kubi/kubi-shared/src/worldgen.rs

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Rust
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use bracket_noise::prelude::*;
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use rand::prelude::*;
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use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
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use rand_xoshiro::Xoshiro256StarStar;
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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)
}
pub struct QueuedBlock {
pub position: IVec3,
pub block_type: Block,
}
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
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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]);
let mut queue = Vec::with_capacity(0);
let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| {
if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
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let event_pos = offset + position;
queue.retain(|block: &QueuedBlock| {
block.position != event_pos
});
queue.push(QueuedBlock {
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position: event_pos,
block_type: block
});
} else {
blocks[position.x as usize][position.y as usize][position.z as usize] = block;
}
};
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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.rotate_left(1));
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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_a = FastNoise::seeded(seed.rotate_left(2));
cave_noise_a.set_fractal_type(FractalType::FBM);
cave_noise_a.set_fractal_octaves(2);
cave_noise_a.set_frequency(0.01);
let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
cave_noise_b.set_fractal_type(FractalType::FBM);
cave_noise_b.set_fractal_octaves(3);
cave_noise_b.set_frequency(0.015);
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let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
cave_noise_holes.set_fractal_type(FractalType::FBM);
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cave_noise_holes.set_fractal_octaves(2);
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cave_noise_holes.set_frequency(0.005);
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let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
ravine_nose_line.set_fractal_type(FractalType::Billow);
ravine_nose_line.set_fractal_octaves(2);
ravine_nose_line.set_frequency(0.005);
let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
ravine_noise_location.set_fractal_type(FractalType::FBM);
ravine_noise_location.set_fractal_octaves(1);
ravine_noise_location.set_frequency(0.005);
let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
river_noise.set_fractal_type(FractalType::Billow);
river_noise.set_fractal_octaves(2);
river_noise.set_frequency(0.5 * 0.005);
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let mut rng = Xoshiro256StarStar::seed_from_u64(
seed
^ ((chunk_position.x as u32 as u64) << 0)
^ ((chunk_position.z as u32 as u64) << 32)
);
let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
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//Generate height map
let mut within_heightmap = false;
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let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
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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);
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//sample noises (that are needed right now)
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let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
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let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
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//compute height
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let mut is_surface = true;
let mut river_fill_height = None;
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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;
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//Flatten valleys
if height < 0 {
height /= 2;
}
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//Generate rivers
{
let river_value = river_noise.get_noise(noise_x, noise_y);
if (-0.00625..0.00625).contains(&(river_value.powi(2))) {
is_surface = false;
river_fill_height = Some(height);
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height -= (15. * (0.00625 - river_value.powi(2)) * (1. / 0.00625)).round() as i32;
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}
}
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//Generate ravines
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if height < 0 {
if raw_ravine_location_value > 0.4 {
let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
is_surface = false;
height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
}
}
}
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height
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};
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//add to heightmap
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if is_surface {
deco_heightmap[x as usize][z as usize] = Some(height);
//place dirt
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Dirt;
within_heightmap = true;
}
//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;
within_heightmap = true;
}
} else {
for y in 0..local_height(height, chunk_position) {
blocks[x][y][z] = Block::Stone;
within_heightmap = true;
}
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}
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}
}
//Carve out caves
if within_heightmap {
for z in 0..CHUNK_SIZE {
for y in 0..CHUNK_SIZE {
for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] != Block::Stone { continue }
let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
let inv_cave_size = 1. - cave_size;
if cave_size < 0.1 { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let is_cave = || {
let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
};
let is_hole_cave = || {
let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
};
if is_cave() || is_hole_cave() {
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blocks[x][y][z] = Block::Air;
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if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
deco_heightmap[x][z] = None
}
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}
}
}
}
}
//Add decorations
for x in 0..CHUNK_SIZE {
for z in 0..CHUNK_SIZE {
//get height
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let Some(height) = deco_heightmap[x][z] else { continue };
//check for air
// if blocks[x][local_y][z] == Block::Air {
// continue
// }
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//place tall grass
if rng_map_a[x][z] < 0.03 {
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if let Some(y) = local_y_position(height + 1, chunk_position) {
blocks[x][y][z] = Block::TallGrass;
}
}
//place trees!
if rng_map_a[x][z] < 0.001 {
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//Place wood (no smart_place needed here!)
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
for tree_y in 0..tree_height {
if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
blocks[x][y][z] = Block::Wood;
}
}
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let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
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//Place leaf blocks
if let Some(y) = local_y_position(height + 1, chunk_position) {
let tree_pos = ivec3(x as i32, y as i32, z as i32);
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// Place wood (smart_place)
// for tree_y in 0..tree_height {
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
// }
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// Part that wraps around the tree
{
let tree_leaf_height = tree_height - 3;
let leaf_width = 2;
for tree_y in tree_leaf_height..tree_height {
for tree_x in (-leaf_width)..=leaf_width {
for tree_z in (-leaf_width)..=leaf_width {
let tree_offset = ivec3(tree_x, tree_y, tree_z);
if tree_offset.xz() == IVec2::ZERO { continue }
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
}
}
}
}
//part above the tree
{
let leaf_above_height = 2;
let leaf_width = 1;
for tree_y in tree_height..(tree_height + leaf_above_height) {
for tree_x in (-leaf_width)..=leaf_width {
for tree_z in (-leaf_width)..=leaf_width {
let tree_offset = ivec3(tree_x, tree_y, tree_z);
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
}
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}
}
}
}
}
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}
}
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(blocks, queue)
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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
}