Tweak world generation

e27a1ee2777d78d8f0b501edd6ff73c9977fc5bd
This commit is contained in:
Tobias Berger 2022-09-04 16:53:35 +02:00
parent 99ec0c33cc
commit 208a7f6a63
Signed by: toby
GPG key ID: 2D05EFAB764D6A88
4 changed files with 95 additions and 50 deletions

View file

@ -40,11 +40,12 @@ pub fn cartesian_coordinates(alpha: f32, beta: f32, radius: f32) -> Result<Vec3A
}
let mut beta = beta.clone();
while beta < 0.0 {
beta += PI;
}
while beta >= TAU {
beta -= TAU;
if beta < 0.0 {
while beta < 0.0 {
beta += PI;
}
} else {
beta = beta.repeat(TAU);
}
let sin_alpha = f32::sin(alpha);
@ -73,3 +74,19 @@ pub fn random_point_in_sphere(radius: f32) -> Vec3A {
pub fn mix_values(a: f32, b: f32, weight_b: f32) -> f32 {
(b * weight_b) + (a * (1.0 - weight_b))
}
pub trait RepeatNum {
fn repeat(self, length: Self) -> Self;
}
impl RepeatNum for f32 {
fn repeat(self, length: f32) -> f32 {
let mut val = self;
while val < 0.0 {
val += length;
}
while val >= length {
val -= length;
}
val
}
}

View file

@ -8,7 +8,7 @@ use bevy::{math::Vec3A, prelude::Vec2, utils::default};
use noise::{NoiseFn, Perlin, Seedable};
use rand::Rng;
use crate::{cartesian_coordinates, mix_values, random_point_in_sphere, CartesianError};
use crate::{cartesian_coordinates, mix_values, random_point_in_sphere, CartesianError, RepeatNum};
#[derive(Debug, Clone, Copy)]
pub enum WorldGenError {
@ -70,14 +70,18 @@ impl World {
}
pub const NUM_CONTINENTS: u8 = 3;
pub const CONTINTENT_FACTOR: f32 = 0.5;
pub const CONTINENT_FACTOR: f32 = 0.7;
pub const CONTINENT_WIDTH_FACTOR: f32 = 5.0;
pub const MIN_ALTITUDE: f32 = -10000.0;
pub const MAX_ALTITUDE: f32 = 10000.0;
pub const ALTITUDE_SPAN: f32 = Self::MAX_ALTITUDE - Self::MIN_ALTITUDE;
pub const MOUNTAIN_RANGE_FACTOR: f32 = 0.1;
pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 10.0;
pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 15.0;
pub const TERRAIN_NOISE_FACTOR_1: f32 = 0.2;
pub const TERRAIN_NOISE_FACTOR_2: f32 = 0.15;
pub const TERRAIN_NOISE_FACTOR_3: f32 = 0.1;
pub const MIN_RAINFALL: f32 = -10.0;
pub const MAX_RAINFALL: f32 = 100.0;
@ -99,10 +103,16 @@ impl World {
self.generate_continents();
let offset_1 = Self::random_offset_vector();
const RADIUS_1: f32 = 2.0;
let offset_2 = Self::random_offset_vector();
const RADIUS_2: f32 = 1.0;
let offset_3 = Self::random_offset_vector();
let offset_4 = Self::random_offset_vector();
let offset_5 = Self::random_offset_vector();
const RADIUS_1: f32 = 0.5;
const RADIUS_2: f32 = 4.0;
const RADIUS_3: f32 = 4.0;
const RADIUS_4: f32 = 8.0;
const RADIUS_5: f32 = 16.0;
for y in 0..self.terrain.len() {
let alpha = (y as f32 / self.height as f32) * PI;
@ -110,18 +120,27 @@ impl World {
for x in 0..self.terrain[y].len() {
let beta = (x as f32 / self.width as f32) * TAU;
let continent_value = self.continent_modifier(x, y);
let value_1 =
self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1)?;
let value_2 = self.random_mountain_noise_from_polar_coordinates(
alpha, beta, RADIUS_2, offset_2,
)?;
let value_2 =
self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_2, offset_2)?;
let value_3 =
self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_3, offset_3)?;
let value_4 =
self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_4, offset_4)?;
let value_5 =
self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_5, offset_5)?;
let raw_altitude = mix_values(value_1, value_2, Self::MOUNTAIN_RANGE_FACTOR);
let raw_altitude = mix_values(
raw_altitude,
self.get_continent_modifier(x, y),
Self::CONTINTENT_FACTOR,
);
let mut raw_altitude = self
.random_mountain_noise_from_random_noise(mix_values(value_1, value_2, 0.1))
* mix_values(1.0, continent_value, 0.3);
raw_altitude = mix_values(raw_altitude, continent_value, Self::CONTINENT_FACTOR);
raw_altitude = mix_values(raw_altitude, value_3, Self::TERRAIN_NOISE_FACTOR_1);
raw_altitude *= mix_values(1.0, value_4, Self::TERRAIN_NOISE_FACTOR_2);
raw_altitude *= mix_values(1.0, value_5, Self::TERRAIN_NOISE_FACTOR_3);
self.terrain[y][x].altitude = Self::calculate_altitude(raw_altitude);
}
@ -161,30 +180,48 @@ impl World {
fn generate_continents(&mut self) {
let mut rng = rand::thread_rng();
self.contintent_offsets.fill_with(|| Vec2 {
x: rng.gen_range(1.0..(self.width - 1) as f32),
y: rng.gen_range(1.0..(self.width - 1) as f32),
});
for (idx, continent_offset) in self.contintent_offsets.iter_mut().enumerate() {
continent_offset.x = rng
.gen_range(
self.width as f32 * idx as f32 * 2.0 / 5.0
..self.width as f32 * (idx as f32 + 2.0) * 2.0 / 5.0,
)
.repeat(self.width as f32);
continent_offset.y =
rng.gen_range(self.height as f32 * 2.0 / 7.0..self.height as f32 * 5.0 / 7.0);
}
}
fn get_continent_modifier(&self, x: usize, y: usize) -> f32 {
fn continent_modifier(&self, x: usize, y: usize) -> f32 {
let x = x as f32;
let y = y as f32;
let width = self.width as f32;
let height = self.height as f32;
let mut max_value = 0.0;
let beta_factor =
Self::CONTINENT_WIDTH_FACTOR * width / 1.5 * (1.0 - f32::sin(PI * y / height));
for Vec2 {
x: cont_x,
y: cont_y,
x: continent_x,
y: contintent_y,
} in self.contintent_offsets
{
let distance_x = f32::min(
f32::abs(cont_x - x as f32),
f32::abs(self.width as f32 + cont_x - x as f32),
f32::min(f32::abs(continent_x - x), f32::abs(width + continent_x - x)),
continent_x - x - width,
);
let distance_y = f32::abs(cont_y - y as f32);
let distance_y = 2.0 * f32::abs(contintent_y - y);
let factor_x = f32::max(0.0, 1.0 - distance_x / self.width as f32);
let factor_y = f32::max(0.0, 1.0 - distance_y / self.height as f32);
let distance = (distance_x * distance_x + distance_y * distance_y).sqrt();
max_value = f32::max(max_value, factor_x * factor_x * factor_y * factor_y);
max_value = f32::max(
max_value,
f32::max(
0.0,
1.0 - Self::CONTINENT_WIDTH_FACTOR * distance / (width + beta_factor),
),
);
}
max_value
@ -194,21 +231,13 @@ impl World {
random_point_in_sphere(1000.0)
}
fn random_mountain_noise_from_polar_coordinates(
&self,
alpha: f32,
beta: f32,
radius: f32,
offset: Vec3A,
) -> Result<f32, CartesianError> {
let noise = World::random_noise_from_polar_coordinates(self, alpha, beta, radius, offset)?
* 2.0
- 1.0;
fn random_mountain_noise_from_random_noise(&self, noise: f32) -> f32 {
let noise = noise * 2.0 - 1.0;
let value_1 = (-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR + 1.0).powf(2.0)).exp();
let value_2 = -(-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0).powf(2.0)).exp();
let value_1 = -(-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR + 1.0).powf(2.0)).exp();
let value_2 = (-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0).powf(2.0)).exp();
Ok((value_1 + value_2 + 1.0) / 2.0)
(value_1 + value_2 + 1.0) / 2.0
}
fn random_noise_from_polar_coordinates(

View file

@ -39,9 +39,9 @@ impl WorldManager {
fn altitude_color(altitude: f32) -> Color {
if altitude < 0.0 {
Color::BLUE
Color::rgb(0.0, 0.0, (2.0 - altitude / World::MIN_ALTITUDE) / 2.0)
} else {
let mult = (altitude - World::MIN_ALTITUDE) / World::MAX_ALTITUDE;
let mult = (1.0 + altitude / World::MAX_ALTITUDE) / 2.0;
Color::rgb(0.58 * mult, 0.29 * mult, 0.0)
}

View file

@ -104,7 +104,6 @@ fn generate_texture(
image: UiImage(image_handle),
..default()
});
// });
});
}