use crate::{ column::ColumnSample, util::{RandomField, Sampler}, Index, }; use common::{ terrain::{Block, BlockKind}, vol::{BaseVol, ReadVol, RectSizedVol, Vox, WriteVol}, lottery::Lottery, assets, }; use std::f32; use vek::*; pub fn apply_paths_to<'a>( wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &mut (impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: &Index, ) { for y in 0..vol.size_xy().y as i32 { for x in 0..vol.size_xy().x as i32 { let offs = Vec2::new(x, y); let wpos2d = wpos2d + offs; // Sample terrain let col_sample = if let Some(col_sample) = get_column(offs) { col_sample } else { continue; }; let surface_z = col_sample.riverless_alt.floor() as i32; let noisy_color = |col: Rgb, factor: u32| { let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z)); col.map(|e| { (e as u32 + nz % (factor * 2)) .saturating_sub(factor) .min(255) as u8 }) }; if let Some((path_dist, path_nearest, path, _)) = col_sample .path .filter(|(dist, _, path, _)| *dist < path.width) { let inset = 0; // Try to use the column at the centre of the path for sampling to make them // flatter let col_pos = (offs - wpos2d).map(|e| e as f32) + path_nearest; let col00 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 0)); let col10 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 0)); let col01 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(0, 1)); let col11 = get_column(col_pos.map(|e| e.floor() as i32) + Vec2::new(1, 1)); let col_attr = |col: &ColumnSample| { Vec3::new(col.riverless_alt, col.alt, col.water_dist.unwrap_or(1000.0)) }; let [riverless_alt, alt, water_dist] = match (col00, col10, col01, col11) { (Some(col00), Some(col10), Some(col01), Some(col11)) => Lerp::lerp( Lerp::lerp(col_attr(col00), col_attr(col10), path_nearest.x.fract()), Lerp::lerp(col_attr(col01), col_attr(col11), path_nearest.x.fract()), path_nearest.y.fract(), ), _ => col_attr(col_sample), } .into_array(); let (bridge_offset, depth) = ( ((water_dist.max(0.0) * 0.2).min(f32::consts::PI).cos() + 1.0) * 5.0, ((1.0 - ((water_dist + 2.0) * 0.3).min(0.0).cos().abs()) * (riverless_alt + 5.0 - alt).max(0.0) * 1.75 + 3.0) as i32, ); let surface_z = (riverless_alt + bridge_offset).floor() as i32; for z in inset - depth..inset { let _ = vol.set( Vec3::new(offs.x, offs.y, surface_z + z), if bridge_offset >= 2.0 && path_dist >= 3.0 || z < inset - 1 { Block::new(BlockKind::Normal, noisy_color(Rgb::new(80, 80, 100), 8)) } else { let path_color = path.surface_color( col_sample.sub_surface_color.map(|e| (e * 255.0) as u8), ); Block::new(BlockKind::Normal, noisy_color(path_color, 8)) }, ); } let head_space = path.head_space(path_dist); for z in inset..inset + head_space { let pos = Vec3::new(offs.x, offs.y, surface_z + z); if vol.get(pos).unwrap().kind() != BlockKind::Water { let _ = vol.set(pos, Block::empty()); } } } } } } pub fn apply_caves_to<'a>( wpos2d: Vec2, mut get_column: impl FnMut(Vec2) -> Option<&'a ColumnSample<'a>>, vol: &mut (impl BaseVol + RectSizedVol + ReadVol + WriteVol), index: &Index, ) { for y in 0..vol.size_xy().y as i32 { for x in 0..vol.size_xy().x as i32 { let offs = Vec2::new(x, y); let wpos2d = wpos2d + offs; // Sample terrain let col_sample = if let Some(col_sample) = get_column(offs) { col_sample } else { continue; }; let surface_z = col_sample.riverless_alt.floor() as i32; if let Some((cave_dist, cave_nearest, cave, _)) = col_sample .cave .filter(|(dist, _, cave, _)| *dist < cave.width) { let cave_x = (cave_dist / cave.width).min(1.0); // Relative units let cave_floor = 0.0 - 0.5 * (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width; let cave_height = (1.0 - cave_x.powf(2.0)).max(0.0).sqrt() * cave.width; // Abs units let cave_base = (cave.alt + cave_floor) as i32; let cave_roof = (cave.alt + cave_height) as i32; for z in cave_base..cave_roof { let _ = vol.set(Vec3::new(offs.x, offs.y, z), Block::empty()); } // Scatter things in caves if RandomField::new(index.seed).chance(wpos2d.into(), 0.001) && cave_base < surface_z as i32 - 25 { let kind = *assets::load_expect::>("common.cave_scatter") .choose_seeded(RandomField::new(index.seed + 1).get(wpos2d.into())); let _ = vol.set(Vec3::new(offs.x, offs.y, cave_base), Block::new(kind, Rgb::zero())); } } } } }