||||
amp = head $ randomRs (2.0, 5.0) g
|
||||
sig = head $ randomRs (1.0, 5.0) g
|
||||
fi = fromIntegral
|
||||
gs = map mkStdGen (map (*seed) [1..])
|
||||
c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1))))
|
||||
amp = head $ randomRs ((2.0, 5.0) :: (Float, Float)) (gs !! 2)
|
||||
sig = head $ randomRs ((1.0, 15.0) :: (Float, Float)) (gs !! 3)
|
||||
htt = heightToTerrain
|
||||
|
||||
-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
|
||||
liftUp :: (Int, Int) -> Node -> Node
|
||||
liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
|
||||
in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
|
||||
where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
|
||||
liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
|
||||
where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
|
||||
liftUp (gx,gz) (Node (x,z) (rx,rz,y) _ b pl pa r s) = let y_neu = max y e
|
||||
in Node (x,z) (rx, rz, y_neu) (htt GrassIslandMap y_neu) b pl pa r s
|
||||
where e = gauss3Dgeneral amp (fromIntegral gx) (fromIntegral gz) sig sig rx rz
|
||||
|
||||
-- | Makes sure the edges of the Map are mountain-free
|
||||
makeIsland :: PlayMap -> PlayMap
|
||||
|
@ -50,16 +50,14 @@ 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)
|
||||
strp (Node i (x,z,y) tt bi pli p ri si) = Node (stripify i) (x,z,y) tt bi pli p ri si
|
||||
|
||||
-- extract graphics information from Playmap
|
||||
convertToGraphicsMap :: PlayMap -> GraphicsMap
|
||||
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
|
||||
where
|
||||
graphicsyfy :: Node -> MapEntry
|
||||
graphicsyfy (Minimal _ ) = (1.0, Grass)
|
||||
graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
|
||||
graphicsyfy (Node _ (_,_,y) t _ _ _ _ _ ) = (y, t)
|
||||
|
||||
lineHeight :: GLfloat
|
||||
lineHeight = 0.8660254
|
||||
@ -203,8 +201,8 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
|
||||
Beach -> (0.90, 0.85, 0.70)
|
||||
Desert -> (1.00, 0.87, 0.39)
|
||||
Grass -> (0.30, 0.90, 0.10)
|
||||
Hill -> (0.80, 0.80, 0.80)
|
||||
Mountain -> (0.50, 0.50, 0.50)
|
||||
Mountain -> (0.80, 0.80, 0.80)
|
||||
Hill -> (0.50, 0.50, 0.50)
|
||||
|
||||
coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
|
||||
coordLookup (x,z) y =
|
||||
|
@ -1,9 +1,11 @@
|
||||
module Map.Map where
|
||||
|
||||
import Map.Types
|
||||
import Map.Creation
|
||||
|
||||
import Data.Array (bounds)
|
||||
import Data.List (sort, group)
|
||||
import Data.Function (on)
|
||||
import Data.Array (bounds, (!))
|
||||
import Data.List (sort, sortBy, group)
|
||||
|
||||
-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
|
||||
unsafeGiveNeighbours :: (Int, Int) -- ^ original coordinates
|
||||
@ -36,6 +38,57 @@ 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
|
||||
|
||||
-- | Calculates the height of any given point on the map.
|
||||
-- Does not add camera distance to ground to that.
|
||||
--
|
||||
-- This ueses barycentric coordinate stuff. Wanna read more?
|
||||
-- http://en.wikipedia.org/wiki/Barycentric_coordinate_system_%28mathematics%29
|
||||
-- http://www.alecjacobson.com/weblog/?p=1596
|
||||
--
|
||||
giveMapHeight :: PlayMap
|
||||
-> (Float, Float) -- ^ Coordinates on X/Z-axes
|
||||
-> Float -- ^ Terrain Height at that position
|
||||
giveMapHeight mp (x,z) = let [a,b,c] = getTrianglePoints [tff,tfc,tcf,tcc]
|
||||
ar = area (fi a) (fi b) (fi c)
|
||||
λa = area (fi b) (fi c) (x, z) / ar
|
||||
λb = area (fi a) (fi c) (x, z) / ar
|
||||
λc = area (fi a) (fi b) (x, z) / ar
|
||||
in (λa * hlu a) + (λb * hlu b) + (λc * hlu c)
|
||||
where
|
||||
|
||||
fi :: (Int, Int) -> (Float, Float)
|
||||
fi (m, n) = (fromIntegral m, fromIntegral n)
|
||||
|
||||
-- Height LookUp
|
||||
hlu :: (Int, Int) -> Float
|
||||
hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mp ! (k,j) in y
|
||||
|
||||
ff = (floor x, floor z) :: (Int, Int)
|
||||
fc = (floor x, ceiling z) :: (Int, Int)
|
||||
cf = (ceiling x, floor z) :: (Int, Int)
|
||||
cc = (ceiling x, ceiling z) :: (Int, Int)
|
||||
|
||||
tff = (ff, dist (x,z) ff)
|
||||
tfc = (fc, dist (x,z) fc)
|
||||
tcf = (cf, dist (x,z) cf)
|
||||
tcc = (cc, dist (x,z) cc)
|
||||
|
||||
getTrianglePoints :: [((Int,Int), Float)] -> [(Int,Int)]
|
||||
getTrianglePoints = ((take 3) . (map fst) . (sortBy (compare `on` snd)))
|
||||
|
||||
dist :: (Float, Float) -> (Int, Int) -> Float
|
||||
dist (x1,z1) (x2,z2) = let x' = x1 - fromIntegral x2
|
||||
z' = z1 - fromIntegral z2
|
||||
in sqrt $ x'*x' + z'*z'
|
||||
|
||||
-- Heron's Formula: http://en.wikipedia.org/wiki/Heron%27s_formula
|
||||
area :: (Float, Float) -> (Float, Float) -> (Float, Float) -> Float
|
||||
area (x1,z1) (x2,z2) (x3,z3) = let a = sqrt $ (x1-x2)*(x1-x2) + (z1-z2)*(z1-z2)
|
||||
b = sqrt $ (x2-x3)*(x2-x3) + (z2-z3)*(z2-z3)
|
||||
c = sqrt $ (x1-x3)*(x1-x3) + (z1-z3)*(z1-z3)
|
||||
s = (a+b+c)/2
|
||||
in sqrt $ s * (s-a) * (s-b) * (s-c)
|
||||
|
||||
-- removing duplicates in O(n log n), losing order and adding Ord requirement
|
||||
remdups :: Ord a => [a] -> [a]
|
||||
remdups = map head . group . sort
|
||||
|
@ -1,49 +0,0 @@
|
||||
module Map.StaticMaps
|
||||
where
|
||||
|
||||
import Map.Types
|
||||
import Data.Array
|
||||
|
||||
-- entirely empty map, only uses the minimal constructor
|
||||
mapEmpty :: PlayMap
|
||||
mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
|
||||
|
||||
--mapCenterMountain :: PlayMap
|
||||
--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..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 = gauss3D (fromIntegral x) (fromIntegral y)
|
||||
|
||||
-- m2d :: (Int,Int) -> Int
|
||||
-- m2d (x,y) = mnh2D (x,y) (100,100)
|
||||
|
||||
-- small helper for some hills. Should be replaced by multi-layer perlin-noise
|
||||
-- TODO: Replace as given in comment.
|
||||
--_noisyMap :: (Floating q) => q -> q -> q
|
||||
--_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
|
||||
-- + gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y
|
||||
-- + gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y
|
||||
-- + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y
|
||||
|
||||
-- generates a noisy map
|
||||
-- TODO: add real noise to a simple pattern
|
||||
--mapNoise :: PlayMap
|
||||
--mapNoise = array ((0,0),(199,199)) nodes
|
||||
-- where
|
||||
-- nodes = [((a,b), Full (a,b)
|
||||
-- (height a b)
|
||||
-- (heightToTerrain GrassIslandMap $ height a b)
|
||||
-- BNothing
|
||||
-- NoPlayer
|
||||
-- NoPath
|
||||
-- Plain
|
||||
-- []) | a <- [0..199], b <- [0..199]]
|
||||
-- where
|
||||
-- height a b = _noisyMap (fromIntegral a) (fromIntegral b)
|
@ -5,10 +5,12 @@ import Types
|
||||
|
||||
import Data.Array
|
||||
|
||||
type PlayMap = Array (XCoord, ZCoord) Node
|
||||
type PlayMap = Array (Xindex, Zindex) Node
|
||||
|
||||
type XCoord = Int
|
||||
type ZCoord = Int
|
||||
type Xindex = Int
|
||||
type Zindex = Int
|
||||
type XCoord = Float
|
||||
type ZCoord = Float
|
||||
type YCoord = Float
|
||||
|
||||
data MapType = GrassIslandMap
|
||||
@ -66,7 +68,6 @@ data TileType = Ocean
|
||||
| Mountain -- ^ Not accessible
|
||||
deriving (Show, Eq)
|
||||
|
||||
-- TODO: Record Syntax
|
||||
data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
|
||||
| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
|
||||
-- TODO: Record Syntax?
|
||||
data Node = Node (Xindex, Zindex) (XCoord, ZCoord, YCoord) TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
|
||||
deriving (Show)
|
||||
|
Loading…
Reference in New Issue
Block a user