# ground_fill.ludic — a ground layer's instances in one chunk of its stream, from its painted density and # nothing else: each cell's candidate (ground_cand.ludic), the same on every machine and in the editor. The # camera picks only the chunks and their band; for a solid layer (ground_solid.ludic) not where things stand. # a ground layer's numbers, as the game's row (GroundLayers) gives them; `layer` is its index in the densities export property GroundFill { layer: int = 0, step0: float = 1.4, step1: float = 1.4, step2: float = 1.4, step3: float = 1.4, jitter: float = 1.0, scale_lo: float = 1.0, scale_hi: float = 1.0, wind_lo: float = 0.6, wind_hi: float = 1.0, sink: float = 0.03, trample: bool = true, scale_var: float = 0.0, # each instance's own size: x (1 +- var), from its hash (a flower is not its neighbour) band_grow: float = 0.0, # a far band's instances larger by this a band, to keep the cover as the step widens solid: bool = false # things to touch: one step (step0) at every band, a stable id each, distance only thins } # how much of a candidate at (x, z) the game lets stand (the camp, the town): 0..1, asked only when the row says export function r3d_on_ground_trample(render3d_st: mut Render3dState, f: fn(float, float) -> float) -> void { render3d_st.gd_trample_cb = f } export function gf_step(g: GroundFill, band: int) -> float { if band == 0 { return g.step0 } if band == 1 { return g.step1 } if band == 2 { return g.step2 } return g.step3 } # a hash of the candidate and one of its draws, 0..1: a 64-bit mix (the big constants are longs, `& 0xFFFFFFFF` # is & -1, a no-op) - deterministic everywhere; narrowing it moves every painted thing, as the golden shows export function gf_hash(a: int, b: int, c: int, d: int, e: int, k: int) -> float { var h = (a * 73856093) ^ (b * 19349663) ^ (c * 83492791) ^ (d * 2654435761) ^ (e * 1597334677) ^ (k * 3812015801) h = h & 0xFFFFFFFF h = ((h ^ (h >> 16)) * 0x7feb352d) & 0xFFFFFFFF h = ((h ^ (h >> 15)) * 0x846ca68b) & 0xFFFFFFFF h = h ^ (h >> 16) return float(h & 0xFFFFFF) / 16777216.0 } # chunk (cx, cz) of stream s at `band`, from layer g (call it inside the game's r3d_stream_fill) export function ground_fill(render3d_st: mut Render3dState, s: Stream, cx: int, cz: int, band: int, g: GroundFill) -> void { if g.solid { ground_fill_solid(render3d_st, s, cx, cz, band, g) return } let step = gf_step(g, band) if step <= 0.0 or render3d_st.gd_file == null { return } let x0 = s.ox + float(cx) * s.size let z0 = s.oz + float(cz) * s.size let cells = int(Math.ceil(s.size / step)) let c = render3d_st.gd_cand for j in 0 .. cells { for i in 0 .. cells { if not ground_candidate(render3d_st, g, cx, cz, band, i, j, x0, z0, s.size, c) { continue } let h = terrain_height(render3d_st, c.x, c.z) - g.sink stream_emit(render3d_st, s, c.x, h, c.z, c.scale, c.yaw, c.seed, c.wind) } } }