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https://gitlab.com/veloren/veloren.git
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WIP for humidity.
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parent
2828e40ef4
commit
680b81a5e6
@ -5,4 +5,5 @@ pub enum ForestKind {
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Oak,
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Pine,
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SnowPine,
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Mangrove,
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}
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@ -58,6 +58,7 @@ pub fn structure_gen<'a>(
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ForestKind::Oak => &OAKS,
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ForestKind::Pine => &PINES,
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ForestKind::SnowPine => &SNOW_PINES,
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ForestKind::Mangrove => &MANGROVE_TREES,
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}
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};
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@ -421,6 +422,19 @@ lazy_static! {
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];
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*/
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pub static ref MANGROVE_TREES: Vec<Arc<Structure>> = vec![
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// oak stumps
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assets::load_map("world.tree.mangrove.1", |s: Structure| s
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.with_center(Vec3::new(15, 18, 10)))
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.unwrap(),
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assets::load_map("world.tree.mangrove.2", |s: Structure| s
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.with_center(Vec3::new(15, 18, 10)))
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.unwrap(),
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assets::load_map("world.tree.mangrove.3", |s: Structure| s
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.with_center(Vec3::new(15, 188888888, 10)))
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.unwrap(),
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];
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pub static ref QUIRKY: Vec<Arc<Structure>> = vec![
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st_asset("world.structure.natural.tower-ruin", (11, 14, 5)),
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st_asset("world.structure.natural.witch-hut", (10, 13, 9)),
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@ -431,4 +445,6 @@ lazy_static! {
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st_asset("world.structure.natural.ribcage-large", (13, 19, 8)),
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st_asset("world.structure.natural.skull-large", (15, 20, 4)),
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];
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}
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@ -4,6 +4,9 @@ pub struct Config {
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pub snow_temp: f32,
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pub tropical_temp: f32,
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pub desert_temp: f32,
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pub desert_hum: f32,
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pub forest_hum: f32,
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pub jungle_hum: f32,
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}
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pub const CONFIG: Config = Config {
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@ -12,4 +15,7 @@ pub const CONFIG: Config = Config {
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snow_temp: -0.4,
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tropical_temp: 0.25,
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desert_temp: 0.45,
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desert_hum: 0.1,
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forest_hum: 0.4,
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jungle_hum: 0.7,
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};
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@ -14,10 +14,13 @@ use common::{
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terrain::{BiomeKind, TerrainChunkSize},
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vol::VolSize,
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};
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use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex};
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use noise::{BasicMulti, Billow, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaChaRng;
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use std::ops::{Add, Div, Mul, Neg, Sub};
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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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};
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use vek::*;
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pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
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@ -29,7 +32,10 @@ pub(crate) struct GenCtx {
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pub alt_nz: HybridMulti,
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pub hill_nz: SuperSimplex,
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pub temp_nz: SuperSimplex,
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// Fresh groundwater (currently has no effect, but should influence humidity)
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pub dry_nz: BasicMulti,
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// Humidity noise
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pub humid_nz : Billow,
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pub small_nz: BasicMulti,
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pub rock_nz: HybridMulti,
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pub cliff_nz: HybridMulti,
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@ -72,6 +78,7 @@ impl WorldSim {
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.set_seed(gen_seed()),
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temp_nz: SuperSimplex::new().set_seed(gen_seed()),
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dry_nz: BasicMulti::new().set_seed(gen_seed()),
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humid_nz: Billow::new().set_seed(gen_seed()),
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small_nz: BasicMulti::new().set_octaves(2).set_seed(gen_seed()),
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rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(gen_seed()),
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cliff_nz: HybridMulti::new().set_persistence(0.3).set_seed(gen_seed()),
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@ -304,6 +311,7 @@ pub struct SimChunk {
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pub alt: f32,
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pub temp: f32,
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pub dryness: f32,
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pub humidity: f32,
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pub rockiness: f32,
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pub is_cliffs: bool,
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pub near_cliffs: bool,
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@ -345,6 +353,9 @@ impl SimChunk {
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let temp = gen_ctx.temp_nz.get((wposf.div(12000.0)).into_array()) as f32;
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// FIXME: Currently unused, but should represent fresh groundwater level.
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// Should be correlated a little with humidity, somewhat negatively with altitude,
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// and very negatively with difference in temperature from zero.
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let dryness = gen_ctx.dry_nz.get(
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(wposf
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.add(Vec2::new(
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@ -393,8 +404,7 @@ impl SimChunk {
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.max(0.0)
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.min(1.0);
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let alt = (CONFIG.sea_level
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+ alt_base
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let alt_pre = alt_base
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+ (0.0
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+ alt_main
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+ (gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32)
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@ -402,9 +412,49 @@ impl SimChunk {
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.mul(1.6))
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.add(1.0)
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.mul(0.5)
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.mul(chaos)
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.mul(CONFIG.mountain_scale))
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* map_edge_factor;
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.mul(chaos);
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let alt = (CONFIG.sea_level + alt_pre.mul(CONFIG.mountain_scale)) * map_edge_factor;
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// 0 to 1, hopefully.
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let humid_base =
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(gen_ctx.humid_nz.get(wposf.div(1024.0).into_array()) as f32)
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.add(1.0)
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.mul(0.5)
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as f32;
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// Ideally, humidity is correlated negatively with altitude and slightly positively with
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// dryness. For now we just do "negatively with altitude." We currently opt not to have
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// it affected by temperature. Negative humidity is lower, positive humidity is higher.
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//
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// Because we want to start at 0, rise, and then saturate at 1, we use a cumulative logistic
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// distribution, calculated as:
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// 1/2 + 1/2 * tanh((x - μ) / (2s))
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//
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// where x is the random variable (altitude relative to sea level without mountain
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// scaling), μ is the altitude where humidity should be at its midpoint (currently set to 1),
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// and s is the scale parameter proportional to the standard deviation σ of the humidity
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// function of altitude (s = √3/π * σ). Currently we also set σ to -1, so we get ~ 68% of
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// the variation due to altitude between sea level and 2 * mountain_scale (it is negative
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// to make the distribution higher when the altitude is lower).
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let humid_alt_sigma = -1.0;
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let humid_alt_2s = 3.0f32.sqrt().mul(f32::consts::FRAC_2_PI).mul(humid_alt_sigma);
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let humid_alt_mu = 1.0;
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let humid_alt = alt_pre
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.sub(humid_alt_mu)
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.div(humid_alt_2s)
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.atanh()
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.mul(0.5)
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.add(0.5);
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// Now we just take a (currently) unweighted average of our randomly generated base humidity
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// (from scaled to be from 0 to 1) and our randomly generated "base" humidity. We can
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// adjust this weighting factor as desired.
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let humid_weight = 1.0;
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let humid_alt_weight = 1.0;
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let humidity =
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humid_base.mul(humid_weight)
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.add(humid_alt.mul(humid_alt_weight))
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.div(humid_weight + humid_alt_weight);
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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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@ -414,6 +464,7 @@ impl SimChunk {
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alt,
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temp,
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dryness,
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humidity,
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rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32)
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.sub(0.1)
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.mul(1.3)
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@ -429,7 +480,8 @@ impl SimChunk {
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.mul(0.5)
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.mul(1.2 - chaos * 0.95)
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.add(0.05)
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.mul(if alt > CONFIG.sea_level + 5.0 {
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// No trees in the ocean (currently), no trees in true deserts.
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.mul(if alt > CONFIG.sea_level + 5.0 && humidity > CONFIG.desert_hum {
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1.0
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} else {
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0.0
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@ -437,13 +489,46 @@ impl SimChunk {
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.max(0.0),
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forest_kind: if temp > 0.0 {
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if temp > CONFIG.desert_temp {
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ForestKind::Palm
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if humidity > CONFIG.jungle_hum {
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// Forests in desert temperatures with extremely high humidity
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// should probably be different from palm trees, but we use them
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// for now.
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ForestKind::Palm
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} else if humidity > CONFIG.forest_hum {
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ForestKind::Palm
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} else {
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// Low but not desert humidity, so we should really have some other
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// terrain...
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ForestKind::Savannah
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}
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} else if temp > CONFIG.tropical_temp {
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ForestKind::Savannah
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if humidity > CONFIG.jungle_hum {
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ForestKind::Mangrove
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} else if humidity > CONFIG.forest_hum {
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// NOTE: Probably the wrong kind of tree for this climtae.
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ForestKind::Oak
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} else {
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ForestKind::Savannah
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}
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} else {
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ForestKind::Oak
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if humidity > CONFIG.jungle_hum {
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// Temperate climate with jungle humidity...
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// https://en.wikipedia.org/wiki/Humid_subtropical_climates are often
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// densely wooded and full of water. Semitropical rainforests, basically.
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// For now we just treet them like otehr rainforests.
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ForestKind::Mangrove
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} else if humidity > CONFIG.forest_hum {
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// Moderate climate, moderate humidity.
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ForestKind::Oak
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} else {
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// With moderate temperature and low humidity, we should probably see
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// something different from savannah, but oh well...
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ForestKind::Savannah
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}
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}
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} else {
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// For now we don't take humidity into account for cold climates (but we really
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// should!).
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if temp > CONFIG.snow_temp {
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ForestKind::Pine
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} else {
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