kubi/src/world/worldgen.rs

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use glam::{IVec3, ivec3};
use bracket_noise::prelude::*;
use super::{
chunk::{BlockData, CHUNK_SIZE},
block::Block
};
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pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
let offset = chunk_position * CHUNK_SIZE as i32;
let mut noise = FastNoise::seeded(seed);
noise.set_fractal_type(FractalType::FBM);
noise.set_frequency(0.1);
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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blocks[0][0][0] = Block::Stone;
blocks[0][CHUNK_SIZE - 1][0] = Block::Stone;
blocks[CHUNK_SIZE - 1][0][0] = Block::Stone;
blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][0] = Block::Stone;
blocks[0][0][CHUNK_SIZE - 1] = Block::Stone;
blocks[0][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
blocks[CHUNK_SIZE - 1][0][CHUNK_SIZE - 1] = Block::Stone;
blocks[CHUNK_SIZE - 1][CHUNK_SIZE - 1][CHUNK_SIZE - 1] = Block::Stone;
// 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 noise = noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
// if (0.7..0.8).contains(&noise) {
// blocks[x][y][z] = Block::Stone;
// }
// }
// }
// }
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blocks
}