diff --git a/src/world/worldgen.rs b/src/world/worldgen.rs index 7101ceb..0e383d4 100644 --- a/src/world/worldgen.rs +++ b/src/world/worldgen.rs @@ -7,32 +7,43 @@ use super::{ 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 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); let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); - // 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; + if chunk_position.y > 0 { + if chunk_position.y == 1 { + 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 }