use crate::{ all::*, block::block_from_structure, column::ColumnGen, util::{RandomPerm, Sampler, UnitChooser}, Canvas, CONFIG, }; use common::{ assets::AssetHandle, terrain::{ structure::{Structure, StructureBlock, StructuresGroup}, Block, BlockKind, SpriteKind, }, vol::ReadVol, }; use hashbrown::HashMap; use lazy_static::lazy_static; use rand::prelude::*; use std::{f32, ops::Range}; use vek::*; lazy_static! { static ref OAKS: AssetHandle = Structure::load_group("oaks"); static ref OAK_STUMPS: AssetHandle = Structure::load_group("oak_stumps"); static ref PINES: AssetHandle = Structure::load_group("pines"); static ref PALMS: AssetHandle = Structure::load_group("palms"); static ref ACACIAS: AssetHandle = Structure::load_group("acacias"); static ref BAOBABS: AssetHandle = Structure::load_group("baobabs"); static ref FRUIT_TREES: AssetHandle = Structure::load_group("fruit_trees"); static ref BIRCHES: AssetHandle = Structure::load_group("birch"); static ref MANGROVE_TREES: AssetHandle = Structure::load_group("mangrove_trees"); static ref QUIRKY: AssetHandle = Structure::load_group("quirky"); static ref QUIRKY_DRY: AssetHandle = Structure::load_group("quirky_dry"); static ref SWAMP_TREES: AssetHandle = Structure::load_group("swamp_trees"); } static MODEL_RAND: RandomPerm = RandomPerm::new(0xDB21C052); static UNIT_CHOOSER: UnitChooser = UnitChooser::new(0x700F4EC7); static QUIRKY_RAND: RandomPerm = RandomPerm::new(0xA634460F); #[allow(clippy::if_same_then_else)] pub fn apply_trees_to(canvas: &mut Canvas, dynamic_rng: &mut impl Rng) { // TODO: Get rid of this enum TreeModel { Structure(Structure), Procedural(ProceduralTree, StructureBlock), } struct Tree { pos: Vec3, model: TreeModel, seed: u32, units: (Vec2, Vec2), } let mut tree_cache = HashMap::new(); let info = canvas.info(); canvas.foreach_col(|canvas, wpos2d, col| { let trees = info.chunks().get_near_trees(wpos2d); for TreeAttr { pos, seed, scale, forest_kind, inhabited, } in trees { let tree = if let Some(tree) = tree_cache.entry(pos).or_insert_with(|| { let col = ColumnGen::new(info.chunks()).get((pos, info.index()))?; let is_quirky = QUIRKY_RAND.chance(seed, 1.0 / 500.0); // Ensure that it's valid to place a *thing* here if col.alt < col.water_level || col.spawn_rate < 0.9 || col.water_dist.map(|d| d < 8.0).unwrap_or(false) || col.path.map(|(d, _, _, _)| d < 12.0).unwrap_or(false) { return None; } // Ensure that it's valid to place a tree here if !is_quirky && ((seed.wrapping_mul(13)) & 0xFF) as f32 / 256.0 > col.tree_density { return None; } Some(Tree { pos: Vec3::new(pos.x, pos.y, col.alt as i32), model: 'model: { let models: AssetHandle<_> = if is_quirky { if col.temp > CONFIG.desert_temp { *QUIRKY_DRY } else { *QUIRKY } } else { match forest_kind { ForestKind::Oak if QUIRKY_RAND.chance(seed + 1, 1.0 / 16.0) => { *OAK_STUMPS }, ForestKind::Oak if QUIRKY_RAND.chance(seed + 2, 1.0 / 20.0) => { *FRUIT_TREES }, ForestKind::Palm => *PALMS, ForestKind::Acacia => *ACACIAS, ForestKind::Baobab => *BAOBABS, // ForestKind::Oak => *OAKS, ForestKind::Oak => { break 'model TreeModel::Procedural( ProceduralTree::generate( TreeConfig::oak(&mut RandomPerm::new(seed), scale), &mut RandomPerm::new(seed), ), StructureBlock::TemperateLeaves, ); }, //ForestKind::Pine => *PINES, ForestKind::Pine => { break 'model TreeModel::Procedural( ProceduralTree::generate( TreeConfig::pine(&mut RandomPerm::new(seed), scale), &mut RandomPerm::new(seed), ), StructureBlock::PineLeaves, ); }, ForestKind::Birch => *BIRCHES, ForestKind::Mangrove => *MANGROVE_TREES, ForestKind::Swamp => *SWAMP_TREES, ForestKind::Giant => { break 'model TreeModel::Procedural( ProceduralTree::generate( TreeConfig::giant( &mut RandomPerm::new(seed), scale, inhabited, ), &mut RandomPerm::new(seed), ), StructureBlock::TemperateLeaves, ); }, } }; let models = models.read(); TreeModel::Structure( models[(MODEL_RAND.get(seed.wrapping_mul(17)) / 13) as usize % models.len()] .clone(), ) }, seed, units: UNIT_CHOOSER.get(seed), }) }) { tree } else { continue; }; let bounds = match &tree.model { TreeModel::Structure(s) => s.get_bounds(), TreeModel::Procedural(t, _) => t.get_bounds().map(|e| e as i32), }; let rpos2d = (wpos2d - tree.pos.xy()) .map2(Vec2::new(tree.units.0, tree.units.1), |p, unit| unit * p) .sum(); if !Aabr::from(bounds).contains_point(rpos2d) { // Skip this column continue; } let mut is_top = true; let mut is_leaf_top = true; let mut last_block = Block::empty(); for z in (bounds.min.z..bounds.max.z).rev() { let wpos = Vec3::new(wpos2d.x, wpos2d.y, tree.pos.z + z); let model_pos = Vec3::from( (wpos - tree.pos) .xy() .map2(Vec2::new(tree.units.0, tree.units.1), |rpos, unit| { unit * rpos }) .sum(), ) + Vec3::unit_z() * (wpos.z - tree.pos.z); block_from_structure( info.index(), if let Some(block) = match &tree.model { TreeModel::Structure(s) => s.get(model_pos).ok().copied(), TreeModel::Procedural(t, leaf_block) => Some( match t.is_branch_or_leaves_at(model_pos.map(|e| e as f32 + 0.5)) { (_, _, true, _) => { StructureBlock::Block(BlockKind::Wood, Rgb::new(110, 68, 22)) }, (_, _, _, true) => StructureBlock::None, (true, _, _, _) => StructureBlock::Log, (_, true, _, _) => *leaf_block, _ => StructureBlock::None, }, ), } { block } else { break; }, wpos, tree.pos.xy(), tree.seed, col, Block::air, ) .map(|block| { // Add lights to the tree if inhabited && last_block.is_air() && block.kind() == BlockKind::Wood && dynamic_rng.gen_range(0..256) == 0 { canvas.set(wpos + Vec3::unit_z(), Block::air(SpriteKind::Lantern)); // Add a snow covering to the block above under certain // circumstances } else if col.snow_cover && ((block.kind() == BlockKind::Leaves && is_leaf_top) || (is_top && block.is_filled())) { canvas.set( wpos + Vec3::unit_z(), Block::new(BlockKind::Snow, Rgb::new(210, 210, 255)), ); } canvas.set(wpos, block); is_leaf_top = false; is_top = false; last_block = block; }) .unwrap_or_else(|| { if last_block.kind() == BlockKind::Wood && dynamic_rng.gen_range(0..512) == 0 { canvas.set(wpos, Block::air(SpriteKind::Beehive)); } is_leaf_top = true; last_block = Block::empty(); }); } } }); } /// A type that specifies the generation properties of a tree. pub struct TreeConfig { /// Length of trunk, also scales other branches. pub trunk_len: f32, /// Radius of trunk, also scales other branches. pub trunk_radius: f32, // The scale that child branch lengths should be compared to their parents. pub branch_child_len: f32, // The scale that child branch radii should be compared to their parents. pub branch_child_radius: f32, /// The range of radii that leaf-emitting branches might have. pub leaf_radius: Range, /// 0 - 1 (0 = chaotic, 1 = straight). pub straightness: f32, /// Maximum number of branch layers (not including trunk). pub max_depth: usize, /// The number of branches that form from each branch. pub splits: Range, /// The range of proportions along a branch at which a split into another /// branch might occur. This value is clamped between 0 and 1, but a /// wider range may bias the results towards branch ends. pub split_range: Range, /// The bias applied to the length of branches based on the proportion along /// their parent that they eminate from. -1.0 = negative bias (branches /// at ends are longer, branches at the start are shorter) 0.0 = no bias /// (branches do not change their length with regard to parent branch /// proportion) 1.0 = positive bias (branches at ends are shorter, /// branches at the start are longer) pub branch_len_bias: f32, /// The scale of leaves in the vertical plane. Less than 1.0 implies a /// flattening of the leaves. pub leaf_vertical_scale: f32, /// How evenly spaced (vs random) sub-branches are along their parent. pub proportionality: f32, /// Whether the tree is inhabited (adds various features and effects) pub inhabited: bool, } impl TreeConfig { pub fn oak(rng: &mut impl Rng, scale: f32) -> Self { let scale = scale * (0.8 + rng.gen::().powi(4) * 0.75); let log_scale = 1.0 + scale.log2().max(0.0); Self { trunk_len: 9.0 * scale, trunk_radius: 2.0 * scale, branch_child_len: 0.9, branch_child_radius: 0.75, leaf_radius: 2.5 * log_scale..3.25 * log_scale, straightness: 0.45, max_depth: 4, splits: 2.25..3.25, split_range: 0.75..1.5, branch_len_bias: 0.0, leaf_vertical_scale: 1.0, proportionality: 0.0, inhabited: false, } } pub fn pine(rng: &mut impl Rng, scale: f32) -> Self { let scale = scale * (1.0 + rng.gen::().powi(4)); let log_scale = 1.0 + scale.log2().max(0.0); Self { trunk_len: 24.0 * scale, trunk_radius: 1.25 * scale, branch_child_len: 0.4 / scale, branch_child_radius: 0.0, leaf_radius: 1.5 * log_scale..2.0 * log_scale, straightness: 0.0, max_depth: 1, splits: 50.0..70.0, split_range: 0.15..1.2, branch_len_bias: 0.75, leaf_vertical_scale: 0.5, proportionality: 1.0, inhabited: false, } } pub fn giant(rng: &mut impl Rng, scale: f32, inhabited: bool) -> Self { let log_scale = 1.0 + scale.log2().max(0.0); Self { trunk_len: 11.0 * scale, trunk_radius: 6.0 * scale, branch_child_len: 0.9, branch_child_radius: 0.75, leaf_radius: 2.5 * scale..3.75 * scale, straightness: 0.36, max_depth: (7.0 + log_scale) as usize, splits: 1.5..2.5, split_range: 1.0..1.1, branch_len_bias: 0.0, leaf_vertical_scale: 0.6, proportionality: 0.0, inhabited, } } } // TODO: Rename this to `Tree` when the name conflict is gone pub struct ProceduralTree { branches: Vec, trunk_idx: usize, } impl ProceduralTree { /// Generate a new tree using the given configuration and seed. pub fn generate(config: TreeConfig, rng: &mut impl Rng) -> Self { let mut this = Self { branches: Vec::new(), trunk_idx: 0, // Gets replaced later }; // Add the tree trunk (and sub-branches) recursively let (trunk_idx, _) = this.add_branch( &config, // Our trunk starts at the origin... Vec3::zero(), // ...and has a roughly upward direction Vec3::new(rng.gen_range(-1.0..1.0), rng.gen_range(-1.0..1.0), 10.0).normalized(), config.trunk_len, config.trunk_radius, 0, None, rng, true, ); this.trunk_idx = trunk_idx; this } // Recursively add a branch (with sub-branches) to the tree's branch graph, // returning the index and AABB of the branch. This AABB gets propagated // down to the parent and is used later during sampling to cull the branches to // be sampled. fn add_branch( &mut self, config: &TreeConfig, start: Vec3, dir: Vec3, branch_len: f32, branch_radius: f32, depth: usize, sibling_idx: Option, rng: &mut impl Rng, has_stairs: bool, ) -> (usize, Aabb) { let end = start + dir * branch_len; let line = LineSegment3 { start, end }; let wood_radius = branch_radius; let leaf_radius = if depth == config.max_depth { rng.gen_range(config.leaf_radius.clone()) } else { 0.0 }; let has_stairs = /*has_stairs &&*/ config.inhabited && depth < config.max_depth && branch_radius > 6.5 && start.xy().distance(end.xy()) < (start.z - end.z).abs() * 1.5; let bark_radius = if has_stairs { 5.0 } else { 0.0 } + wood_radius * 0.25; // The AABB that covers this branch, along with wood and leaves that eminate // from it let mut aabb = Aabb { min: Vec3::partial_min(start, end) - (wood_radius + bark_radius).max(leaf_radius), max: Vec3::partial_max(start, end) + (wood_radius + bark_radius).max(leaf_radius), }; let mut child_idx = None; // Don't add child branches if we're already enough layers into the tree if depth < config.max_depth { let x_axis = dir .cross(Vec3::::zero().map(|_| rng.gen_range(-1.0..1.0))) .normalized(); let y_axis = dir.cross(x_axis).normalized(); let screw_shift = rng.gen_range(0.0..f32::consts::TAU); let splits = rng.gen_range(config.splits.clone()).round() as usize; for i in 0..splits { let dist = Lerp::lerp( rng.gen_range(0.0..1.0), i as f32 / (splits - 1) as f32, config.proportionality, ); const PHI: f32 = 0.618; const RAD_PER_BRANCH: f32 = f32::consts::TAU * PHI; let screw = (screw_shift + dist * splits as f32 * RAD_PER_BRANCH).sin() * x_axis + (screw_shift + dist * splits as f32 * RAD_PER_BRANCH).cos() * y_axis; // Choose a point close to the branch to act as the target direction for the // branch to grow in let split_factor = // rng.gen_range(config.split_range.start, config.split_range.end).clamped(0.0, // 1.0); let split_factor = Lerp::lerp(config.split_range.start, config.split_range.end, dist); let tgt = Lerp::lerp_unclamped(start, end, split_factor) + Lerp::lerp( Vec3::::zero().map(|_| rng.gen_range(-1.0..1.0)), screw, config.proportionality, ); // Start the branch at the closest point to the target let branch_start = line.projected_point(tgt); // Now, interpolate between the target direction and the parent branch's // direction to find a direction let branch_dir = Lerp::lerp(tgt - branch_start, dir, config.straightness).normalized(); let (branch_idx, branch_aabb) = self.add_branch( config, branch_start, branch_dir, branch_len * config.branch_child_len * (1.0 - (split_factor - 0.5) * 2.0 * config.branch_len_bias.clamped(-1.0, 1.0)), branch_radius * config.branch_child_radius, depth + 1, child_idx, rng, has_stairs, ); child_idx = Some(branch_idx); // Parent branches AABBs include the AABBs of child branches to allow for // culling during sampling aabb.expand_to_contain(branch_aabb); } } let idx = self.branches.len(); // Compute the index that this branch is going to have self.branches.push(Branch { line, wood_radius, leaf_radius, leaf_vertical_scale: config.leaf_vertical_scale, aabb, sibling_idx, child_idx, has_stairs, }); (idx, aabb) } /// Get the bounding box that covers the tree (all branches and leaves) pub fn get_bounds(&self) -> Aabb { self.branches[self.trunk_idx].aabb } // Recursively search for branches or leaves by walking the tree's branch graph. fn is_branch_or_leaves_at_inner( &self, pos: Vec3, parent: &Branch, branch_idx: usize, ) -> (bool, bool, bool, bool) { let branch = &self.branches[branch_idx]; // Always probe the sibling branch, since our AABB doesn't include its bounds // (it's not one of our children) let branch_or_leaves = branch .sibling_idx .map(|idx| Vec4::::from(self.is_branch_or_leaves_at_inner(pos, parent, idx))) .unwrap_or_default(); // Only continue probing this sub-graph of the tree if the sample position falls // within its AABB if branch.aabb.contains_point(pos) { // Probe this branch let (this, d2) = branch.is_branch_or_leaves_at(pos, parent); let siblings = branch_or_leaves | Vec4::from(this); // Probe the children of this branch let children = branch .child_idx .map(|idx| Vec4::::from(self.is_branch_or_leaves_at_inner(pos, branch, idx))) .unwrap_or_default(); // Only allow empties for children if there is no solid at the current depth (siblings | children).into_tuple() } else { branch_or_leaves.into_tuple() } } /// Determine whether there are either branches or leaves at the given /// position in the tree. #[inline(always)] pub fn is_branch_or_leaves_at(&self, pos: Vec3) -> (bool, bool, bool, bool) { let (log, leaf, platform, air) = self.is_branch_or_leaves_at_inner(pos, &self.branches[self.trunk_idx], self.trunk_idx); (log /* & !air */, leaf & !air, platform & !air, air) } } // Branches are arranged in a graph shape. Each branch points to both its first // child (if any) and also to the next branch in the list of child branches // associated with the parent. This means that the entire tree is laid out in a // walkable graph where each branch refers only to two other branches. As a // result, walking the tree is simply a case of performing double recursion. struct Branch { line: LineSegment3, wood_radius: f32, leaf_radius: f32, leaf_vertical_scale: f32, aabb: Aabb, sibling_idx: Option, child_idx: Option, has_stairs: bool, } impl Branch { /// Determine whether there are either branches or leaves at the given /// position in the branch. /// (branch, leaves, stairs, forced_air) pub fn is_branch_or_leaves_at( &self, pos: Vec3, parent: &Branch, ) -> ((bool, bool, bool, bool), f32) { // fn finvsqrt(x: f32) -> f32 { // let y = f32::from_bits(0x5f375a86 - (x.to_bits() >> 1)); // y * (1.5 - ( x * 0.5 * y * y )) // } fn length_factor(line: LineSegment3, p: Vec3) -> f32 { let len_sq = line.start.distance_squared(line.end); if len_sq < 0.001 { 0.0 } else { (p - line.start).dot(line.end - line.start) / len_sq } } // fn smooth(a: f32, b: f32, k: f32) -> f32 { // // let h = (0.5 + 0.5 * (b - a) / k).clamped(0.0, 1.0); // // Lerp::lerp(b, a, h) - k * h * (1.0 - h) // let h = (k-(a-b).abs()).max(0.0); // a.min(b) - h * h * 0.25 / k // } let p = self.line.projected_point(pos); let d2 = p.distance_squared(pos); let length_factor = length_factor(self.line, pos); let wood_radius = Lerp::lerp(parent.wood_radius, self.wood_radius, length_factor); let mask = if d2 < wood_radius.powi(2) { (true, false, false, false) // Wood } else if { let diff = (p - pos) / Vec3::new(1.0, 1.0, self.leaf_vertical_scale); diff.magnitude_squared() < self.leaf_radius.powi(2) } { (false, true, false, false) // Leaves } else { let stair_width = 5.0; let stair_thickness = 2.0; let stair_space = 5.0; if self.has_stairs { let (platform, air) = if pos.z >= self.line.start.z.min(self.line.end.z) - 1.0 && pos.z <= self.line.start.z.max(self.line.end.z) + stair_thickness + stair_space && d2 < (wood_radius + stair_width).powi(2) { let rpos = pos.xy() - p; let stretch = 32.0; let stair_section = ((rpos.x as f32).atan2(rpos.y as f32) / (f32::consts::PI * 2.0) * stretch + pos.z) .rem_euclid(stretch); ( stair_section < stair_thickness, stair_section >= stair_thickness && stair_section < stair_thickness + stair_space, ) // Stairs } else { (false, false) }; let platform = platform || (self.has_stairs && self.wood_radius > 4.0 && !air && d2 < (wood_radius + 10.0).powi(2) && pos.z % 48.0 < stair_thickness); (false, false, platform, air) } else { (false, false, false, false) } }; (mask, d2) } }