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wip better world generation
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e32ac5a2f1
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@ -5,45 +5,119 @@ use crate::{
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blocks::Block
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};
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fn local_height(height: i32, chunk_position: IVec3) -> usize {
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let offset = chunk_position * CHUNK_SIZE as i32;
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(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
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}
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fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let position = height - offset.y;
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(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
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}
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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 cave_noise = FastNoise::seeded(seed);
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cave_noise.set_fractal_type(FractalType::FBM);
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cave_noise.set_frequency(0.1);
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let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
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dirt_noise.set_fractal_type(FractalType::FBM);
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dirt_noise.set_frequency(0.1);
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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let mut height_noise = FastNoise::seeded(seed);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_octaves(4);
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height_noise.set_frequency(0.003);
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if chunk_position.y >= 0 {
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if chunk_position.y == 0 {
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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blocks[x][0][z] = Block::Dirt;
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blocks[x][1][z] = Block::Grass;
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}
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let mut elevation_noise = FastNoise::seeded(seed);
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elevation_noise.set_fractal_type(FractalType::FBM);
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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 = 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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for z in 0..CHUNK_SIZE {
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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
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let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
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let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
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//compute height
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let height = {
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let local_elevation = raw_elevation_value.powi(4).sqrt();
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(raw_heightmap_value.clamp(-1., 1.) * local_elevation * 100.) as i32
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};
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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within_heightmap = true;
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}
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}
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} else {
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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 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.);
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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.);
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if v_cave_noise > 0.5 {
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blocks[x][y][z] = Block::Stone;
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} else if v_dirt_noise > 0.5 {
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blocks[x][y][z] = Block::Dirt;
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}
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}
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//place stone
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for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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//place grass
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Grass;
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}
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}
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}
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//Carve out mountains
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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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}
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blocks
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// let mut cave_noise = FastNoise::seeded(seed);
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// cave_noise.set_fractal_type(FractalType::FBM);
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// cave_noise.set_frequency(0.1);
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// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
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// dirt_noise.set_fractal_type(FractalType::FBM);
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// dirt_noise.set_frequency(0.1);
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//
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// if chunk_position.y >= 0 {
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// if chunk_position.y == 0 {
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// for x in 0..CHUNK_SIZE {
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// for z in 0..CHUNK_SIZE {
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// blocks[x][0][z] = Block::Dirt;
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// blocks[x][1][z] = Block::Grass;
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// }
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// }
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// }
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// } else {
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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 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.);
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// 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.);
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// if v_cave_noise > 0.5 {
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// blocks[x][y][z] = Block::Stone;
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// } else if v_dirt_noise > 0.5 {
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// blocks[x][y][z] = Block::Dirt;
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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
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}
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@ -10,7 +10,7 @@ pub struct GameSettings {
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impl Default for GameSettings {
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fn default() -> Self {
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Self {
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render_distance: 5,
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render_distance: 6,
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mouse_sensitivity: 1.,
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debug_draw_current_chunk_border: cfg!(debug_assertions),
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}
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@ -58,7 +58,7 @@ pub fn update_raycasts(
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}
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for (transform, mut report) in (&transform, &mut raycast).iter() {
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let (_, rotation, position) = transform.0.to_scale_rotation_translation();
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let direction = (rotation * Vec3::NEG_Z).normalize();
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let direction = (rotation.normalize() * Vec3::NEG_Z).normalize();
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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}
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}
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