use glam::{IVec3, ivec3}; use bracket_noise::prelude::*; use super::{ chunk::{BlockData, CHUNK_SIZE}, block::Block }; pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData { let offset = chunk_position * CHUNK_SIZE as i32; 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]); 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 }