2023-01-26 18:04:01 -06:00
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use glam::{IVec3, ivec3};
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use bracket_noise::prelude::*;
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2023-01-22 17:16:58 -06:00
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use super::{
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chunk::{BlockData, CHUNK_SIZE},
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block::Block
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};
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2023-01-26 18:04:01 -06:00
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pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let mut noise = FastNoise::seeded(seed);
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noise.set_fractal_type(FractalType::FBM);
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noise.set_frequency(0.1);
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2023-01-22 17:16:58 -06:00
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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2023-01-26 18:04:01 -06:00
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2023-01-26 20:24:21 -06:00
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blocks[0][0][0] = Block::Stone;
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blocks[0][CHUNK_SIZE - 1][0] = Block::Stone;
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blocks[CHUNK_SIZE - 1][0][0] = Block::Stone;
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][0] = Block::Stone;
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blocks[0][0][CHUNK_SIZE - 1] = Block::Stone;
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blocks[0][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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blocks[CHUNK_SIZE - 1][0][CHUNK_SIZE - 1] = Block::Stone;
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blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
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// for x in 0..CHUNK_SIZE {
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// for y in 0..CHUNK_SIZE {
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// for z in 0..CHUNK_SIZE {
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// let position = ivec3(x as i32, y as i32, z as i32) + offset;
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// let noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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// if (0.7..0.8).contains(&noise) {
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// blocks[x][y][z] = Block::Stone;
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// }
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// }
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// }
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// }
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2023-01-26 18:04:01 -06:00
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2023-01-22 17:16:58 -06:00
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blocks
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}
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