terrestrial

package
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Published: Aug 13, 2019 License: MIT Imports: 2 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

View Source
var (
	BiomeMatrix = map[*MoistureType]map[*HeatType]BiomeType{
		Dryest: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: Grassland, Warm: Desert, Warmer: Desert, Warmest: Desert,
		},
		Dryer: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: Grassland, Warm: Desert, Warmer: Desert, Warmest: Desert,
		},
		Dry: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: Woodland, Warm: Woodland, Warmer: Savanna, Warmest: Savanna,
		},
		Wet: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: Woodland, Warmer: Savanna, Warmest: Savanna,
		},
		Wetter: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: SeasonalForest, Warmer: TropicalRainforest, Warmest: TropicalRainforest,
		},
		Wettest: map[*HeatType]BiomeType{
			Coldest: Ice, Colder: Tundra, Cold: BorealForest, Warm: TropicalRainforest, Warmer: TropicalRainforest, Warmest: TropicalRainforest,
		},
	}

	// Biome Colors
	BiomeMapColors = map[BiomeType]*textureset.Color{
		Desert:              textureset.NewRGBColor255(238.0, 218.0, 130.0),
		Savanna:             textureset.NewRGBColor255(177.0, 209.0, 110.0),
		TropicalRainforest:  textureset.NewRGBColor255(66.0, 123.0, 25.0),
		Grassland:           textureset.NewRGBColor255(164.0, 225.0, 99.0),
		Woodland:            textureset.NewRGBColor255(139.0, 175.0, 90.0),
		SeasonalForest:      textureset.NewRGBColor255(73.0, 100.0, 35.0),
		TemperateRainforest: textureset.NewRGBColor255(29.0, 73.0, 40.0),
		BorealForest:        textureset.NewRGBColor255(95.0, 115.0, 62.0),
		Tundra:              textureset.NewRGBColor255(96.0, 131.0, 112.0),
		Ice:                 textureset.NewRGBColor255(1.0, 1.0, 1.0),
	}
)
View Source
var (
	HeatTypes = []*HeatType{
		Coldest, Colder, Cold, Warm, Warmer, Warmest,
	}

	Coldest = &HeatType{
		Value: 0.05,
	}
	Colder = &HeatType{
		Value: 0.18,
	}
	Cold = &HeatType{
		Value: 0.4,
	}
	Warm = &HeatType{
		Value: 0.6,
	}
	Warmer = &HeatType{
		Value: 0.8,
	}
	Warmest = &HeatType{
		Value:    0.8,
		Range:    true,
		MaxValue: math.Inf(1),
	}

	// Heat Colors
	HeatMapColors = map[*HeatType]*textureset.Color{
		Coldest: textureset.NewRGBColor(0.0, 1.0, 1.0),
		Colder:  textureset.NewRGBColor255(170, 255, 255),
		Cold:    textureset.NewRGBColor255(0.0, 229.0, 133.0),
		Warm:    textureset.NewRGBColor255(255.0, 255.0, 100.0),
		Warmer:  textureset.NewRGBColor255(255.0, 100.0, 0.0),
		Warmest: textureset.NewRGBColor255(241.0, 12.0, 0.0),
	}
)

HeatTypes

View Source
var (
	HeightTypes = []*HeightType{
		DeepWater, ShallowWater, Shore, Sand, Grass, Forest, Rock, Snow,
	}

	DeepWater = &HeightType{
		Value: 0.2,
	}
	ShallowWater = &HeightType{
		Value: 0.4,
	}
	Shore = &HeightType{
		Value: 0.5,
	}
	Sand = &HeightType{
		Value: 0.55,
	}
	Grass = &HeightType{
		Value: 0.7,
	}
	Forest = &HeightType{
		Value: 0.8,
	}
	Rock = &HeightType{
		Value: 0.9,
	}
	Snow = &HeightType{
		Value:    0.9,
		Range:    true,
		MaxValue: math.Inf(1),
	}
	River = &HeightType{
		Value: 0.2,
	}

	// Height Colors
	HeightMapColors = map[*HeightType]*textureset.Color{
		DeepWater:    textureset.NewRGBColor255(15.0, 30.0, 80.0),
		ShallowWater: textureset.NewRGBColor255(15.0, 40.0, 90.0),
		Shore:        textureset.NewRGBColor255(198.0, 190.0, 31.0),
		Sand:         textureset.NewRGBColor255(198.0, 190.0, 31.0),
		Grass:        textureset.NewRGBColor255(50.0, 220.0, 20.0),
		Forest:       textureset.NewRGBColor255(16.0, 160.0, 0.0),
		Rock:         textureset.NewRGBColor(0.5, 0.5, 0.5),
		Snow:         textureset.NewRGBColor(1.0, 1.0, 1.0),
		River:        textureset.NewRGBColor255(241.0, 12.0, 0.0),
	}

	BumpMapColors = map[*HeightType]*textureset.Color{
		DeepWater:    textureset.NewRGBColor(0.0, 0.0, 0.0),
		ShallowWater: textureset.NewRGBColor(0.0, 0.0, 0.0),
		Shore:        textureset.NewRGBColor(0.3, 0.3, 0.3),
		Sand:         textureset.NewRGBColor(0.3, 0.3, 0.3),
		Grass:        textureset.NewRGBColor(0.45, 0.45, 0.45),
		Forest:       textureset.NewRGBColor(0.6, 0.6, 0.6),
		Rock:         textureset.NewRGBColor(0.75, 0.75, 0.75),
		Snow:         textureset.NewRGBColor(1.0, 1.0, 1.0),
		River:        textureset.NewRGBColor255(0.0, 0.0, 0.0),
	}
)
View Source
var (
	MoistureTypes = []*MoistureType{
		Dryest, Dryer, Dry, Wet, Wetter, Wettest,
	}

	Wettest = &MoistureType{
		Value:    0.95,
		Range:    true,
		MaxValue: math.Inf(1),
	}
	Wetter = &MoistureType{
		Value: 0.95,
	}
	Wet = &MoistureType{
		Value: 0.8,
	}
	Dry = &MoistureType{
		Value: 0.6,
	}
	Dryer = &MoistureType{
		Value: 0.4,
	}
	Dryest = &MoistureType{
		Value: 0.27,
	}

	MoistureMapColors = map[*MoistureType]*textureset.Color{
		Wettest: textureset.NewRGBColor255(0.0, 0.0, 100.0),
		Wetter:  textureset.NewRGBColor255(20.0, 70.0, 255.0),
		Wet:     textureset.NewRGBColor255(85.0, 255.0, 255.0),
		Dry:     textureset.NewRGBColor255(80.0, 255.0, 0.0),
		Dryer:   textureset.NewRGBColor255(245.0, 245.0, 23.0),
		Dryest:  textureset.NewRGBColor255(255.0, 139.0, 17.0),
	}
)
View Source
var (
	Black = textureset.NewRGBColor(0.0, 0.0, 0.0)
)

Functions

This section is empty.

Types

type BiomeType

type BiomeType string
const (
	Desert              BiomeType = "desert"
	Savanna             BiomeType = "savanna"
	TropicalRainforest  BiomeType = "tropical-rainforset"
	Grassland           BiomeType = "grassland"
	Woodland            BiomeType = "woodland"
	SeasonalForest      BiomeType = "seasonal-forest"
	TemperateRainforest BiomeType = "temperate-rainforest"
	BorealForest        BiomeType = "boreal-forest"
	Tundra              BiomeType = "tundra"
	Ice                 BiomeType = "ice"
)

func FindBiomeType

func FindBiomeType(moistureType *MoistureType, heatType *HeatType) BiomeType

type HeatType

type HeatType struct {
	Value    float64
	Range    bool
	MaxValue float64
}

func FindHeatType

func FindHeatType(value float64) *HeatType

type HeightType

type HeightType struct {
	Value    float64
	Range    bool
	MaxValue float64
}

func FindHeightType

func FindHeightType(value float64) *HeightType

type MoistureType

type MoistureType struct {
	Value    float64
	Range    bool
	MaxValue float64
}

func FindMoistureType

func FindMoistureType(value float64) *MoistureType

type TerrestrialTextureSet

type TerrestrialTextureSet struct {
	Tiles map[int]*TerrestrialTile
}

func NewTerrestrialTextureSet

func NewTerrestrialTextureSet() *TerrestrialTextureSet

func (*TerrestrialTextureSet) BiomeColor

func (textureSet *TerrestrialTextureSet) BiomeColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) BumpColor

func (textureSet *TerrestrialTextureSet) BumpColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) CloudColor

func (textureSet *TerrestrialTextureSet) CloudColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) CloudMapFrequency

func (textureSet *TerrestrialTextureSet) CloudMapFrequency() float64

func (*TerrestrialTextureSet) CloudMapOctaves

func (textureSet *TerrestrialTextureSet) CloudMapOctaves() int64

func (*TerrestrialTextureSet) HeatColor

func (terrestrialSet *TerrestrialTextureSet) HeatColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) HeatMapFrequency

func (textureSet *TerrestrialTextureSet) HeatMapFrequency() float64

func (*TerrestrialTextureSet) HeatMapOctaves

func (textureSet *TerrestrialTextureSet) HeatMapOctaves() int64

func (*TerrestrialTextureSet) HeightColor

func (terrestrialSet *TerrestrialTextureSet) HeightColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) HeightMapFrequency

func (textureSet *TerrestrialTextureSet) HeightMapFrequency() float64

func (*TerrestrialTextureSet) HeightMapOctaves

func (textureSet *TerrestrialTextureSet) HeightMapOctaves() int64

func (*TerrestrialTextureSet) Init

func (terrestrialSet *TerrestrialTextureSet) Init(tile *textureset.Tile)

func (*TerrestrialTextureSet) MoistureColor

func (terrestrialSet *TerrestrialTextureSet) MoistureColor(tile *textureset.Tile) *textureset.Color

func (*TerrestrialTextureSet) MoistureMapFrequency

func (textureSet *TerrestrialTextureSet) MoistureMapFrequency() float64

func (*TerrestrialTextureSet) MoistureMapOctaves

func (textureSet *TerrestrialTextureSet) MoistureMapOctaves() int64

func (*TerrestrialTextureSet) SpecularColor

func (textureSet *TerrestrialTextureSet) SpecularColor(tile *textureset.Tile) *textureset.Color

type TerrestrialTile

type TerrestrialTile struct {
	HeatType     *HeatType
	BiomeType    BiomeType
	HeightType   *HeightType
	MoistureType *MoistureType
}

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