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caves
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@ -64,6 +64,16 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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elevation_noise.set_fractal_octaves(1);
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elevation_noise.set_frequency(0.001);
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let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
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cave_noise_a.set_fractal_type(FractalType::FBM);
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cave_noise_a.set_fractal_octaves(2);
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cave_noise_a.set_frequency(0.01);
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let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
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cave_noise_b.set_fractal_type(FractalType::FBM);
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cave_noise_b.set_fractal_octaves(3);
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cave_noise_b.set_frequency(0.015);
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let mut rng = Xoshiro256StarStar::seed_from_u64(
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seed
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^ ((chunk_position.x as u32 as u64) << 0)
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@ -72,11 +82,6 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
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let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
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// let mut cave_noise = FastNoise::seeded(seed.rotate_left(1));
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// cave_noise.set_fractal_type(FractalType::FBM);
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// cave_noise.set_fractal_octaves(2);
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// cave_noise.set_frequency(0.001);
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//Generate height map
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let mut within_heightmap = false;
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for x in 0..CHUNK_SIZE {
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@ -156,21 +161,22 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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}
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//Carve out mountains
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//Carve out caves
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if within_heightmap {
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// for z in 0..CHUNK_SIZE {
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// for y in 0..CHUNK_SIZE {
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// for x in 0..CHUNK_SIZE {
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// if blocks[x][y][z] == Block::Air { continue }
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// let position = ivec3(x as i32, y as i32, z as i32) + offset;
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// let raw_cavemap_value = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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// let is_cave = (-0.3..=-0.3).contains(&raw_cavemap_value);
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// if is_cave {
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// blocks[x][y][z] = Block::Air;
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// }
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// }
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// }
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// }
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for z in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] == Block::Air { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b);
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if is_cave {
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blocks[x][y][z] = Block::Air;
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}
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}
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}
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}
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}
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(blocks, queue)
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