// Library use noise::{NoiseFn, Perlin, Seedable}; use vek::*; // Project use common::{ terrain::{Block, TerrainChunk, TerrainChunkMeta, TerrainChunkSize}, vol::{SizedVol, VolSize, Vox, WriteVol}, }; #[derive(Debug)] pub enum Error { Other(String), } pub struct World; impl World { pub fn new() -> Self { Self } pub fn generate_chunk(chunk_pos: Vec2) -> TerrainChunk { // TODO: This is all test code, remove/improve this later. let air = Block::empty(); let stone = Block::new(1, Rgb::new(200, 220, 255)); let grass = Block::new(2, Rgb::new(75, 150, 0)); let dirt = Block::new(3, Rgb::new(128, 90, 0)); let sand = Block::new(4, Rgb::new(180, 150, 50)); let offset_nz = Perlin::new().set_seed(3); let perlin_nz = Perlin::new().set_seed(1); let temp_nz = Perlin::new().set_seed(2); let chaos_nz = Perlin::new().set_seed(3); let get_offset = |pos: Vec2| { ((offset_nz.get(pos.map(|e| e as f64 / 4000.0).into_array()) + 1.0) * 1000.0) as i32 }; let offset_z = get_offset(chunk_pos * Vec2::from(TerrainChunkSize::SIZE).map(|e: u32| e as i32)); let mut chunk = TerrainChunk::new(offset_z, stone, air, TerrainChunkMeta::void()); for x in 0..TerrainChunkSize::SIZE.x as i32 { for y in 0..TerrainChunkSize::SIZE.y as i32 { for z in offset_z..offset_z + 256 { let lpos = Vec3::new(x, y, z); let wpos = lpos + Vec3::from(chunk_pos) * TerrainChunkSize::SIZE.map(|e| e as i32); let wposf = wpos.map(|e| e as f64); let chaos_freq = 1.0 / 100.0; let freq = 1.0 / 128.0; let ampl = 75.0; let small_freq = 1.0 / 32.0; let small_ampl = 6.0; let offs = 128.0; let chaos = chaos_nz .get(Vec2::from(wposf * chaos_freq).into_array()) .max(0.0) + 0.5; let height = perlin_nz.get(Vec2::from(wposf * freq).into_array()) * ampl * chaos + perlin_nz.get((wposf * small_freq).into_array()) * small_ampl * 3.0 * chaos.powf(2.0) + offs + get_offset(Vec2::from(wpos)) as f64; let temp = (temp_nz.get(Vec2::from(wposf * (1.0 / 64.0)).into_array()) + 1.0) * 0.5; let _ = chunk.set( lpos, if wposf.z < height - 4.0 { stone } else if wposf.z < height - 2.0 { dirt } else if wposf.z < height { Block::new(2, Rgb::new(10 + (150.0 * temp) as u8, 150, 0)) } else { air }, ); } } } chunk } }