Major worldgen structural refactor

This commit is contained in:
Joshua Barretto 2019-06-09 11:24:18 +01:00
parent c445e76afa
commit e4d5476d28
10 changed files with 405 additions and 344 deletions

145
world/src/block/mod.rs Normal file
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@ -0,0 +1,145 @@
mod tree;
use std::ops::{Add, Div, Mul, Neg, Sub};
use noise::NoiseFn;
use vek::*;
use common::{
terrain::Block,
vol::{Vox, ReadVol},
};
use crate::{
util::{Sampler, HashCache},
column::{ColumnGen, ColumnSample},
CONFIG,
World,
};
use self::tree::TREES;
pub struct BlockGen<'a> {
world: &'a World,
column_cache: HashCache<Vec2<i32>, Option<ColumnSample>>,
column_gen: ColumnGen<'a>,
}
impl<'a> BlockGen<'a> {
pub fn new(world: &'a World, column_gen: ColumnGen<'a>) -> Self {
Self {
world,
column_cache: HashCache::with_capacity(1024),
column_gen,
}
}
fn sample_column(&mut self, wpos: Vec2<i32>) -> Option<ColumnSample> {
let column_gen = &mut self.column_gen;
self.column_cache
.get(Vec2::from(wpos), |wpos| column_gen.get(wpos))
.clone()
}
}
impl<'a> Sampler for BlockGen<'a> {
type Index = Vec3<i32>;
type Sample = Option<Block>;
fn get(&mut self, wpos: Vec3<i32>) -> Option<Block> {
let ColumnSample {
alt,
chaos,
surface_color,
tree_density,
close_trees,
cave_xy,
cave_alt,
rock,
} = self.sample_column(Vec2::from(wpos))?;
let wposf = wpos.map(|e| e as f64);
// Apply warping
let warp = (self.world.sim()
.gen_ctx
.warp_nz
.get((wposf.div(Vec3::new(120.0, 120.0, 150.0))).into_array())
as f32)
.mul((chaos - 0.1).max(0.0))
.mul(110.0);
let height = alt + warp;
// Sample blocks
let air = Block::empty();
let stone = Block::new(2, Rgb::new(200, 220, 255));
let dirt = Block::new(1, Rgb::new(128, 90, 0));
let sand = Block::new(1, Rgb::new(180, 150, 50));
let water = Block::new(1, Rgb::new(100, 150, 255));
let warm_stone = Block::new(1, Rgb::new(165, 165, 90));
let block = if (wposf.z as f32) < height - 4.0 {
// Underground
Some(stone)
} else if (wposf.z as f32) < height {
// Surface
Some(Block::new(1, surface_color.map(|e| (e * 255.0) as u8)))
} else if (wposf.z as f32) < CONFIG.sea_level {
// Ocean
Some(water)
} else {
None
};
// Caves
let block = block.and_then(|block| {
// Underground
let cave = cave_xy.powf(2.0)
* (wposf.z as f32 - cave_alt)
.div(40.0)
.powf(4.0)
.neg()
.add(1.0)
> 0.9993;
if cave {
None
} else {
Some(block)
}
});
// Rocks
let block = block.or_else(|| {
if (height + 2.5 - wposf.z as f32).div(7.5).abs().powf(2.0) < rock {
Some(warm_stone)
} else {
None
}
});
let block = match block {
Some(block) => block,
None => (&close_trees)
.iter()
.fold(air, |block, (tree_pos, tree_seed)| {
match self.sample_column(Vec2::from(*tree_pos)) {
Some(tree_sample)
if tree_sample.tree_density
> 0.5 + (*tree_seed as f32 / 1000.0).fract() * 0.2 =>
{
let tree_pos3d =
Vec3::new(tree_pos.x, tree_pos.y, tree_sample.alt as i32);
let rpos = wpos - tree_pos3d;
block.or(TREES[*tree_seed as usize % TREES.len()]
.get((rpos * 160) / 128) // Scaling
.map(|b| b.clone())
.unwrap_or(Block::empty()))
}
_ => block,
}
}),
};
Some(block)
}
}

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@ -1,276 +1,13 @@
use std::{
ops::{Add, Div, Mul, Neg, Sub},
sync::Arc,
};
use std::sync::Arc;
use vek::*;
use lazy_static::lazy_static;
use noise::NoiseFn;
use common::{
assets,
terrain::{Block, Structure},
vol::{ReadVol, VolSize, Vox},
terrain::Structure,
};
use crate::{
structure::StructureGen2d,
sim::{
GenCtx,
WorldSim,
SEA_LEVEL,
MOUNTAIN_HEIGHT,
},
Cache,
};
pub struct Sampler<'a> {
sim: &'a WorldSim,
sample2d_cache: Cache<Vec2<i32>, Option<Sample2d>>,
}
impl<'a> Sampler<'a> {
pub(crate) fn new(sim: &'a WorldSim) -> Self {
Self {
sim,
sample2d_cache: Cache::with_capacity(1024),
}
}
fn sample_2d_impl(sim: &WorldSim, wpos: Vec2<i32>) -> Option<Sample2d> {
let wposf = wpos.map(|e| e as f64);
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)?;
let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
let alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32
* chaos.max(0.2)
* 64.0;
let rock = (sim.gen_ctx.small_nz.get(Vec3::new(wposf.x, wposf.y, alt as f64).div(100.0).into_array()) as f32)
.mul(rockiness)
.sub(0.35)
.max(0.0)
.mul(6.0);
let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64);
let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32)
.add(1.0)
.mul(0.5);
// Colours
let cold_grass = Rgb::new(0.0, 0.55, 0.15);
let warm_grass = Rgb::new(0.25, 0.8, 0.05);
let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
let beach_sand = Rgb::new(0.93, 0.84, 0.33);
let desert_sand = Rgb::new(0.97, 0.84, 0.23);
let snow = Rgb::broadcast(1.0);
let grass = Rgb::lerp(cold_grass, warm_grass, marble);
let grassland = grass; //Rgb::lerp(grass, warm_stone, rock.mul(5.0).min(0.8));
let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let ground = Rgb::lerp(
Rgb::lerp(snow, grassland, temp.add(0.4).mul(32.0).sub(0.4)),
desert_sand,
temp.sub(0.4).mul(32.0).add(0.4),
);
// 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 - 32.0
+ (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(300.0).into_array()) as f32)
.add(1.0)
.mul(0.5)
.powf(8.0)
.mul(256.0);
Some(Sample2d {
alt,
chaos,
surface_color: Rgb::lerp(
beach_sand,
// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - SEA_LEVEL
- 0.3 * MOUNTAIN_HEIGHT
- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
(alt - SEA_LEVEL - 0.15 * MOUNTAIN_HEIGHT) / 180.0,
),
// Beach
(alt - SEA_LEVEL - 2.0) / 5.0,
),
tree_density,
close_trees: sim.tree_gen.sample(wpos),
cave_xy,
cave_alt,
rock,
})
}
pub fn sample_2d(&mut self, wpos2d: Vec2<i32>) -> Option<&Sample2d> {
let sim = &self.sim;
self.sample2d_cache
.get(wpos2d, |wpos2d| Self::sample_2d_impl(sim, wpos2d))
.as_ref()
}
pub fn sample_3d(&mut self, wpos: Vec3<i32>) -> Option<Sample3d> {
let wpos2d = Vec2::from(wpos);
let wposf = wpos.map(|e| e as f64);
// Sample 2D terrain attributes
let Sample2d {
alt,
chaos,
surface_color,
tree_density,
close_trees,
cave_xy,
cave_alt,
rock,
} = *self.sample_2d(wpos2d)?;
// Apply warping
let warp = (self
.sim
.gen_ctx
.warp_nz
.get((wposf.div(Vec3::new(120.0, 120.0, 150.0))).into_array())
as f32)
.mul((chaos - 0.1).max(0.0))
.mul(110.0);
let height = alt + warp;
// Sample blocks
let air = Block::empty();
let stone = Block::new(2, Rgb::new(200, 220, 255));
let dirt = Block::new(1, Rgb::new(128, 90, 0));
let sand = Block::new(1, Rgb::new(180, 150, 50));
let water = Block::new(1, Rgb::new(100, 150, 255));
let warm_stone = Block::new(1, Rgb::new(165, 165, 90));
let block = if (wposf.z as f32) < height - 4.0 {
// Underground
Some(stone)
} else if (wposf.z as f32) < height {
// Surface
Some(Block::new(1, surface_color.map(|e| (e * 255.0) as u8)))
} else if (wposf.z as f32) < SEA_LEVEL {
// Ocean
Some(water)
} else {
None
};
// Caves
let block = block.and_then(|block| {
// Underground
let cave = cave_xy.powf(2.0)
* (wposf.z as f32 - cave_alt)
.div(40.0)
.powf(4.0)
.neg()
.add(1.0)
> 0.9993;
if cave {
None
} else {
Some(block)
}
});
// Rocks
let block = block.or_else(|| {
if (height + 2.5 - wposf.z as f32).div(7.5).abs().powf(2.0) < rock {
Some(warm_stone)
} else {
None
}
});
let block = match block {
Some(block) => block,
None => (&close_trees)
.iter()
.fold(air, |block, (tree_pos, tree_seed)| {
match self.sample_2d(*tree_pos) {
Some(tree_sample)
if tree_sample.tree_density
> 0.5 + (*tree_seed as f32 / 1000.0).fract() * 0.2 =>
{
let tree_pos3d =
Vec3::new(tree_pos.x, tree_pos.y, tree_sample.alt as i32);
let rpos = wpos - tree_pos3d;
block.or(TREES[*tree_seed as usize % TREES.len()]
.get((rpos * 160) / 128) // Scaling
.map(|b| b.clone())
.unwrap_or(Block::empty()))
}
_ => block,
}
}),
};
Some(Sample3d { block })
}
}
#[derive(Copy, Clone)]
pub struct Sample2d {
pub alt: f32,
pub chaos: f32,
pub surface_color: Rgb<f32>,
pub tree_density: f32,
pub close_trees: [(Vec2<i32>, u32); 9],
pub cave_xy: f32,
pub cave_alt: f32,
pub rock: f32,
}
#[derive(Copy, Clone)]
pub struct Sample3d {
pub block: Block,
}
lazy_static! {
static ref TREES: [Arc<Structure>; 61] = [
pub static ref TREES: [Arc<Structure>; 61] = [
// green oaks
assets::load_map("world/tree/oak_green/1.vox", |s: Structure| s
.with_center(Vec3::new(15, 18, 14)))

148
world/src/column/mod.rs Normal file
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@ -0,0 +1,148 @@
use std::ops::{Add, Div, Mul, Neg, Sub};
use vek::*;
use noise::NoiseFn;
use common::{
terrain::Block,
vol::Vox,
};
use crate::{
CONFIG,
util::Sampler,
World,
};
pub struct ColumnGen<'a> {
world: &'a World,
}
impl<'a> ColumnGen<'a> {
pub fn new(world: &'a World) -> Self {
Self {
world,
}
}
}
impl<'a> Sampler for ColumnGen<'a> {
type Index = Vec2<i32>;
type Sample = Option<ColumnSample>;
fn get(&mut self, wpos: Vec2<i32>) -> Option<ColumnSample> {
let wposf = wpos.map(|e| e as f64);
let sim = self.world.sim();
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)?;
let rockiness = sim.get_interpolated(wpos, |chunk| chunk.rockiness)?;
let tree_density = sim.get_interpolated(wpos, |chunk| chunk.tree_density)?;
let alt = sim.get_interpolated(wpos, |chunk| chunk.alt)?
+ sim.gen_ctx.small_nz.get((wposf.div(256.0)).into_array()) as f32
* chaos.max(0.2)
* 64.0;
let rock = (sim.gen_ctx.small_nz.get(Vec3::new(wposf.x, wposf.y, alt as f64).div(100.0).into_array()) as f32)
.mul(rockiness)
.sub(0.35)
.max(0.0)
.mul(6.0);
let wposf3d = Vec3::new(wposf.x, wposf.y, alt as f64);
let marble = (sim.gen_ctx.hill_nz.get((wposf3d.div(48.0)).into_array()) as f32)
.add(1.0)
.mul(0.5);
// Colours
let cold_grass = Rgb::new(0.0, 0.4, 0.1);
let warm_grass = Rgb::new(0.25, 0.8, 0.05);
let cold_stone = Rgb::new(0.55, 0.7, 0.75);
let warm_stone = Rgb::new(0.65, 0.65, 0.35);
let beach_sand = Rgb::new(0.93, 0.84, 0.33);
let desert_sand = Rgb::new(0.97, 0.84, 0.23);
let snow = Rgb::broadcast(1.0);
let grass = Rgb::lerp(cold_grass, warm_grass, marble);
let grassland = grass; //Rgb::lerp(grass, warm_stone, rock.mul(5.0).min(0.8));
let cliff = Rgb::lerp(cold_stone, warm_stone, marble);
let ground = Rgb::lerp(
Rgb::lerp(snow, grassland, temp.add(0.4).mul(32.0).sub(0.4)),
desert_sand,
temp.sub(0.4).mul(32.0).add(0.4),
);
// 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 - 32.0
+ (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(300.0).into_array()) as f32)
.add(1.0)
.mul(0.5)
.powf(8.0)
.mul(256.0);
Some(ColumnSample {
alt,
chaos,
surface_color: Rgb::lerp(
beach_sand,
// Land
Rgb::lerp(
ground,
// Mountain
Rgb::lerp(
cliff,
snow,
(alt - CONFIG.sea_level
- 0.3 * CONFIG.mountain_scale
- alt_base
- temp * 96.0
- marble * 24.0)
/ 12.0,
),
(alt - CONFIG.sea_level - 0.15 * CONFIG.mountain_scale) / 180.0,
),
// Beach
(alt - CONFIG.sea_level - 2.0) / 5.0,
),
tree_density,
close_trees: sim.gen_ctx.tree_gen.get(wpos),
cave_xy,
cave_alt,
rock,
})
}
}
#[derive(Clone)]
pub struct ColumnSample {
pub alt: f32,
pub chaos: f32,
pub surface_color: Rgb<f32>,
pub tree_density: f32,
pub close_trees: [(Vec2<i32>, u32); 9],
pub cave_xy: f32,
pub cave_alt: f32,
pub rock: f32,
}

9
world/src/config.rs Normal file
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@ -0,0 +1,9 @@
pub struct Config {
pub sea_level: f32,
pub mountain_scale: f32,
}
pub const CONFIG: Config = Config {
sea_level: 128.0,
mountain_scale: 900.0,
};

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@ -1,17 +1,25 @@
#![feature(euclidean_division)]
#![feature(euclidean_division, bind_by_move_pattern_guards)]
mod config;
mod util;
mod block;
mod column;
mod sim;
mod sampler;
mod structure;
// Reexports
pub use crate::config::CONFIG;
use common::{
terrain::{Block, TerrainChunk, TerrainChunkMeta, TerrainChunkSize},
vol::{VolSize, Vox, WriteVol},
};
use fxhash::FxHashMap;
use noise::{BasicMulti, MultiFractal, Seedable};
use std::{hash::Hash, time::Duration};
use std::time::Duration;
use vek::*;
use crate::{
util::{Sampler, HashCache},
column::ColumnGen,
block::BlockGen,
};
#[derive(Debug)]
pub enum Error {
@ -37,15 +45,15 @@ impl World {
// TODO
}
pub fn generate_chunk(&self, chunk_pos: Vec2<i32>) -> TerrainChunk {
// TODO: This is all test code, remove/improve this later.
pub fn sample(&self) -> impl Sampler<Index=Vec3<i32>, Sample=Option<Block>> + '_ {
BlockGen::new(self, ColumnGen::new(self))
}
pub fn generate_chunk(&self, chunk_pos: Vec2<i32>) -> TerrainChunk {
let air = Block::empty();
let stone = Block::new(1, Rgb::new(200, 220, 255));
let water = Block::new(5, Rgb::new(100, 150, 255));
let warp_nz = BasicMulti::new().set_octaves(3).set_seed(self.sim.seed + 0);
let chunk_size2d = Vec2::from(TerrainChunkSize::SIZE);
let base_z = match self.sim.get_interpolated(
chunk_pos.map2(chunk_size2d, |e, sz: u32| e * sz as i32 + sz as i32 / 2),
@ -57,7 +65,7 @@ impl World {
let mut chunk = TerrainChunk::new(base_z - 8, stone, air, TerrainChunkMeta::void());
let mut world_sampler = self.sim.sampler();
let mut sampler = self.sample();
for x in 0..TerrainChunkSize::SIZE.x as i32 {
for y in 0..TerrainChunkSize::SIZE.y as i32 {
@ -80,13 +88,9 @@ impl World {
let wpos =
lpos + Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32);
let block = if let Some(sample) = world_sampler.sample_3d(wpos) {
sample.block
} else {
continue;
};
let _ = chunk.set(lpos, block);
if let Some(block) = sampler.get(wpos) {
let _ = chunk.set(lpos, block);
}
}
}
}
@ -94,41 +98,3 @@ impl World {
chunk
}
}
struct Cache<K: Hash + Eq + Copy, V> {
capacity: usize,
map: FxHashMap<K, (usize, V)>,
counter: usize,
}
impl<K: Hash + Eq + Copy, V> Cache<K, V> {
pub fn with_capacity(capacity: usize) -> Self {
Self {
capacity,
map: FxHashMap::default(),
counter: 0,
}
}
pub fn maintain(&mut self) {
let (capacity, counter) = (self.capacity, self.counter);
self.map.retain(|_, (c, _)| *c + capacity > counter);
}
pub fn get<F: FnOnce(K) -> V>(&mut self, k: K, f: F) -> &V {
let counter = &mut self.counter;
if self.map.len() > self.capacity {
self.map.clear();
}
&self
.map
.entry(k)
.or_insert_with(|| {
*counter += 1;
(*counter, f(k))
})
.1
}
}

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@ -1,19 +1,14 @@
use crate::{
structure::StructureGen2d,
Cache,
sampler::Sampler,
use std::ops::{Add, Div, Mul, Neg, Sub};
use vek::*;
use noise::{
BasicMulti, RidgedMulti, SuperSimplex, HybridMulti,
MultiFractal, NoiseFn, Seedable,
};
use common::{
terrain::{Block, Structure, TerrainChunkSize},
vol::{ReadVol, VolSize, Vox},
terrain::TerrainChunkSize,
vol::VolSize,
};
use lazy_static::lazy_static;
use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex};
use std::{
f32,
ops::{Add, Div, Mul, Neg, Sub},
};
use vek::*;
use crate::util::StructureGen2d;
pub const WORLD_SIZE: Vec2<usize> = Vec2 { x: 1024, y: 1024 };
@ -31,13 +26,14 @@ pub(crate) struct GenCtx {
pub cave_0_nz: SuperSimplex,
pub cave_1_nz: SuperSimplex,
pub tree_gen: StructureGen2d,
}
pub struct WorldSim {
pub seed: u32,
pub(crate) chunks: Vec<SimChunk>,
pub(crate) gen_ctx: GenCtx,
pub(crate) tree_gen: StructureGen2d,
}
impl WorldSim {
@ -61,6 +57,8 @@ impl WorldSim {
.set_seed(seed + 9),
cave_0_nz: SuperSimplex::new().set_seed(seed + 10),
cave_1_nz: SuperSimplex::new().set_seed(seed + 11),
tree_gen: StructureGen2d::new(seed, 24, 16),
};
let mut chunks = Vec::new();
@ -74,7 +72,6 @@ impl WorldSim {
seed,
chunks,
gen_ctx,
tree_gen: StructureGen2d::new(seed, 24, 16),
}
}
@ -138,16 +135,12 @@ impl WorldSim {
Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32))
}
pub fn sampler(&self) -> Sampler {
Sampler::new(self)
}
}
pub const SEA_LEVEL: f32 = 128.0;
pub const MOUNTAIN_HEIGHT: f32 = 900.0;
const Z_TOLERANCE: (f32, f32) = (64.0, 64.0);
const Z_TOLERANCE: (f32, f32) = (128.0, 64.0);
pub struct SimChunk {
pub chaos: f32,
@ -226,7 +219,7 @@ impl SimChunk {
}
pub fn get_min_z(&self) -> f32 {
self.alt - Z_TOLERANCE.0 * (self.chaos + 0.5)
self.alt - Z_TOLERANCE.0 * (self.chaos + 0.3)
}
pub fn get_max_z(&self) -> f32 {

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@ -0,0 +1,47 @@
use std::hash::Hash;
use fxhash::FxHashMap;
pub struct HashCache<K: Hash + Eq + Clone, V> {
capacity: usize,
map: FxHashMap<K, (usize, V)>,
counter: usize,
}
impl<K: Hash + Eq + Clone, V> Default for HashCache<K, V> {
fn default() -> Self {
Self::with_capacity(1024)
}
}
impl<K: Hash + Eq + Clone, V> HashCache<K, V> {
pub fn with_capacity(capacity: usize) -> Self {
Self {
capacity,
map: FxHashMap::default(),
counter: 0,
}
}
pub fn maintain(&mut self) {
const CACHE_BLOAT_RATE: usize = 2;
if self.map.len() > self.capacity * CACHE_BLOAT_RATE {
let (capacity, counter) = (self.capacity, self.counter);
self.map.retain(|_, (c, _)| *c + capacity > counter);
}
}
pub fn get<F: FnOnce(K) -> V>(&mut self, key: K, f: F) -> &V {
self.maintain();
let counter = &mut self.counter;
&self
.map
.entry(key.clone())
.or_insert_with(|| {
*counter += 1;
(*counter, f(key))
})
.1
}
}

10
world/src/util/mod.rs Normal file
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@ -0,0 +1,10 @@
pub mod sampler;
pub mod hash_cache;
pub mod structure;
// Reexports
pub use self::{
sampler::Sampler,
hash_cache::HashCache,
structure::StructureGen2d,
};

View File

@ -0,0 +1,6 @@
pub trait Sampler: Sized {
type Index;
type Sample;
fn get(&mut self, index: Self::Index) -> Self::Sample;
}

View File

@ -32,7 +32,7 @@ impl StructureGen2d {
next
}
pub fn sample(&self, sample_pos: Vec2<i32>) -> [(Vec2<i32>, u32); 9] {
pub fn get(&self, sample_pos: Vec2<i32>) -> [(Vec2<i32>, u32); 9] {
let mut samples = [(Vec2::zero(), 0); 9];
let sample_closest = sample_pos.map(|e| e - e.rem_euclid(self.freq as i32));