use glam::{IVec3, ivec3}; use bracket_noise::prelude::*; use crate::{ chunk::{BlockData, CHUNK_SIZE}, blocks::Block }; 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 { let offset = chunk_position * CHUNK_SIZE as i32; let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); 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); elevation_noise.set_fractal_type(FractalType::FBM); elevation_noise.set_fractal_octaves(1); elevation_noise.set_frequency(0.001); // let mut cave_noise = FastNoise::seeded(seed.rotate_left(1)); // cave_noise.set_fractal_type(FractalType::FBM); // cave_noise.set_fractal_octaves(2); // cave_noise.set_frequency(0.001); //Generate height map let mut within_heightmap = false; 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 let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y); let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y); //compute height let height = { let local_elevation = raw_elevation_value.powi(4).sqrt(); (raw_heightmap_value.clamp(-1., 1.) * local_elevation * 100.) as i32 }; //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; } } } //Carve out mountains 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::Air { continue } // let position = ivec3(x as i32, y as i32, z as i32) + offset; // let raw_cavemap_value = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32); // let is_cave = (-0.3..=-0.3).contains(&raw_cavemap_value); // if is_cave { // blocks[x][y][z] = Block::Air; // } // } // } // } } blocks // 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 }