use crate::{structure::StructureGen2d, Cache}; use common::{ assets, terrain::{Block, Structure, TerrainChunkSize}, vol::{ReadVol, VolSize, Vox}, }; use lazy_static::lazy_static; use noise::{BasicMulti, HybridMulti, MultiFractal, NoiseFn, RidgedMulti, Seedable, SuperSimplex}; use std::{ f32, ops::{Add, Div, Mul, Neg, Sub}, sync::Arc, }; use vek::*; pub const WORLD_SIZE: Vec2 = Vec2 { x: 1024, y: 1024 }; struct GenCtx { turb_x_nz: BasicMulti, turb_y_nz: BasicMulti, chaos_nz: RidgedMulti, alt_nz: HybridMulti, hill_nz: SuperSimplex, temp_nz: SuperSimplex, small_nz: BasicMulti, rock_nz: HybridMulti, warp_nz: BasicMulti, tree_nz: BasicMulti, cave_0_nz: SuperSimplex, cave_1_nz: SuperSimplex, } pub struct WorldSim { pub seed: u32, chunks: Vec, gen_ctx: GenCtx, tree_gen: StructureGen2d, } impl WorldSim { pub fn generate(seed: u32) -> Self { let mut gen_ctx = GenCtx { turb_x_nz: BasicMulti::new().set_seed(seed + 0), turb_y_nz: BasicMulti::new().set_seed(seed + 1), chaos_nz: RidgedMulti::new().set_octaves(7).set_seed(seed + 2), hill_nz: SuperSimplex::new().set_seed(seed + 3), alt_nz: HybridMulti::new() .set_octaves(8) .set_persistence(0.1) .set_seed(seed + 4), temp_nz: SuperSimplex::new().set_seed(seed + 5), small_nz: BasicMulti::new().set_octaves(2).set_seed(seed + 6), rock_nz: HybridMulti::new().set_persistence(0.3).set_seed(seed + 7), warp_nz: BasicMulti::new().set_octaves(3).set_seed(seed + 8), tree_nz: BasicMulti::new() .set_octaves(12) .set_persistence(0.75) .set_seed(seed + 9), cave_0_nz: SuperSimplex::new().set_seed(seed + 10), cave_1_nz: SuperSimplex::new().set_seed(seed + 11), }; let mut chunks = Vec::new(); for x in 0..WORLD_SIZE.x as u32 { for y in 0..WORLD_SIZE.y as u32 { chunks.push(SimChunk::generate(Vec2::new(x, y), &mut gen_ctx)); } } Self { seed, chunks, gen_ctx, tree_gen: StructureGen2d::new(seed, 24, 16), } } pub fn get(&self, chunk_pos: Vec2) -> Option<&SimChunk> { if chunk_pos .map2(WORLD_SIZE, |e, sz| e < sz as u32) .reduce_and() { Some(&self.chunks[chunk_pos.y as usize * WORLD_SIZE.x + chunk_pos.x as usize]) } else { None } } pub fn get_base_z(&self, chunk_pos: Vec2) -> Option { self.get(chunk_pos).and_then(|_| { (0..2) .map(|i| (0..2).map(move |j| (i, j))) .flatten() .map(|(i, j)| { self.get(chunk_pos + Vec2::new(i, j)) .map(|c| c.get_base_z()) }) .flatten() .fold(None, |a: Option, x| a.map(|a| a.min(x)).or(Some(x))) }) } pub fn get_interpolated(&self, pos: Vec2, mut f: F) -> Option where T: Copy + Default + Add + Mul, F: FnMut(&SimChunk) -> T, { let pos = pos.map2(TerrainChunkSize::SIZE.into(), |e, sz: u32| { e as f64 / sz as f64 }); let cubic = |a: T, b: T, c: T, d: T, x: f32| -> T { let x2 = x * x; // Catmull-Rom splines let co0 = a * -0.5 + b * 1.5 + c * -1.5 + d * 0.5; let co1 = a + b * -2.5 + c * 2.0 + d * -0.5; let co2 = a * -0.5 + c * 0.5; let co3 = b; co0 * x2 * x + co1 * x2 + co2 * x + co3 }; let mut x = [T::default(); 4]; for (x_idx, j) in (-1..3).enumerate() { let y0 = f(self.get(pos.map2(Vec2::new(j, -1), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y1 = f(self.get(pos.map2(Vec2::new(j, 0), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y2 = f(self.get(pos.map2(Vec2::new(j, 1), |e, q| (e.max(0.0) as i32 + q) as u32))?); let y3 = f(self.get(pos.map2(Vec2::new(j, 2), |e, q| (e.max(0.0) as i32 + q) as u32))?); x[x_idx] = cubic(y0, y1, y2, y3, pos.y.fract() as f32); } Some(cubic(x[0], x[1], x[2], x[3], pos.x.fract() as f32)) } pub fn sampler(&self) -> Sampler { Sampler { sim: self, sample2d_cache: Cache::with_capacity(1024), } } } pub struct Sampler<'a> { sim: &'a WorldSim, sample2d_cache: Cache, Option>, } impl<'a> Sampler<'a> { fn sample_2d_impl(sim: &WorldSim, wpos: Vec2) -> Option { 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 rock = (sim.gen_ctx.small_nz.get((wposf.div(100.0)).into_array()) as f32) .mul(rockiness) .sub(0.35) .max(0.0) .mul(6.0); 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 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| { (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) -> 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) -> Option { 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, pub tree_density: f32, pub close_trees: [(Vec2, u32); 9], pub cave_xy: f32, pub cave_alt: f32, pub rock: f32, } #[derive(Copy, Clone)] pub struct Sample3d { pub block: Block, } pub const SEA_LEVEL: f32 = 128.0; pub const MOUNTAIN_HEIGHT: f32 = 900.0; const Z_TOLERANCE: (f32, f32) = (64.0, 64.0); pub struct SimChunk { pub chaos: f32, pub alt_base: f32, pub alt: f32, pub temp: f32, pub rockiness: f32, pub tree_density: f32, } impl SimChunk { fn generate(pos: Vec2, gen_ctx: &mut GenCtx) -> Self { let wposf = (pos * Vec2::from(TerrainChunkSize::SIZE)).map(|e| e as f64); let hill = (0.0 + gen_ctx .hill_nz .get((wposf.div(3_500.0)).into_array()) .mul(1.0) as f32 + gen_ctx .hill_nz .get((wposf.div(1_000.0)).into_array()) .mul(0.3) as f32) .add(0.3) .max(0.0); let chaos = (gen_ctx.chaos_nz.get((wposf.div(2_000.0)).into_array()) as f32) .add(1.0) .mul(0.5) .powf(1.5) .add(0.1 * hill); let chaos = chaos + chaos.mul(16.0).sin().mul(0.02); let alt_base = gen_ctx.alt_nz.get((wposf.div(6_000.0)).into_array()) as f32; let alt_base = alt_base .mul(0.4) .add(alt_base.mul(128.0).sin().mul(0.005)) .mul(800.0); let alt_main = gen_ctx.alt_nz.get((wposf.div(3_000.0)).into_array()) as f32; let alt = SEA_LEVEL + alt_base + (0.0 + alt_main + gen_ctx.small_nz.get((wposf.div(300.0)).into_array()) as f32 * alt_main.max(0.05) * chaos * 1.6) .add(1.0) .mul(0.5) .mul(chaos) .mul(MOUNTAIN_HEIGHT); Self { chaos, alt_base, alt, temp: (gen_ctx.temp_nz.get((wposf.div(8192.0)).into_array()) as f32), rockiness: (gen_ctx.rock_nz.get((wposf.div(1024.0)).into_array()) as f32) .sub(0.1) .mul(1.2) .max(0.0), tree_density: (gen_ctx.tree_nz.get((wposf.div(1024.0)).into_array()) as f32) .add(1.0) .mul(0.5) .mul(1.0 - chaos * 0.85) .add(0.1) .mul(if alt > SEA_LEVEL + 2.0 { 1.0 } else { 0.0 }), } } pub fn get_base_z(&self) -> f32 { self.alt - Z_TOLERANCE.0 * self.chaos } pub fn get_min_z(&self) -> f32 { self.alt - Z_TOLERANCE.0 * (self.chaos + 0.5) } pub fn get_max_z(&self) -> f32 { (self.alt + Z_TOLERANCE.1).max(SEA_LEVEL + 1.0) } } lazy_static! { static ref TREES: [Arc; 61] = [ // green oaks assets::load_map("world/tree/oak_green/1.vox", |s: Structure| s .with_center(Vec3::new(15, 18, 14))) .unwrap(), assets::load_map("world/tree/oak_green/2.vox", |s: Structure| s .with_center(Vec3::new(15, 18, 14))) .unwrap(), assets::load_map("world/tree/oak_green/3.vox", |s: Structure| s .with_center(Vec3::new(16, 20, 14))) .unwrap(), assets::load_map("world/tree/oak_green/4.vox", |s: Structure| s .with_center(Vec3::new(18, 21, 14))) .unwrap(), assets::load_map("world/tree/oak_green/5.vox", |s: Structure| s .with_center(Vec3::new(18, 18, 14))) .unwrap(), assets::load_map("world/tree/oak_green/6.vox", |s: Structure| s .with_center(Vec3::new(16, 21, 14))) .unwrap(), assets::load_map("world/tree/oak_green/7.vox", |s: Structure| s .with_center(Vec3::new(20, 19, 14))) .unwrap(), assets::load_map("world/tree/oak_green/8.vox", |s: Structure| s .with_center(Vec3::new(22, 20, 14))) .unwrap(), assets::load_map("world/tree/oak_green/9.vox", |s: Structure| s .with_center(Vec3::new(26, 26, 14))) .unwrap(), // green pines assets::load_map("world/tree/pine_green/1.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_green/2.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_green/3.vox", |s: Structure| s .with_center(Vec3::new(17, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_green/4.vox", |s: Structure| s .with_center(Vec3::new(10, 8, 12))) .unwrap(), assets::load_map("world/tree/pine_green/5.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 12))) .unwrap(), assets::load_map("world/tree/pine_green/6.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 12))) .unwrap(), assets::load_map("world/tree/pine_green/7.vox", |s: Structure| s .with_center(Vec3::new(16, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_green/8.vox", |s: Structure| s .with_center(Vec3::new(12, 10, 12))) .unwrap(), // green pines 2 assets::load_map("world/tree/pine_green_2/1.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_green_2/2.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_green_2/3.vox", |s: Structure| s .with_center(Vec3::new(17, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_green_2/4.vox", |s: Structure| s .with_center(Vec3::new(10, 8, 12))) .unwrap(), assets::load_map("world/tree/pine_green_2/5.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 12))) .unwrap(), assets::load_map("world/tree/pine_green_2/6.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 12))) .unwrap(), assets::load_map("world/tree/pine_green_2/7.vox", |s: Structure| s .with_center(Vec3::new(16, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_green_2/8.vox", |s: Structure| s .with_center(Vec3::new(12, 10, 12))) .unwrap(), // blue pines assets::load_map("world/tree/pine_blue/1.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_blue/2.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/pine_blue/3.vox", |s: Structure| s .with_center(Vec3::new(17, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_blue/4.vox", |s: Structure| s .with_center(Vec3::new(10, 8, 12))) .unwrap(), assets::load_map("world/tree/pine_blue/5.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 12))) .unwrap(), assets::load_map("world/tree/pine_blue/6.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 12))) .unwrap(), assets::load_map("world/tree/pine_blue/7.vox", |s: Structure| s .with_center(Vec3::new(16, 15, 12))) .unwrap(), assets::load_map("world/tree/pine_blue/8.vox", |s: Structure| s .with_center(Vec3::new(12, 10, 12))) .unwrap(), // temperate small assets::load_map("world/tree/temperate_small/1.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), assets::load_map("world/tree/temperate_small/2.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), assets::load_map("world/tree/temperate_small/3.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), assets::load_map("world/tree/temperate_small/4.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), assets::load_map("world/tree/temperate_small/5.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), assets::load_map("world/tree/temperate_small/6.vox", |s: Structure| s .with_center(Vec3::new(4, 4, 7))) .unwrap(), // birch assets::load_map("world/tree/birch/1.vox", |s: Structure| s .with_center(Vec3::new(12, 9, 5))) .unwrap(), assets::load_map("world/tree/birch/2.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/3.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/4.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/5.vox", |s: Structure| s .with_center(Vec3::new(9, 11, 5))) .unwrap(), assets::load_map("world/tree/birch/6.vox", |s: Structure| s .with_center(Vec3::new(9, 9, 5))) .unwrap(), assets::load_map("world/tree/birch/7.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/8.vox", |s: Structure| s .with_center(Vec3::new(9, 9, 5))) .unwrap(), assets::load_map("world/tree/birch/9.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/10.vox", |s: Structure| s .with_center(Vec3::new(10, 9, 5))) .unwrap(), assets::load_map("world/tree/birch/11.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 5))) .unwrap(), assets::load_map("world/tree/birch/12.vox", |s: Structure| s .with_center(Vec3::new(10, 9, 5))) .unwrap(), // poplar assets::load_map("world/tree/poplar/1.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/2.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/3.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/4.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/5.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/6.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/7.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/8.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/9.vox", |s: Structure| s .with_center(Vec3::new(6, 6, 10))) .unwrap(), assets::load_map("world/tree/poplar/10.vox", |s: Structure| s .with_center(Vec3::new(7, 7, 10))) .unwrap(), // palm trees /*assets::load_map("world/tree/desert_palm/1.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/2.vox", |s: Structure| s .with_center(Vec3::new(12, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/3.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/4.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/5.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/6.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/7.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/8.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/9.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), assets::load_map("world/tree/desert_palm/10.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 10))) .unwrap(), // snow pines assets::load_map("world/tree/snow_pine/1.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/snow_pine/2.vox", |s: Structure| s .with_center(Vec3::new(15, 15, 14))) .unwrap(), assets::load_map("world/tree/snow_pine/3.vox", |s: Structure| s .with_center(Vec3::new(17, 15, 12))) .unwrap(), assets::load_map("world/tree/snow_pine/4.vox", |s: Structure| s .with_center(Vec3::new(10, 8, 12))) .unwrap(), assets::load_map("world/tree/snow_pine/5.vox", |s: Structure| s .with_center(Vec3::new(12, 12, 12))) .unwrap(), assets::load_map("world/tree/snow_pine/6.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 12))) .unwrap(), assets::load_map("world/tree/snow_pine/7.vox", |s: Structure| s .with_center(Vec3::new(16, 15, 12))) .unwrap(), assets::load_map("world/tree/snow_pine/8.vox", |s: Structure| s .with_center(Vec3::new(12, 10, 12))) .unwrap(), // snow birches -> need roots! assets::load_map("world/tree/snow_birch/1.vox", |s: Structure| s .with_center(Vec3::new(12, 9, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/2.vox", |s: Structure| s .with_center(Vec3::new(11, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/3.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/4.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/5.vox", |s: Structure| s .with_center(Vec3::new(9, 11, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/6.vox", |s: Structure| s .with_center(Vec3::new(9, 9, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/7.vox", |s: Structure| s .with_center(Vec3::new(10, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/8.vox", |s: Structure| s .with_center(Vec3::new(9, 9, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/9.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/10.vox", |s: Structure| s .with_center(Vec3::new(10, 9, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/11.vox", |s: Structure| s .with_center(Vec3::new(9, 10, 4))) .unwrap(), assets::load_map("world/tree/snow_birch/12.vox", |s: Structure| s .with_center(Vec3::new(10, 9, 4))) .unwrap(), // willows assets::load_map("world/tree/willow/1.vox", |s: Structure| s .with_center(Vec3::new(15, 14, 1))) .unwrap(), assets::load_map("world/tree/willow/2.vox", |s: Structure| s .with_center(Vec3::new(11, 12, 1))) .unwrap(), */ ]; }