From 8d673ed82f5bf0d0b5ee6387bcd5f849d3aead0a Mon Sep 17 00:00:00 2001 From: griffi-gh Date: Thu, 15 Feb 2024 15:51:06 +0100 Subject: [PATCH] use force for plr --- kubi-shared/src/worldgen.rs | 676 +++++++++++++++++----------------- kubi/src/player_controller.rs | 18 +- 2 files changed, 354 insertions(+), 340 deletions(-) diff --git a/kubi-shared/src/worldgen.rs b/kubi-shared/src/worldgen.rs index 5d6cc59..7ddb678 100644 --- a/kubi-shared/src/worldgen.rs +++ b/kubi-shared/src/worldgen.rs @@ -1,334 +1,342 @@ -use bracket_noise::prelude::*; -use rand::prelude::*; -use glam::{IVec3, ivec3, Vec3Swizzles, IVec2}; -use rand_xoshiro::Xoshiro256StarStar; -use crate::{ - chunk::{BlockData, CHUNK_SIZE}, - block::Block, - queue::QueuedBlock, -}; - -fn mountain_ramp(mut x: f32) -> f32 { - x *= 2.0; - if x < 0.4 { - 0.5 * x - } else if x < 0.55 { - 4. * (x - 0.4) + 0.2 - } else { - 0.4444 * (x - 0.55) + 0.8 - } -} - -fn local_height(height: i32, chunk_position: IVec3) -> usize { - let offset = chunk_position * CHUNK_SIZE as i32; - (height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize -} - -fn local_y_position(height: i32, chunk_position: IVec3) -> Option { - let offset = chunk_position * CHUNK_SIZE as i32; - let position = height - offset.y; - (0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize) -} - - -pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec) { - let offset = chunk_position * CHUNK_SIZE as i32; - let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); - let mut queue = Vec::with_capacity(0); - - let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| { - if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) { - let event_pos = offset + position; - queue.retain(|block: &QueuedBlock| { - block.position != event_pos - }); - queue.push(QueuedBlock { - position: event_pos, - block_type: block, - soft: true - }); - } else { - blocks[position.x as usize][position.y as usize][position.z as usize] = block; - } - }; - - let mut height_noise = FastNoise::seeded(seed); - height_noise.set_fractal_type(FractalType::FBM); - height_noise.set_fractal_octaves(4); - height_noise.set_frequency(0.003); - - let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1)); - elevation_noise.set_fractal_type(FractalType::FBM); - elevation_noise.set_fractal_octaves(1); - elevation_noise.set_frequency(0.001); - - let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2)); - cave_noise_a.set_fractal_type(FractalType::FBM); - cave_noise_a.set_fractal_octaves(2); - cave_noise_a.set_frequency(0.01); - - let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3)); - cave_noise_b.set_fractal_type(FractalType::FBM); - cave_noise_b.set_fractal_octaves(3); - cave_noise_b.set_frequency(0.015); - - let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4)); - cave_noise_holes.set_fractal_type(FractalType::FBM); - cave_noise_holes.set_fractal_octaves(2); - cave_noise_holes.set_frequency(0.005); - - let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5)); - ravine_nose_line.set_fractal_type(FractalType::Billow); - ravine_nose_line.set_fractal_octaves(2); - ravine_nose_line.set_frequency(0.005); - - let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6)); - ravine_noise_location.set_fractal_type(FractalType::FBM); - ravine_noise_location.set_fractal_octaves(1); - ravine_noise_location.set_frequency(0.005); - - let mut river_noise = FastNoise::seeded(seed.rotate_left(7)); - river_noise.set_fractal_type(FractalType::Billow); - river_noise.set_fractal_octaves(2); - river_noise.set_frequency(0.5 * 0.005); - - let mut rng = Xoshiro256StarStar::seed_from_u64( - seed - ^ (chunk_position.x as u32 as u64) - ^ ((chunk_position.z as u32 as u64) << 32) - ); - let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); - let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); - - //Generate height map - let mut within_heightmap = false; - let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE]; - - for x in 0..CHUNK_SIZE { - for z in 0..CHUNK_SIZE { - let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32); - //sample noises (that are needed right now) - let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y); - let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y); - let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y); - //compute height - let mut is_surface = true; - let mut river_fill_height = None; - let height = { - let local_elevation = raw_elevation_value.powi(4).sqrt(); - let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32; - //Flatten valleys - if height < 0 { - height /= 2; - } - //Generate rivers - { - let river_width = (height as f32 / -5.).clamp(0.5, 1.); - let river_value = river_noise.get_noise(noise_x, noise_y); - if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) { - is_surface = false; - river_fill_height = Some(height - 1); - //river_fill_height = Some(-3); - height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32; - } - } - //Generate ravines - if height < 0 && raw_ravine_location_value > 0.4 { - let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y); - if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) { - is_surface = false; - height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32; - } - } - height - }; - //add to heightmap - if is_surface { - deco_heightmap[x][z] = Some(height); - //place dirt - for y in 0..local_height(height, chunk_position) { - blocks[x][y][z] = Block::Dirt; - within_heightmap = true; - } - //place stone - for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) { - blocks[x][y][z] = Block::Stone; - within_heightmap = true; - } - //place grass - if let Some(y) = local_y_position(height, chunk_position) { - blocks[x][y][z] = Block::Grass; - within_heightmap = true; - } - } else if let Some(river_fill_height) = river_fill_height { - //Place water - for y in 0..local_height(river_fill_height, chunk_position) { - blocks[x][y][z] = Block::Water; - within_heightmap = true; - } - //Place stone - for y in 0..local_height(height, chunk_position) { - blocks[x][y][z] = Block::Stone; - within_heightmap = true; - } - //Place dirt - if let Some(y) = local_y_position(height, chunk_position) { - blocks[x][y][z] = Block::Dirt; - within_heightmap = true; - } - } else { - //Place stone - for y in 0..local_height(height, chunk_position) { - blocks[x][y][z] = Block::Stone; - within_heightmap = true; - } - } - } - } - - //Carve out caves - if within_heightmap { - for z in 0..CHUNK_SIZE { - for y in 0..CHUNK_SIZE { - for x in 0..CHUNK_SIZE { - if blocks[x][y][z] != Block::Stone { continue } - - let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.); - let inv_cave_size = 1. - cave_size; - if cave_size < 0.1 { continue } - - let position = ivec3(x as i32, y as i32, z as i32) + offset; - - let is_cave = || { - let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32); - let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32); - ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) && - ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b) - }; - let is_hole_cave = || { - let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32); - ((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs()) - }; - - if is_cave() || is_hole_cave() { - blocks[x][y][z] = Block::Air; - if deco_heightmap[x][z] == Some(y as i32 + offset.y) { - deco_heightmap[x][z] = None - } - } - } - } - } - } - - //Add decorations - for x in 0..CHUNK_SIZE { - for z in 0..CHUNK_SIZE { - //get height - let Some(height) = deco_heightmap[x][z] else { continue }; - //check for air - // if blocks[x][local_y][z] == Block::Air { - // continue - // } - //place tall grass - if rng_map_a[x][z] < 0.03 { - if let Some(y) = local_y_position(height + 1, chunk_position) { - blocks[x][y][z] = Block::TallGrass; - } - } - //place trees! - if rng_map_a[x][z] < 0.001 { - //Replace grass with dirt under the tree - if let Some(y) = local_y_position(height, chunk_position) { - blocks[x][y][z] = Block::Dirt; - } - - //Place wood (no smart_place needed here!) - let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; - for tree_y in 0..tree_height { - if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) { - blocks[x][y][z] = Block::Wood; - } - } - - let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; - - //Place leaf blocks - if let Some(y) = local_y_position(height + 1, chunk_position) { - let tree_pos = ivec3(x as i32, y as i32, z as i32); - // Place wood (smart_place) - // for tree_y in 0..tree_height { - // smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood); - // } - // Part that wraps around the tree - { - let tree_leaf_height = tree_height - 3; - let leaf_width = 2; - for tree_y in tree_leaf_height..tree_height { - for tree_x in (-leaf_width)..=leaf_width { - for tree_z in (-leaf_width)..=leaf_width { - let tree_offset = ivec3(tree_x, tree_y, tree_z); - if tree_offset.xz() == IVec2::ZERO { continue } - smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); - } - } - } - } - //part above the tree - { - let leaf_above_height = 2; - let leaf_width = 1; - for tree_y in tree_height..(tree_height + leaf_above_height) { - for tree_x in (-leaf_width)..=leaf_width { - for tree_z in (-leaf_width)..=leaf_width { - let tree_offset = ivec3(tree_x, tree_y, tree_z); - smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); - } - } - } - } - } - } - } - } - - (blocks, queue) - - // 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); - - // - - // if chunk_position.y >= 0 { - // if chunk_position.y == 0 { - // 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 - -} +use bracket_noise::prelude::*; +use rand::prelude::*; +use glam::{IVec3, ivec3, Vec3Swizzles, IVec2}; +use rand_xoshiro::Xoshiro256StarStar; +use crate::{ + chunk::{BlockData, CHUNK_SIZE}, + block::Block, + queue::QueuedBlock, +}; + +fn mountain_ramp(mut x: f32) -> f32 { + x *= 2.0; + if x < 0.4 { + 0.5 * x + } else if x < 0.55 { + 4. * (x - 0.4) + 0.2 + } else { + 0.4444 * (x - 0.55) + 0.8 + } +} + +fn local_height(height: i32, chunk_position: IVec3) -> usize { + let offset = chunk_position * CHUNK_SIZE as i32; + (height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize +} + +fn local_y_position(height: i32, chunk_position: IVec3) -> Option { + let offset = chunk_position * CHUNK_SIZE as i32; + let position = height - offset.y; + (0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize) +} + + +pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec) { + let offset = chunk_position * CHUNK_SIZE as i32; + let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); + let mut queue = Vec::with_capacity(0); + + let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| { + if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) { + let event_pos = offset + position; + queue.retain(|block: &QueuedBlock| { + block.position != event_pos + }); + queue.push(QueuedBlock { + position: event_pos, + block_type: block, + soft: true + }); + } else { + blocks[position.x as usize][position.y as usize][position.z as usize] = block; + } + }; + + //STICK + if chunk_position.x == 0 && chunk_position.y == 5 { + for z in 0..CHUNK_SIZE { + blocks[0][0][z] = Block::Stone; + } + } + // + + let mut height_noise = FastNoise::seeded(seed); + height_noise.set_fractal_type(FractalType::FBM); + height_noise.set_fractal_octaves(4); + height_noise.set_frequency(0.003); + + let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1)); + elevation_noise.set_fractal_type(FractalType::FBM); + elevation_noise.set_fractal_octaves(1); + elevation_noise.set_frequency(0.001); + + let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2)); + cave_noise_a.set_fractal_type(FractalType::FBM); + cave_noise_a.set_fractal_octaves(2); + cave_noise_a.set_frequency(0.01); + + let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3)); + cave_noise_b.set_fractal_type(FractalType::FBM); + cave_noise_b.set_fractal_octaves(3); + cave_noise_b.set_frequency(0.015); + + let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4)); + cave_noise_holes.set_fractal_type(FractalType::FBM); + cave_noise_holes.set_fractal_octaves(2); + cave_noise_holes.set_frequency(0.005); + + let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5)); + ravine_nose_line.set_fractal_type(FractalType::Billow); + ravine_nose_line.set_fractal_octaves(2); + ravine_nose_line.set_frequency(0.005); + + let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6)); + ravine_noise_location.set_fractal_type(FractalType::FBM); + ravine_noise_location.set_fractal_octaves(1); + ravine_noise_location.set_frequency(0.005); + + let mut river_noise = FastNoise::seeded(seed.rotate_left(7)); + river_noise.set_fractal_type(FractalType::Billow); + river_noise.set_fractal_octaves(2); + river_noise.set_frequency(0.5 * 0.005); + + let mut rng = Xoshiro256StarStar::seed_from_u64( + seed + ^ (chunk_position.x as u32 as u64) + ^ ((chunk_position.z as u32 as u64) << 32) + ); + let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); + let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); + + //Generate height map + let mut within_heightmap = false; + let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE]; + + for x in 0..CHUNK_SIZE { + for z in 0..CHUNK_SIZE { + let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32); + //sample noises (that are needed right now) + let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y); + let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y); + let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y); + //compute height + let mut is_surface = true; + let mut river_fill_height = None; + let height = { + let local_elevation = raw_elevation_value.powi(4).sqrt(); + let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32; + //Flatten valleys + if height < 0 { + height /= 2; + } + //Generate rivers + { + let river_width = (height as f32 / -5.).clamp(0.5, 1.); + let river_value = river_noise.get_noise(noise_x, noise_y); + if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) { + is_surface = false; + river_fill_height = Some(height - 1); + //river_fill_height = Some(-3); + height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32; + } + } + //Generate ravines + if height < 0 && raw_ravine_location_value > 0.4 { + let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y); + if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) { + is_surface = false; + height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32; + } + } + height + }; + //add to heightmap + if is_surface { + deco_heightmap[x][z] = Some(height); + //place dirt + for y in 0..local_height(height, chunk_position) { + blocks[x][y][z] = Block::Dirt; + within_heightmap = true; + } + //place stone + for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) { + blocks[x][y][z] = Block::Stone; + within_heightmap = true; + } + //place grass + if let Some(y) = local_y_position(height, chunk_position) { + blocks[x][y][z] = Block::Grass; + within_heightmap = true; + } + } else if let Some(river_fill_height) = river_fill_height { + //Place water + for y in 0..local_height(river_fill_height, chunk_position) { + blocks[x][y][z] = Block::Water; + within_heightmap = true; + } + //Place stone + for y in 0..local_height(height, chunk_position) { + blocks[x][y][z] = Block::Stone; + within_heightmap = true; + } + //Place dirt + if let Some(y) = local_y_position(height, chunk_position) { + blocks[x][y][z] = Block::Dirt; + within_heightmap = true; + } + } else { + //Place stone + for y in 0..local_height(height, chunk_position) { + blocks[x][y][z] = Block::Stone; + within_heightmap = true; + } + } + } + } + + //Carve out caves + if within_heightmap { + for z in 0..CHUNK_SIZE { + for y in 0..CHUNK_SIZE { + for x in 0..CHUNK_SIZE { + if blocks[x][y][z] != Block::Stone { continue } + + let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.); + let inv_cave_size = 1. - cave_size; + if cave_size < 0.1 { continue } + + let position = ivec3(x as i32, y as i32, z as i32) + offset; + + let is_cave = || { + let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32); + let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32); + ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) && + ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b) + }; + let is_hole_cave = || { + let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32); + ((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs()) + }; + + if is_cave() || is_hole_cave() { + blocks[x][y][z] = Block::Air; + if deco_heightmap[x][z] == Some(y as i32 + offset.y) { + deco_heightmap[x][z] = None + } + } + } + } + } + } + + //Add decorations + for x in 0..CHUNK_SIZE { + for z in 0..CHUNK_SIZE { + //get height + let Some(height) = deco_heightmap[x][z] else { continue }; + //check for air + // if blocks[x][local_y][z] == Block::Air { + // continue + // } + //place tall grass + if rng_map_a[x][z] < 0.03 { + if let Some(y) = local_y_position(height + 1, chunk_position) { + blocks[x][y][z] = Block::TallGrass; + } + } + //place trees! + if rng_map_a[x][z] < 0.001 { + //Replace grass with dirt under the tree + if let Some(y) = local_y_position(height, chunk_position) { + blocks[x][y][z] = Block::Dirt; + } + + //Place wood (no smart_place needed here!) + let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; + for tree_y in 0..tree_height { + if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) { + blocks[x][y][z] = Block::Wood; + } + } + + let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; + + //Place leaf blocks + if let Some(y) = local_y_position(height + 1, chunk_position) { + let tree_pos = ivec3(x as i32, y as i32, z as i32); + // Place wood (smart_place) + // for tree_y in 0..tree_height { + // smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood); + // } + // Part that wraps around the tree + { + let tree_leaf_height = tree_height - 3; + let leaf_width = 2; + for tree_y in tree_leaf_height..tree_height { + for tree_x in (-leaf_width)..=leaf_width { + for tree_z in (-leaf_width)..=leaf_width { + let tree_offset = ivec3(tree_x, tree_y, tree_z); + if tree_offset.xz() == IVec2::ZERO { continue } + smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); + } + } + } + } + //part above the tree + { + let leaf_above_height = 2; + let leaf_width = 1; + for tree_y in tree_height..(tree_height + leaf_above_height) { + for tree_x in (-leaf_width)..=leaf_width { + for tree_z in (-leaf_width)..=leaf_width { + let tree_offset = ivec3(tree_x, tree_y, tree_z); + smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); + } + } + } + } + } + } + } + } + + (blocks, queue) + + // 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); + + // + + // if chunk_position.y >= 0 { + // if chunk_position.y == 0 { + // 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 + +} diff --git a/kubi/src/player_controller.rs b/kubi/src/player_controller.rs index ba2efa9..3bd1ab8 100644 --- a/kubi/src/player_controller.rs +++ b/kubi/src/player_controller.rs @@ -1,4 +1,4 @@ -use glam::{EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles}; +use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles}; use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload}; use winit::keyboard::KeyCode; use std::f32::consts::PI; @@ -77,17 +77,23 @@ fn update_movement( transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation); }, PlayerControllerType::FpsCtl => { - let actor = (&mut actors).get(id).unwrap(); + let mut actor = (&mut actors).get(id).unwrap(); let euler = rotation_norm.to_euler(EulerRot::YZX); let right = Vec2::from_angle(-euler.0).extend(0.).xzy(); let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy(); - translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32(); - translation += right * movement.x * ctl.speed * dt.0.as_secs_f32(); - translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32(); + actor.apply_force(ctl.speed * ( + (forward * movement.z) + + (right * movement.x) + + (Vec3::Y * movement.y) + )); - transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation); + // translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32(); + // translation += right * movement.x * ctl.speed * dt.0.as_secs_f32(); + // translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32(); + + // transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation); } } }