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 }; fn mountain_ramp(mut x: f32) -> f32 { x = 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 struct QueuedBlock { pub position: IVec3, pub block_type: Block, } 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 }); } 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(1); cave_noise_holes.set_frequency(0.005); let mut rng = Xoshiro256StarStar::seed_from_u64( seed ^ ((chunk_position.x as u32 as u64) << 0) ^ ((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 heightmap = [[0i32; 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 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(); let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32; if height < 0 { height /= 2 } height }; //add to heightmap heightmap[x as usize][z as usize] = 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; } } } //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::Air { continue } let position = ivec3(x as i32, y as i32, z as i32) + offset; 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); let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32); let is_cave = (-0.1..=0.1).contains(&raw_cavemap_value_a) && (-0.1..=0.1).contains(&raw_cavemap_value_b); let is_hole_cave = (0.9..=1.0).contains(&raw_cavemap_value_holes.abs()); if is_cave || is_hole_cave { blocks[x][y][z] = Block::Air; } } } } } //Add decorations for x in 0..CHUNK_SIZE { for z in 0..CHUNK_SIZE { //get height let height = heightmap[x][z]; //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 { //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; } } //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); // 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 }