Tweak world generation
e27a1ee2777d78d8f0b501edd6ff73c9977fc5bd
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99ec0c33cc
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208a7f6a63
4 changed files with 95 additions and 50 deletions
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@ -40,11 +40,12 @@ pub fn cartesian_coordinates(alpha: f32, beta: f32, radius: f32) -> Result<Vec3A
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}
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}
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let mut beta = beta.clone();
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let mut beta = beta.clone();
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while beta < 0.0 {
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if beta < 0.0 {
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beta += PI;
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while beta < 0.0 {
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}
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beta += PI;
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while beta >= TAU {
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}
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beta -= TAU;
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} else {
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beta = beta.repeat(TAU);
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}
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}
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let sin_alpha = f32::sin(alpha);
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let sin_alpha = f32::sin(alpha);
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@ -73,3 +74,19 @@ pub fn random_point_in_sphere(radius: f32) -> Vec3A {
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pub fn mix_values(a: f32, b: f32, weight_b: f32) -> f32 {
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pub fn mix_values(a: f32, b: f32, weight_b: f32) -> f32 {
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(b * weight_b) + (a * (1.0 - weight_b))
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(b * weight_b) + (a * (1.0 - weight_b))
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}
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}
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pub trait RepeatNum {
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fn repeat(self, length: Self) -> Self;
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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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}
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}
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@ -8,7 +8,7 @@ use bevy::{math::Vec3A, prelude::Vec2, utils::default};
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use noise::{NoiseFn, Perlin, Seedable};
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use noise::{NoiseFn, Perlin, Seedable};
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use rand::Rng;
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use rand::Rng;
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use crate::{cartesian_coordinates, mix_values, random_point_in_sphere, CartesianError};
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use crate::{cartesian_coordinates, mix_values, random_point_in_sphere, CartesianError, RepeatNum};
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone, Copy)]
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pub enum WorldGenError {
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pub enum WorldGenError {
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@ -70,14 +70,18 @@ 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 = 3;
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pub const CONTINTENT_FACTOR: f32 = 0.5;
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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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pub const MIN_ALTITUDE: f32 = -10000.0;
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pub const MIN_ALTITUDE: f32 = -10000.0;
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pub const MAX_ALTITUDE: f32 = 10000.0;
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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 ALTITUDE_SPAN: f32 = Self::MAX_ALTITUDE - Self::MIN_ALTITUDE;
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pub const MOUNTAIN_RANGE_FACTOR: f32 = 0.1;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 15.0;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: f32 = 10.0;
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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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pub const TERRAIN_NOISE_FACTOR_3: f32 = 0.1;
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pub const MIN_RAINFALL: f32 = -10.0;
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pub const MIN_RAINFALL: f32 = -10.0;
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pub const MAX_RAINFALL: f32 = 100.0;
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pub const MAX_RAINFALL: f32 = 100.0;
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@ -99,10 +103,16 @@ impl World {
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self.generate_continents();
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self.generate_continents();
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let offset_1 = Self::random_offset_vector();
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let offset_1 = Self::random_offset_vector();
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const RADIUS_1: f32 = 2.0;
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let offset_2 = Self::random_offset_vector();
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let offset_2 = Self::random_offset_vector();
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const RADIUS_2: f32 = 1.0;
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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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for y in 0..self.terrain.len() {
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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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let alpha = (y as f32 / self.height as f32) * PI;
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@ -110,18 +120,27 @@ impl World {
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for x in 0..self.terrain[y].len() {
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for x in 0..self.terrain[y].len() {
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let beta = (x as f32 / self.width as f32) * TAU;
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let beta = (x as f32 / self.width as f32) * TAU;
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let continent_value = self.continent_modifier(x, y);
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let value_1 =
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let value_1 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1)?;
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_1, offset_1)?;
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let value_2 = self.random_mountain_noise_from_polar_coordinates(
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let value_2 =
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alpha, beta, RADIUS_2, offset_2,
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_2, offset_2)?;
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)?;
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let value_3 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_3, offset_3)?;
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let value_4 =
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self.random_noise_from_polar_coordinates(alpha, beta, RADIUS_4, offset_4)?;
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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 raw_altitude = mix_values(value_1, value_2, Self::MOUNTAIN_RANGE_FACTOR);
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let mut raw_altitude = self
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let raw_altitude = mix_values(
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.random_mountain_noise_from_random_noise(mix_values(value_1, value_2, 0.1))
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raw_altitude,
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* mix_values(1.0, continent_value, 0.3);
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self.get_continent_modifier(x, y),
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Self::CONTINTENT_FACTOR,
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raw_altitude = mix_values(raw_altitude, continent_value, Self::CONTINENT_FACTOR);
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);
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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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self.terrain[y][x].altitude = Self::calculate_altitude(raw_altitude);
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self.terrain[y][x].altitude = Self::calculate_altitude(raw_altitude);
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}
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}
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@ -161,30 +180,48 @@ impl World {
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fn generate_continents(&mut self) {
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fn generate_continents(&mut self) {
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let mut rng = rand::thread_rng();
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let mut rng = rand::thread_rng();
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self.contintent_offsets.fill_with(|| Vec2 {
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for (idx, continent_offset) in self.contintent_offsets.iter_mut().enumerate() {
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x: rng.gen_range(1.0..(self.width - 1) as f32),
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continent_offset.x = rng
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y: rng.gen_range(1.0..(self.width - 1) as f32),
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.gen_range(
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});
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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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}
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fn get_continent_modifier(&self, x: usize, y: usize) -> f32 {
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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 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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for Vec2 {
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x: cont_x,
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x: continent_x,
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y: cont_y,
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y: contintent_y,
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} in self.contintent_offsets
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} in self.contintent_offsets
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{
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{
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let distance_x = f32::min(
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let distance_x = f32::min(
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f32::abs(cont_x - x as f32),
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f32::min(f32::abs(continent_x - x), f32::abs(width + continent_x - x)),
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f32::abs(self.width as f32 + cont_x - x as f32),
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continent_x - x - width,
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);
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);
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let distance_y = f32::abs(cont_y - y as f32);
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let distance_y = 2.0 * f32::abs(contintent_y - y);
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let factor_x = f32::max(0.0, 1.0 - distance_x / self.width as f32);
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let distance = (distance_x * distance_x + distance_y * distance_y).sqrt();
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let factor_y = f32::max(0.0, 1.0 - distance_y / self.height as f32);
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max_value = f32::max(max_value, factor_x * factor_x * factor_y * factor_y);
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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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}
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max_value
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max_value
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@ -194,21 +231,13 @@ impl World {
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random_point_in_sphere(1000.0)
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random_point_in_sphere(1000.0)
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}
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}
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fn random_mountain_noise_from_polar_coordinates(
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fn random_mountain_noise_from_random_noise(&self, noise: f32) -> f32 {
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&self,
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let noise = noise * 2.0 - 1.0;
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alpha: f32,
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beta: f32,
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radius: f32,
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offset: Vec3A,
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) -> Result<f32, CartesianError> {
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let noise = World::random_noise_from_polar_coordinates(self, alpha, beta, radius, offset)?
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* 2.0
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- 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_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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let value_2 = (-(noise * Self::MOUNTAIN_RANGE_WIDTH_FACTOR - 1.0).powf(2.0)).exp();
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Ok((value_1 + value_2 + 1.0) / 2.0)
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(value_1 + value_2 + 1.0) / 2.0
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}
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}
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fn random_noise_from_polar_coordinates(
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fn random_noise_from_polar_coordinates(
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@ -39,9 +39,9 @@ impl WorldManager {
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fn altitude_color(altitude: f32) -> Color {
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fn altitude_color(altitude: f32) -> Color {
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if altitude < 0.0 {
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if altitude < 0.0 {
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Color::BLUE
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Color::rgb(0.0, 0.0, (2.0 - altitude / World::MIN_ALTITUDE) / 2.0)
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} else {
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} else {
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let mult = (altitude - World::MIN_ALTITUDE) / World::MAX_ALTITUDE;
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let mult = (1.0 + altitude / World::MAX_ALTITUDE) / 2.0;
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Color::rgb(0.58 * mult, 0.29 * mult, 0.0)
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Color::rgb(0.58 * mult, 0.29 * mult, 0.0)
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}
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}
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@ -104,7 +104,6 @@ fn generate_texture(
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image: UiImage(image_handle),
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image: UiImage(image_handle),
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..default()
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..default()
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});
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});
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// });
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});
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});
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}
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}
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