mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
* refactor(gameplay): remove unused includes and members, clear vertex data after upload * feat(shader-tools): add recursive #include support for shader sources * refactor(shaders): extract noise and sky color functions into shared GLSL includes
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
#pragma once
|
|
|
|
#include "Cubed/gameplay/path_point.hpp"
|
|
#include "Cubed/tools/cubed_random.hpp"
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <tbb/concurrent_hash_map.h>
|
|
|
|
namespace Cubed {
|
|
class RiverPath {
|
|
|
|
public:
|
|
RiverPath(unsigned int chunk_seed, unsigned world_seed,
|
|
const glm::vec3& start_pos);
|
|
const std::vector<PathPoint>& points() const;
|
|
|
|
static float& radius_xz_min();
|
|
static float& radius_xz_max();
|
|
static float& radius_y_min();
|
|
static float& radius_y_max();
|
|
static float& delta_angle_min();
|
|
static float& delta_angle_max();
|
|
static int& step_min();
|
|
static int& step_max();
|
|
static float step_len();
|
|
|
|
private:
|
|
static inline float m_radius_xz_min = 5.0f;
|
|
static inline float m_radius_xz_max = 10.0f;
|
|
static inline float m_radius_y_min = 4.0f;
|
|
static inline float m_radius_y_max = 8.0f;
|
|
static inline float m_delta_angle_min = -3.0f;
|
|
static inline float m_delta_angle_max = 3.0f;
|
|
static inline int m_step_min = 200;
|
|
static inline int m_step_max = 400;
|
|
static inline float m_step_len = 4.0f;
|
|
unsigned int m_seed = 0;
|
|
float m_yaw = 0.0f;
|
|
float m_initial_yaw = 0.0f;
|
|
float m_pitch = 0.0f;
|
|
int m_step = 0;
|
|
PathPoint m_start_path_point{{0.0f, 0.0f, 0.0f}, 0.0f, 0.0f};
|
|
Random m_random;
|
|
|
|
std::vector<PathPoint> m_points;
|
|
void collect_path_points();
|
|
};
|
|
} // namespace Cubed
|