Tweak world generation ; Fix discrepancies
3fbe1db79f1256c75234e61cb163be63a783beb2
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parent
208a7f6a63
commit
0c16637901
2 changed files with 124 additions and 115 deletions
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@ -80,13 +80,6 @@ pub trait RepeatNum {
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}
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impl RepeatNum for f32 {
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fn repeat(self, length: f32) -> f32 {
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let mut val = self;
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while val < 0.0 {
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val += length;
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}
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while val >= length {
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val -= length;
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}
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val
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f32::clamp(self - (self / length).floor() * length, 0.0, length)
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}
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}
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@ -69,7 +69,7 @@ impl World {
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}
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}
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pub const NUM_CONTINENTS: u8 = 3;
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pub const NUM_CONTINENTS: u8 = 7;
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pub const CONTINENT_FACTOR: f32 = 0.7;
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pub const CONTINENT_WIDTH_FACTOR: f32 = 5.0;
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@ -77,7 +77,8 @@ impl World {
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pub const MAX_ALTITUDE: f32 = 10000.0;
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pub const ALTITUDE_SPAN: f32 = Self::MAX_ALTITUDE - Self::MIN_ALTITUDE;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 15.0;
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pub const MOUNTAIN_RANGE_MIX_FACTOR: f32 = 0.075;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 25.0;
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pub const TERRAIN_NOISE_FACTOR_1: f32 = 0.2;
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pub const TERRAIN_NOISE_FACTOR_2: f32 = 0.15;
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@ -92,28 +93,71 @@ impl World {
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if let Err(err) = self.generate_altitude() {
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return Err(WorldGenError::CartesianError(err));
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}
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if let Err(err) = self.generate_rainfall() {
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return Err(WorldGenError::CartesianError(err));
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}
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// if let Err(err) = self.generate_rainfall() {
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// return Err(WorldGenError::CartesianError(err));
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// }
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Ok(())
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}
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fn generate_continents(&mut self) {
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let mut rng = rand::thread_rng();
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let width = self.width as f32;
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let height = self.height as f32;
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for (idx, continent_offset) in self.contintent_offsets.iter_mut().enumerate() {
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continent_offset.x = rng
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.gen_range(width * idx as f32 * 2.0 / 5.0..width * (idx as f32 + 2.0) * 2.0 / 5.0)
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.repeat(width);
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continent_offset.y = rng.gen_range(height * 1.0 / 6.0..height * 5.0 / 6.0);
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}
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}
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fn continent_modifier(&self, x: usize, y: usize) -> f32 {
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let x = x as f32;
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let y = y as f32;
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let width = self.width as f32;
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let height = self.height as f32;
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let mut max_value = 0.0;
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let beta_factor = f32::sin(PI * y / height);
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for Vec2 {
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x: continent_x,
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y: contintent_y,
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} in self.contintent_offsets
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{
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let distance_x = f32::min(
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f32::min((continent_x - x).abs(), (width + continent_x - x).abs()),
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(continent_x - x - width).abs(),
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) * beta_factor;
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let distance_y = f32::abs(contintent_y - y);
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let distance = (distance_x * distance_x + distance_y * distance_y).sqrt();
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let value = f32::max(0.0, 1.0 - Self::CONTINENT_WIDTH_FACTOR * distance / width);
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max_value = f32::max(max_value, value);
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}
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max_value
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}
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fn generate_altitude(&mut self) -> Result<(), CartesianError> {
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self.generate_continents();
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let offset_1 = Self::random_offset_vector();
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let offset_2 = Self::random_offset_vector();
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let offset_3 = Self::random_offset_vector();
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let offset_4 = Self::random_offset_vector();
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let offset_5 = Self::random_offset_vector();
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const RADIUS_1: f32 = 0.5;
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const RADIUS_2: f32 = 4.0;
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const RADIUS_3: f32 = 4.0;
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const RADIUS_4: f32 = 8.0;
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const RADIUS_5: f32 = 16.0;
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let offset_1 = Self::random_offset_vector();
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let offset_2 = Self::random_offset_vector();
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let offset_3 = Self::random_offset_vector();
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let offset_4 = Self::random_offset_vector();
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let offset_5 = Self::random_offset_vector();
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for y in 0..self.terrain.len() {
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let alpha = (y as f32 / self.height as f32) * PI;
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@ -133,113 +177,27 @@ impl World {
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let value_5 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_5, offset_5)?;
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let mut raw_altitude = self
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.random_mountain_noise_from_random_noise(mix_values(value_1, value_2, 0.1))
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* mix_values(1.0, continent_value, 0.3);
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let value = self.mountain_range_noise_from_random_noise(mix_values(
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value_1,
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value_2,
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Self::MOUNTAIN_RANGE_MIX_FACTOR,
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)) * mix_values(1.0, continent_value, 0.3);
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raw_altitude = mix_values(raw_altitude, continent_value, Self::CONTINENT_FACTOR);
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raw_altitude = mix_values(raw_altitude, value_3, Self::TERRAIN_NOISE_FACTOR_1);
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raw_altitude *= mix_values(1.0, value_4, Self::TERRAIN_NOISE_FACTOR_2);
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raw_altitude *= mix_values(1.0, value_5, Self::TERRAIN_NOISE_FACTOR_3);
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let value = mix_values(value, continent_value, Self::CONTINENT_FACTOR);
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let value = mix_values(value, value_3, Self::TERRAIN_NOISE_FACTOR_1);
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let value = value * mix_values(1.0, value_4, Self::TERRAIN_NOISE_FACTOR_2);
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let value = value * mix_values(1.0, value_5, Self::TERRAIN_NOISE_FACTOR_3);
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self.terrain[y][x].altitude = Self::calculate_altitude(raw_altitude);
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self.terrain[y][x].altitude = Self::calculate_altitude(value);
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}
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}
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Ok(())
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}
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fn calculate_altitude(raw_altitude: f32) -> f32 {
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Self::MIN_ALTITUDE + (raw_altitude * Self::ALTITUDE_SPAN)
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}
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fn generate_rainfall(&mut self) -> Result<(), CartesianError> {
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let offset = Self::random_offset_vector();
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const RADIUS: f32 = 2.0;
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for (y, row) in self.terrain.iter_mut().enumerate() {
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let alpha = (y as f32 / self.height as f32) * PI;
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for (x, cell) in row.iter_mut().enumerate() {
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let beta = (x as f32 / self.width as f32) * TAU;
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let pos = cartesian_coordinates(alpha, beta, RADIUS)? + offset;
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let value = self.perlin.get([pos.x.into(), pos.y.into(), pos.z.into()]) as f32;
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let base_rainfall = (value * Self::RAINFALL_SPAN + Self::MIN_RAINFALL)
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.clamp(0.0, World::MAX_RAINFALL);
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let altitude_factor = ((cell.altitude / Self::MAX_ALTITUDE)
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* World::RAINFALL_ALTITUDE_FACTOR)
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.clamp(0.0, 1.0);
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let rainfall = base_rainfall * (1.0 - altitude_factor);
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cell.rainfall = rainfall;
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}
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}
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Ok(())
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}
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fn generate_continents(&mut self) {
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let mut rng = rand::thread_rng();
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for (idx, continent_offset) in self.contintent_offsets.iter_mut().enumerate() {
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continent_offset.x = rng
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.gen_range(
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self.width as f32 * idx as f32 * 2.0 / 5.0
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..self.width as f32 * (idx as f32 + 2.0) * 2.0 / 5.0,
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)
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.repeat(self.width as f32);
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continent_offset.y =
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rng.gen_range(self.height as f32 * 2.0 / 7.0..self.height as f32 * 5.0 / 7.0);
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}
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}
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fn continent_modifier(&self, x: usize, y: usize) -> f32 {
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let x = x as f32;
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let y = y as f32;
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let width = self.width as f32;
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let height = self.height as f32;
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let mut max_value = 0.0;
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let beta_factor =
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Self::CONTINENT_WIDTH_FACTOR * width / 1.5 * (1.0 - f32::sin(PI * y / height));
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for Vec2 {
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x: continent_x,
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y: contintent_y,
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} in self.contintent_offsets
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{
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let distance_x = f32::min(
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f32::min(f32::abs(continent_x - x), f32::abs(width + continent_x - x)),
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continent_x - x - width,
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);
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let distance_y = 2.0 * f32::abs(contintent_y - y);
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let distance = (distance_x * distance_x + distance_y * distance_y).sqrt();
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max_value = f32::max(
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max_value,
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f32::max(
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0.0,
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1.0 - Self::CONTINENT_WIDTH_FACTOR * distance / (width + beta_factor),
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),
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);
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}
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max_value
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}
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fn random_offset_vector() -> Vec3A {
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random_point_in_sphere(1000.0)
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}
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fn random_mountain_noise_from_random_noise(&self, noise: f32) -> f32 {
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let noise = noise * 2.0 - 1.0;
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let value_1 = -(-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR + 1.0).powf(2.0)).exp();
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let value_2 = (-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0).powf(2.0)).exp();
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(value_1 + value_2 + 1.0) / 2.0
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}
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fn random_noise_from_polar_coordinates(
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&self,
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alpha: f32,
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@ -252,4 +210,62 @@ impl World {
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.perlin
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.get([offset.x as f64, offset.y as f64, offset.z as f64]) as f32)
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}
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fn mountain_range_noise_from_random_noise(&self, noise: f32) -> f32 {
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let noise = noise * 2.0 - 1.0;
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let value_1 = -f32::exp(-f32::powi(
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noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR + 1.0,
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2,
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));
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let value_2 = f32::exp(-f32::powi(
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noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0,
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2,
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));
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let value_3 = -f32::exp(-f32::powi(
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noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR + Self::MOUNTAIN_RANGE_WIDTH_FACTOR / 2.0,
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2,
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));
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let value_4 = f32::exp(-f32::powi(
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noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - Self::MOUNTAIN_RANGE_WIDTH_FACTOR / 2.0,
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2,
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));
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(value_1 + value_2 + value_3 + value_4 + 1.0) / 2.0
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}
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fn calculate_altitude(raw_altitude: f32) -> f32 {
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Self::MIN_ALTITUDE + (raw_altitude * Self::ALTITUDE_SPAN)
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}
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fn generate_rainfall(&mut self) -> Result<(), CartesianError> {
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let offset = Self::random_offset_vector();
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const RADIUS: f32 = 2.0;
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for y in 0..self.terrain.len() {
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let alpha = (y as f32 / self.height as f32) * PI;
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for x in 0..self.terrain[y].len() {
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let mut cell = self.terrain[y][x];
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let beta = (x as f32 / self.width as f32) * TAU;
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let base_rainfall = Self::calculate_rainfall(
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS, offset)?,
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);
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let altitude_factor = f32::clamp(
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cell.altitude / Self::MAX_ALTITUDE * Self::RAINFALL_ALTITUDE_FACTOR,
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0.0,
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1.0,
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);
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let rainfall = base_rainfall * (1.0 - altitude_factor);
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cell.rainfall = rainfall;
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}
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}
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Ok(())
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}
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fn calculate_rainfall(raw_rainfall: f32) -> f32 {
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((raw_rainfall * Self::RAINFALL_ALTITUDE_FACTOR) + Self::MIN_RAINFALL)
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.clamp(0.0, Self::MAX_RAINFALL)
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}
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}
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