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 noise = FastNoise::seeded(seed); noise.set_fractal_type(FractalType::FBM); 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; // } // } // } // } blocks }