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Better snow noise
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6136edd631
commit
0db797744b
@ -175,7 +175,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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.small_nz
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.get((wposf_turb.div(150.0)).into_array()) as f32)
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.abs()
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.mul(chaos.max(0.1))
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.mul(chaos.max(0.15))
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.mul(64.0);
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let is_cliffs = sim_chunk.is_cliffs;
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@ -373,7 +373,7 @@ impl<'a> Sampler for ColumnGen<'a> {
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temp.sub(CONFIG.snow_temp)
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.max(-humidity.sub(CONFIG.desert_hum))
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.mul(16.0)
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.add((marble_small - 0.5) * 2.0),
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.add((marble_small - 0.5) * 0.5),
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);
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// Work out if we're on a path or near a town
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@ -1,13 +1,11 @@
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mod util;
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mod location;
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mod settlement;
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mod util;
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// Reexports
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pub use self::location::Location;
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pub use self::settlement::Settlement;
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use self::util::{
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cdf_irwin_hall, InverseCdf, uniform_idx_as_vec2, uniform_noise,
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};
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use self::util::{cdf_irwin_hall, uniform_idx_as_vec2, uniform_noise, InverseCdf};
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use crate::{
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all::ForestKind,
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@ -143,7 +141,7 @@ impl WorldSim {
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.mul(1.0) as f32
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+ gen_ctx
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.hill_nz
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.get((wposf.div(500.0)).into_array())
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.get((wposf.div(400.0)).into_array())
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.mul(0.3) as f32)
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.add(0.3)
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.max(0.0)
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@ -229,7 +227,7 @@ impl WorldSim {
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(0.0 + alt_main
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+ (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32)
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.mul(alt_main.max(0.25))
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.mul(0.2))
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.mul(0.3))
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.add(1.0)
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.mul(0.5)
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};
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@ -239,8 +237,7 @@ impl WorldSim {
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// alt_pre, then multiply by CONFIG.mountain_scale and add to the base and sea level to
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// get an adjusted value, then multiply the whole thing by map_edge_factor
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// (TODO: compute final bounds).
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(alt_base[posi].1 + alt_main.mul(chaos[posi].1))
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.mul(map_edge_factor(posi))
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(alt_base[posi].1 + alt_main.mul(chaos[posi].1)).mul(map_edge_factor(posi))
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});
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let gen_cdf = GenCdf {
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@ -533,7 +530,8 @@ impl SimChunk {
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let alt_base = alt_base.mul(CONFIG.mountain_scale);
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let alt = CONFIG
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.sea_level.mul(map_edge_factor)
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.sea_level
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.mul(map_edge_factor)
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.add(alt_pre.mul(CONFIG.mountain_scale));
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let cliff = gen_ctx.cliff_nz.get((wposf.div(2048.0)).into_array()) as f32 + chaos * 0.2;
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@ -1,8 +1,5 @@
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use common::{
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terrain::TerrainChunkSize,
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vol::VolSize,
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};
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use super::WORLD_SIZE;
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use common::{terrain::TerrainChunkSize, vol::VolSize};
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use vek::*;
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/// Computes the cumulative distribution function of the weighted sum of k independent,
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