TerraForged/TerraForgedCore/src/main/java/com/terraforged/core/module/Blender.java

103 lines
2.7 KiB
Java

package com.terraforged.core.module;
import me.dags.noise.Module;
import me.dags.noise.func.Interpolation;
import me.dags.noise.util.NoiseUtil;
import com.terraforged.core.cell.Cell;
import com.terraforged.core.cell.Populator;
import com.terraforged.core.world.terrain.Terrain;
public class Blender extends Select implements Populator {
private final Populator lower;
private final Populator upper;
private final float blendLower;
private final float blendUpper;
private final float blendRange;
private final float midpoint;
private final float tagThreshold;
private boolean mask = false;
public Blender(Module control, Populator lower, Populator upper, float min, float max, float split) {
super(control);
this.lower = lower;
this.upper = upper;
this.blendLower = min;
this.blendUpper = max;
this.blendRange = blendUpper - blendLower;
this.midpoint = blendLower + (blendRange * split);
this.tagThreshold = midpoint;
}
public Blender(Populator control, Populator lower, Populator upper, float min, float max, float split, float tagThreshold) {
super(control);
this.lower = lower;
this.upper = upper;
this.blendLower = min;
this.blendUpper = max;
this.blendRange = blendUpper - blendLower;
this.midpoint = blendLower + (blendRange * split);
this.tagThreshold = tagThreshold;
}
public Blender mask() {
mask = true;
return this;
}
@Override
public void apply(Cell<Terrain> cell, float x, float y) {
float select = getSelect(cell, x, y);
if (select < blendLower) {
lower.apply(cell, x, y);
return;
}
if (select > blendUpper) {
upper.apply(cell, x, y);
return;
}
float alpha = Interpolation.LINEAR.apply((select - blendLower) / blendRange);
lower.apply(cell, x, y);
float lowerVal = cell.value;
Terrain lowerType = cell.tag;
upper.apply(cell, x, y);
float upperVal = cell.value;
cell.value = NoiseUtil.lerp(lowerVal, upperVal, alpha);
if (select < midpoint) {
cell.tag = lowerType;
}
if (mask) {
cell.mask *= alpha;
}
}
@Override
public void tag(Cell<Terrain> cell, float x, float y) {
float select = getSelect(cell, x, y);
if (select < blendLower) {
lower.tag(cell, x, y);
return;
}
if (select > blendUpper) {
upper.tag(cell, x, y);
return;
}
if (select < tagThreshold) {
lower.tag(cell, x, y);
} else {
upper.tag(cell, x, y);
}
}
}