using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace TransportGame.Model.Config
{
public class RoadGeneratorConfig
{
///
/// Gets or sets the default segment length
///
public float DefaultSegmentLength { get; set; }
///
/// Gets or sets the highway segment length
///
public float HighwaySegmentLength { get; set; }
public float DefaultBranchProbability { get; set; }
public float DefaultBranchPopulationTreshold { get; set; }
public float HighwayBranchProbability { get; set; }
public float HighwayBranchPopulationTreshold { get; set; }
public int HighwayBranchDelay { get; set; }
public float SteepnessLimit { get; set; }
public float SlopeLimit { get; set; }
public float RoadSegmentAngleLimit { get; set; }
public float MinNodeDistance { get; set; }
public float RoadSnapDistance { get; set; }
public int MaximumRandomStraightAngle { get; set; }
public int MaximumBranchAngleVariation { get; set; }
public int MaximumIntersectingRoads { get; set; }
public float SidewalkWidth { get; set; }
public float LaneWidth { get; set; }
///
/// Raises road above actual height of terrain
///
public float RaiseOffset { get; set; }
///
/// Height of sidewalk
///
public float SidewalkHeight { get; set; }
///
/// On the sides of the roads, so that we can't see under the road
///
public float SideCoverHeight { get; set; }
///
/// Initializes configuration with default values
///
public RoadGeneratorConfig()
{
HighwaySegmentLength = 60;
DefaultBranchPopulationTreshold = 0.12f;
DefaultBranchProbability = 0.2f;
DefaultSegmentLength = 24;
SteepnessLimit = 10;
SlopeLimit = (float)Math.PI / 7;
RoadSegmentAngleLimit = (float)Math.PI / 4;
RoadSnapDistance = 19;
MinNodeDistance = 12;
MaximumRandomStraightAngle = 45; // in degrees
MaximumBranchAngleVariation = 12; // in degrees
HighwayBranchPopulationTreshold = .4f; // 0..1
HighwayBranchProbability = .01f;
HighwayBranchDelay = 3;
MaximumIntersectingRoads = 5;
SidewalkWidth = .8f;
LaneWidth = 1f;
RaiseOffset = 0.8f;
SidewalkHeight = 0.1f;
SideCoverHeight = 0.1f;
}
}
}