using System.Collections;
using System.Collections.Generic;
using Godot;
using System;
using System.Threading.Tasks;
namespace Rokojori
{
/**
Resource to define foliage data
*/
[Tool]
[GlobalClass, Icon("res://addons/rokojori_action_library/Icons/Scatterer.svg") ]
public partial class FoliageQualitySettings:Resource
{
[Export( PropertyHint.Range, "0,200")]
public float qualityLevel = 100;
[Export]
public float cellSizeMultiply = 1f;
[Export]
public float visibilityRangeMultiply = 1f;
public static float GetCellSize( float quality, FoliageQualitySettings[] all, FoliageQualitySettings[] own, float ownValue )
{
if ( own != null && own.Length > 0 )
{
return ComputeCellSize( quality, all, ownValue );
}
if ( all != null && all.Length > 0 )
{
return ComputeCellSize( quality, all, ownValue );
}
return ownValue;
}
public static float GetVisibilityRange( float quality, FoliageQualitySettings[] all, FoliageQualitySettings[] own, float ownValue )
{
if ( own != null && own.Length > 0 )
{
return ComputeVisibilityRange( quality, all, ownValue );
}
if ( all != null && all.Length > 0 )
{
return ComputeVisibilityRange( quality, all, ownValue );
}
return ownValue;
}
static Func getQualityyLevel = ( fqs ) => fqs.qualityLevel;
protected static float ComputeCellSize( float quality, FoliageQualitySettings[] settings, float value )
{
if ( settings.Length == 1 )
{
return settings[ 0 ].cellSizeMultiply * value;
}
var closest = settings.ClosestIndex( quality, getQualityyLevel );
var second = settings.SecondClosestIndex( closest, quality, getQualityyLevel );
var a = settings[ closest ];
var b = settings[ second ];
return value * MathX.RemapClamped( quality, a.qualityLevel, b.qualityLevel, a.cellSizeMultiply, b.cellSizeMultiply );
}
protected static float ComputeVisibilityRange( float quality, FoliageQualitySettings[] settings, float value )
{
if ( settings.Length == 1 )
{
return settings[ 0 ].visibilityRangeMultiply * value;
}
var closest = settings.ClosestIndex( quality, getQualityyLevel );
var second = settings.SecondClosestIndex( closest, quality, getQualityyLevel );
var a = settings[ closest ];
var b = settings[ second ];
return value * MathX.RemapClamped( quality, a.qualityLevel, b.qualityLevel, a.visibilityRangeMultiply, b.visibilityRangeMultiply );
}
}
}