Files
Cubed/src/gameplay/river_worm.cpp
zhenyan121 d5a12869e6 feat: include for glsl (#24)
* 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
2026-06-23 10:27:17 +08:00

55 lines
1.8 KiB
C++

#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/river.path.hpp"
#include "Cubed/tools/cubed_hash.hpp"
namespace Cubed {
RiverWorm::RiverWorm() {}
RiverWorm::~RiverWorm() {}
void RiverWorm::init(unsigned world_seed) { m_world_seed = world_seed; }
void RiverWorm::reload(unsigned world_seed) {
m_world_seed = world_seed;
init(world_seed);
}
bool RiverWorm::has_origin_fast(const ChunkPos& pos) const {
unsigned h = HASH::combine_32(HASH::combine_32(pos.x, pos.z), m_world_seed);
return (h & 0xFFFF) < static_cast<unsigned>(m_probability * 0xFFFF);
}
PathOrigin RiverWorm::get_origin(const ChunkPos& origin_chunk) const {
// Quickly check if there is an origin point without constructing Random
if (!has_origin_fast(origin_chunk)) {
return {false, {}, 0};
}
unsigned chunk_seed =
HASH::chunk_seed_hash(origin_chunk.x, origin_chunk.z, m_world_seed);
Random random{chunk_seed};
const int CHUNK_MIN_X = origin_chunk.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = origin_chunk.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
int x = random.random_int(CHUNK_MIN_X, CHUNK_MAX_X);
int y = SEA_LEVEL + 2;
int z = random.random_int(CHUNK_MIN_Z, CHUNK_MAX_Z);
return {true, {x, y, z}, chunk_seed};
}
int RiverWorm::search_radius() const {
float max_displacement =
3.0f * std::sqrt(static_cast<float>(RiverPath::step_max())) *
RiverPath::step_len();
return static_cast<int>(std::ceil(
(max_displacement + RiverPath::radius_xz_max()) / CHUNK_SIZE));
}
unsigned RiverWorm::world_seed() const { return m_world_seed; }
float RiverWorm::river_probability() const { return m_probability; }
} // namespace Cubed