veloren/world/src/column/mod.rs

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use crate::{all::ForestKind, sim::LocationInfo, util::Sampler, World, CONFIG};
use common::{terrain::TerrainChunkSize, vol::VolSize};
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use noise::NoiseFn;
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use std::{
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f32,
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ops::{Add, Div, Mul, Neg, Sub},
};
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use vek::*;
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pub struct ColumnGen<'a> {
world: &'a World,
}
impl<'a> ColumnGen<'a> {
pub fn new(world: &'a World) -> Self {
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Self { world }
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}
}
impl<'a> Sampler for ColumnGen<'a> {
type Index = Vec2<i32>;
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type Sample = Option<ColumnSample<'a>>;
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fn get(&self, wpos: Vec2<i32>) -> Option<ColumnSample<'a>> {
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let wposf = wpos.map(|e| e as f64);
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let chunk_pos = wpos.map2(Vec2::from(TerrainChunkSize::SIZE), |e, sz: u32| {
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e / sz as i32
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});
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let sim = self.world.sim();
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let turb = Vec2::new(
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sim.gen_ctx.turb_x_nz.get((wposf.div(48.0)).into_array()) as f32,
sim.gen_ctx.turb_y_nz.get((wposf.div(48.0)).into_array()) as f32,
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) * 12.0;
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let wposf_turb = wposf + turb.map(|e| e as f64);
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let alt_base = sim.get_interpolated(wpos, |chunk| chunk.alt_base)?;
let chaos = sim.get_interpolated(wpos, |chunk| chunk.chaos)?;
let temp = sim.get_interpolated(wpos, |chunk| chunk.temp)?;
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let dryness = sim.get_interpolated(wpos, |chunk| chunk.dryness)?;
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let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
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let spawn_rate = sim.get_interpolated(wpos, |chunk| chunk.spawn_rate)?;
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let sim_chunk = sim.get(chunk_pos)?;
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const RIVER_PROPORTION: f32 = 0.025;
let river = dryness
.abs()
.neg()
.add(RIVER_PROPORTION)
.div(RIVER_PROPORTION)
.max(0.0)
.mul((1.0 - (chaos - 0.15) * 20.0).max(0.0).min(1.0));
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let cliff_hill =
(sim.gen_ctx.small_nz.get((wposf.div(128.0)).into_array()) as f32).mul(16.0);
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let riverless_alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
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+ (sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32)
.abs()
.mul(chaos.max(0.15))
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.mul(64.0);
let is_cliffs = sim_chunk.is_cliffs;
let near_cliffs = sim_chunk.near_cliffs;
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let alt = riverless_alt
- (1.0 - river)
.mul(f32::consts::PI)
.cos()
.add(1.0)
.mul(0.5)
.mul(24.0);
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let water_level = riverless_alt - 4.0 - 5.0 * chaos;
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let rock = (sim.gen_ctx.small_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64)
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.div(100.0)
.into_array(),
) as f32)
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.mul(rockiness)
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.sub(0.4)
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.max(0.0)
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.mul(8.0);
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let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64);
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let marble_small = (sim.gen_ctx.hill_nz.get((wposf3d.div(3.0)).into_array()) as f32)
.add(1.0)
.mul(0.5);
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let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32)
.mul(0.75)
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.add(1.0)
.mul(0.5)
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.add(marble_small.sub(0.5).mul(0.25));
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// Colours
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let cold_grass = Rgb::new(0.0, 0.25, 0.13);
let warm_grass = Rgb::new(0.18, 0.65, 0.0);
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let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
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let beach_sand = Rgb::new(0.9, 0.85, 0.3);
let desert_sand = Rgb::new(1.0, 0.7, 0.15);
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let snow = Rgb::broadcast(1.0);
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let dirt = Lerp::lerp(Rgb::new(0.2, 0.1, 0.05), Rgb::new(0.4, 0.25, 0.0), marble);
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let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let grass = Rgb::lerp(cold_grass, warm_grass, marble);
let sand = Rgb::lerp(beach_sand, desert_sand, marble);
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let tropical = Rgb::lerp(
grass,
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Rgb::new(1.0, 0.75, 0.1),
marble_small.sub(0.5).mul(0.05).add(0.3),
);
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let ground = Rgb::lerp(
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Rgb::lerp(
snow,
grass,
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temp.sub(CONFIG.snow_temp)
.sub((marble - 0.5) * 0.05)
.mul(256.0),
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),
Rgb::lerp(tropical, sand, temp.sub(CONFIG.desert_temp).mul(32.0)),
temp.sub(CONFIG.tropical_temp).mul(64.0),
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);
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// Work out if we're on a path or near a town
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let dist_to_path = match &sim_chunk.location {
Some(loc) => {
let this_loc = &sim.locations[loc.loc_idx];
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this_loc
.neighbours
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.iter()
.map(|j| {
let other_loc = &sim.locations[*j];
// Find the two location centers
let near_0 = this_loc.center.map(|e| e as f32);
let near_1 = other_loc.center.map(|e| e as f32);
// Calculate distance to path between them
(0.0 + (near_1.y - near_0.y) * wposf_turb.x as f32
- (near_1.x - near_0.x) * wposf_turb.y as f32
+ near_1.x * near_0.y
- near_0.x * near_1.y)
.abs()
.div(near_0.distance(near_1))
})
.filter(|x| x.is_finite())
.min_by(|a, b| a.partial_cmp(b).unwrap())
.unwrap_or(f32::INFINITY)
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}
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None => f32::INFINITY,
};
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let on_path = dist_to_path < 5.0 && !sim_chunk.near_cliffs; // || near_0.distance(wposf_turb.map(|e| e as f32)) < 150.0;
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let (alt, ground) = if on_path {
(alt - 1.0, dirt)
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} else {
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(alt, ground)
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};
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// Cities
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// TODO: In a later MR
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let building = match &sim_chunk.location {
Some(loc) => {
let loc = &sim.locations[loc.loc_idx];
let rpos = wposf.map2(loc.center, |a, b| a as f32 - b as f32) / 256.0 + 0.5;
if rpos.map(|e| e >= 0.0 && e < 1.0).reduce_and() {
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(loc.settlement
.get_at(rpos)
.map(|b| b.seed % 20 + 10)
.unwrap_or(0)) as f32
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} else {
0.0
}
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}
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None => 0.0,
};
let alt = alt + building;
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// Caves
let cave_at = |wposf: Vec2<f64>| {
(sim.gen_ctx.cave_0_nz.get(
Vec3::new(wposf.x, wposf.y, alt as f64 * 8.0)
.div(800.0)
.into_array(),
) as f32)
.powf(2.0)
.neg()
.add(1.0)
.mul((1.15 - chaos).min(1.0))
};
let cave_xy = cave_at(wposf);
let cave_alt = alt - 24.0
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+ (sim
.gen_ctx
.cave_1_nz
.get(Vec2::new(wposf.x, wposf.y).div(48.0).into_array()) as f32)
* 8.0
+ (sim
.gen_ctx
.cave_1_nz
.get(Vec2::new(wposf.x, wposf.y).div(500.0).into_array()) as f32)
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.add(1.0)
.mul(0.5)
.powf(15.0)
.mul(150.0);
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Some(ColumnSample {
alt,
chaos,
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water_level,
river,
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surface_color: Rgb::lerp(
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sand,
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// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - CONFIG.sea_level
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- 0.4 * CONFIG.mountain_scale
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- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
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(alt - CONFIG.sea_level - 0.25 * CONFIG.mountain_scale + marble * 128.0)
/ 100.0,
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),
// Beach
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((alt - CONFIG.sea_level - 1.0) / 2.0).min(1.0 - river * 2.0),
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),
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sub_surface_color: dirt,
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tree_density,
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forest_kind: sim_chunk.forest_kind,
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close_trees: sim.gen_ctx.tree_gen.get(wpos),
cave_xy,
cave_alt,
rock,
is_cliffs,
near_cliffs,
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cliff_hill,
close_cliffs: sim.gen_ctx.cliff_gen.get(wpos),
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temp,
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spawn_rate,
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location: sim_chunk.location.as_ref(),
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})
}
}
#[derive(Clone)]
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pub struct ColumnSample<'a> {
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pub alt: f32,
pub chaos: f32,
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pub water_level: f32,
pub river: f32,
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pub surface_color: Rgb<f32>,
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pub sub_surface_color: Rgb<f32>,
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pub tree_density: f32,
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pub forest_kind: ForestKind,
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pub close_trees: [(Vec2<i32>, u32); 9],
pub cave_xy: f32,
pub cave_alt: f32,
pub rock: f32,
pub is_cliffs: bool,
pub near_cliffs: bool,
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pub cliff_hill: f32,
pub close_cliffs: [(Vec2<i32>, u32); 9],
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pub temp: f32,
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pub spawn_rate: f32,
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pub location: Option<&'a LocationInfo>,
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}