veloren/world/src/lib.rs

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mod sim;
use std::time::Duration;
use noise::{NoiseFn, Perlin, Seedable};
use vek::*;
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use common::{
terrain::{Block, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
vol::{SizedVol, VolSize, Vox, WriteVol},
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};
#[derive(Debug)]
pub enum Error {
Other(String),
}
pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
pub struct World {
sim: sim::WorldSim,
}
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impl World {
pub fn generate(seed: u32) -> Self {
Self { sim: sim::WorldSim::generate(seed) }
}
pub fn tick(&mut self, dt: Duration) {
// TODO
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}
pub fn generate_chunk(chunk_pos: Vec2<i32>) -> TerrainChunk {
// TODO: This is all test code, remove/improve this later.
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let air = Block::empty();
let stone = Block::new(1, Rgb::new(200, 220, 255));
let grass = Block::new(2, Rgb::new(75, 150, 0));
let dirt = Block::new(3, Rgb::new(128, 90, 0));
let sand = Block::new(4, Rgb::new(180, 150, 50));
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let offset_nz = Perlin::new().set_seed(3);
let perlin_nz = Perlin::new().set_seed(1);
let temp_nz = Perlin::new().set_seed(2);
let chaos_nz = Perlin::new().set_seed(3);
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let get_offset = |pos: Vec2<i32>| {
((offset_nz.get(pos.map(|e| e as f64 / 4000.0).into_array()) + 1.0)
* 1000.0)
};
let offset_z = get_offset(chunk_pos * Vec2::from(TerrainChunkSize::SIZE).map(|e: u32| e as i32));
let mut chunk = TerrainChunk::new(offset_z as i32, stone, air, TerrainChunkMeta::void());
for x in 0..TerrainChunkSize::SIZE.x as i32 {
for y in 0..TerrainChunkSize::SIZE.y as i32 {
for z in offset_z as i32..offset_z as i32 + 256 {
let lpos = Vec3::new(x, y, z);
let wpos = lpos
+ Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
let wposf = wpos.map(|e| e as f64);
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let chaos_freq = 1.0 / 100.0;
let freq = 1.0 / 128.0;
let ampl = 75.0;
let small_freq = 1.0 / 32.0;
let small_ampl = 6.0;
let offs = 128.0;
let chaos = chaos_nz
.get(Vec2::from(wposf * chaos_freq).into_array())
.max(0.0)
+ 0.5;
let height =
perlin_nz.get(Vec2::from(wposf * freq).into_array()) * ampl * chaos
+ perlin_nz.get((wposf * small_freq).into_array())
* small_ampl
* 3.0
* chaos.powf(2.0)
+ offs
+ get_offset(Vec2::from(wpos)) as f64;
let temp =
(temp_nz.get(Vec2::from(wposf * (1.0 / 64.0)).into_array()) + 1.0) * 0.5;
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let _ = chunk.set(
lpos,
if wposf.z < height - 4.0 {
stone
} else if wposf.z < height - 2.0 {
dirt
} else if wposf.z < height {
Block::new(2, Rgb::new(10 + (150.0 * temp) as u8, 150, 0))
} else {
air
},
);
}
}
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}
chunk
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}
}