/* * Copyright 2015 MovingBlocks * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.core.world.generator.facetProviders; import com.google.common.base.Predicate; import org.terasology.math.TeraMath; import org.terasology.math.geom.Vector3i; import org.terasology.utilities.procedural.Noise; import org.terasology.world.generation.facets.DensityFacet; import org.terasology.world.generation.facets.SurfaceHeightFacet; /** * A collection of filters that restrict the placement of objects * */ public final class PositionFilters { private PositionFilters() { // no instances } /** * Filters based on the vector's y value * * @return a predicate that returns true only if (y > height) */ public static Predicate<Vector3i> minHeight(final int height) { return heightRange(height, Integer.MAX_VALUE); } /** * Filters based on the vector's y value * * @return a predicate that returns true only if (y < height) */ public static Predicate<Vector3i> maxHeight(final int height) { return heightRange(Integer.MIN_VALUE, height); } /** * Filters based on the vector's y value * * @return a predicate that returns true only if (y > minHeight) and (y < maxHeight) */ public static Predicate<Vector3i> heightRange(final int minHeight, final int maxHeight) { return input -> { int y = input.getY(); return y > minHeight && y < maxHeight; }; } /** * Filters based on the density * * @param density the density facet that contains all tested coords. * @return a predicate that returns true if (density ≥ 0) and (density < 0) for the block at (y - 1) */ public static Predicate<Vector3i> density(final DensityFacet density) { return input -> { // pass if the block on the surface is dense enough float densBelow = density.getWorld(input.getX(), input.getY() - 1, input.getZ()); float densThis = density.getWorld(input); return (densBelow >= 0 && densThis < 0); }; } /** * Filters based on surface flatness * * @param surfaceFacet the surface height facet that contains all tested coords. * @return a predicate that returns true only if there is a level surface in adjacent directions */ public static Predicate<Vector3i> flatness(final SurfaceHeightFacet surfaceFacet) { return flatness(surfaceFacet, 0, 0); } /** * Filters based on surface flatness * * @param surfaceFacet the surface height facet that contains all tested coords. * @param divUp surface can be higher up to <code>divUp</code>. * @param divDown surface can be lower up to <code>divDown</code>. * @return a predicate that returns true only if there is a level surface in adjacent directions */ public static Predicate<Vector3i> flatness(final SurfaceHeightFacet surfaceFacet, final int divUp, final int divDown) { return new Predicate<Vector3i>() { @Override public boolean apply(Vector3i input) { int x = input.getX(); int z = input.getZ(); int level = input.getY() - 1; int min = level - divDown; int max = level + divUp; return inBounds(blockHeightAt(x - 1, z), min, max) && inBounds(blockHeightAt(x + 1, z), min, max) && inBounds(blockHeightAt(x, z - 1), min, max) && inBounds(blockHeightAt(x, z + 1), min, max); } private boolean inBounds(int height, int min, int max) { return height >= min && height <= max; } private int blockHeightAt(int x, int z) { return TeraMath.floorToInt(surfaceFacet.getWorld(x, z)); } }; } /** * Filters based on a random noise * * @param noiseGen the noise generator that produces noise in [0..1] * @param density the threshold in [0..1] * @return true if the noise value is <b>below</b> the threshold */ public static Predicate<Vector3i> probability(final Noise noiseGen, final float density) { return input -> Math.abs(noiseGen.noise(input.getX(), input.getY(), input.getZ())) < density; } }