kubi/kubi-shared/src/worldgen.rs

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use glam::{IVec3, ivec3};
use bracket_noise::prelude::*;
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use crate::{
chunk::{BlockData, CHUNK_SIZE},
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block::Block
};
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fn mountain_ramp(mut x: f32) -> f32 {
x = x * 2.0;
if x < 0.4 {
0.5 * x
} else if x < 0.55 {
4. * (x - 0.4) + 0.2
} else {
0.4444 * (x - 0.55) + 0.8
}
}
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fn local_height(height: i32, chunk_position: IVec3) -> usize {
let offset = chunk_position * CHUNK_SIZE as i32;
(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
}
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fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
let offset = chunk_position * CHUNK_SIZE as i32;
let position = height - offset.y;
(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
}
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pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
let offset = chunk_position * CHUNK_SIZE as i32;
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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let mut height_noise = FastNoise::seeded(seed);
height_noise.set_fractal_type(FractalType::FBM);
height_noise.set_fractal_octaves(4);
height_noise.set_frequency(0.003);
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let mut elevation_noise = FastNoise::seeded(seed);
elevation_noise.set_fractal_type(FractalType::FBM);
elevation_noise.set_fractal_octaves(1);
elevation_noise.set_frequency(0.001);
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// let mut cave_noise = FastNoise::seeded(seed.rotate_left(1));
// cave_noise.set_fractal_type(FractalType::FBM);
// cave_noise.set_fractal_octaves(2);
// cave_noise.set_frequency(0.001);
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//Generate height map
let mut within_heightmap = false;
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
//sample noises
let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
//compute height
let height = {
let local_elevation = raw_elevation_value.powi(4).sqrt();
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let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
if height < 0 { height /= 2 }
height
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};
//place dirt
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Dirt;
within_heightmap = true;
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}
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//place stone
for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
blocks[x][y][z] = Block::Stone;
within_heightmap = true;
}
//place grass
if let Some(y) = local_y_position(height, chunk_position) {
blocks[x][y][z] = Block::Grass;
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}
}
}
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//Carve out mountains
if within_heightmap {
// for z in 0..CHUNK_SIZE {
// for y in 0..CHUNK_SIZE {
// for x in 0..CHUNK_SIZE {
// if blocks[x][y][z] == Block::Air { continue }
// let position = ivec3(x as i32, y as i32, z as i32) + offset;
// let raw_cavemap_value = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
// let is_cave = (-0.3..=-0.3).contains(&raw_cavemap_value);
// if is_cave {
// blocks[x][y][z] = Block::Air;
// }
// }
// }
// }
}
blocks
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// let mut cave_noise = FastNoise::seeded(seed);
// cave_noise.set_fractal_type(FractalType::FBM);
// cave_noise.set_frequency(0.1);
// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
// dirt_noise.set_fractal_type(FractalType::FBM);
// dirt_noise.set_frequency(0.1);
//
// if chunk_position.y >= 0 {
// if chunk_position.y == 0 {
// for x in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE {
// blocks[x][0][z] = Block::Dirt;
// blocks[x][1][z] = Block::Grass;
// }
// }
// }
// } else {
// for x in 0..CHUNK_SIZE {
// for y in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE {
// let position = ivec3(x as i32, y as i32, z as i32) + offset;
// let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
// let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
// if v_cave_noise > 0.5 {
// blocks[x][y][z] = Block::Stone;
// } else if v_dirt_noise > 0.5 {
// blocks[x][y][z] = Block::Dirt;
// }
// }
// }
// }
// }
// blocks
}