Tweak world generation
055861b4e9fc202c10f02fa841f69dedbbe00e75
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c1994382c1
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4 changed files with 186 additions and 74 deletions
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@ -69,3 +69,7 @@ pub fn random_point_in_sphere(radius: f32) -> Vec3A {
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Vec3A::new(mult * x, mult * y, mult * z)
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}
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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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}
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@ -4,9 +4,11 @@ use std::{
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fmt::Display,
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};
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use bevy::{math::Vec3A, prelude::Vec2, utils::default};
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use noise::{NoiseFn, Perlin, Seedable};
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use rand::Rng;
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use crate::{cartesian_coordinates, random_point_in_sphere, CartesianError};
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use crate::{cartesian_coordinates, mix_values, random_point_in_sphere, CartesianError};
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#[derive(Debug, Clone, Copy)]
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pub enum WorldGenError {
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@ -35,13 +37,15 @@ impl Display for WorldGenError {
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}
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}
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#[derive(Debug)]
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#[derive(Debug, Clone)]
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pub struct World {
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pub width: i32,
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pub height: i32,
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pub seed: u32,
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pub terrain: Vec<Vec<TerrainCell>>,
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contintent_offsets: [Vec2; World::NUM_CONTINENTS as usize],
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perlin: Perlin,
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}
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#[derive(Debug, Copy, Clone, Default)]
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@ -52,63 +56,85 @@ pub struct TerrainCell {
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impl World {
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pub fn new(width: i32, height: i32, seed: u32) -> World {
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let terrain = vec![
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vec![TerrainCell::default(); width.try_into().unwrap()];
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height.try_into().unwrap()
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];
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World {
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width,
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height,
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seed,
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terrain,
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terrain: vec![
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vec![TerrainCell::default(); width.try_into().unwrap()];
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height.try_into().unwrap()
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],
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contintent_offsets: [default(); Self::NUM_CONTINENTS as usize],
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perlin: Perlin::new().set_seed(seed),
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}
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}
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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 MIN_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 MOUNTAIN_RANGE_FACTOR: f32 = 0.1;
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pub const MOUNTAIN_RANGE_WIDTH_FACTOR: 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 RAINFALL_SPAN: f32 = Self::MAX_RAINFALL - Self::MIN_RAINFALL;
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pub const RAINFALL_ALTITUDE_FACTOR: f32 = 1.0;
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pub fn generate(&mut self) -> Result<(), WorldGenError> {
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let perlin = Perlin::new().set_seed(self.seed);
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if let Err(err) = self.generate_altitude(&perlin) {
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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(&perlin) {
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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_altitude(&mut self, perlin: &Perlin) -> Result<(), CartesianError> {
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let offset = random_point_in_sphere(1000.0);
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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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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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const RADIUS_1: f32 = 2.0;
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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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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, cell) in row.iter_mut().enumerate() {
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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 pos = cartesian_coordinates(alpha, beta, RADIUS)? + offset;
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let value = Perlin::get(perlin, [pos.x.into(), pos.y.into(), pos.z.into()]) as f32;
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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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let value_2 = self.random_mountain_noise_from_polar_coordinates(
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alpha, beta, RADIUS_2, offset_2,
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)?;
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let altitude = Self::MIN_ALTITUDE + (value * Self::ALTITUDE_SPAN);
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let raw_altitude = mix_values(value_1, value_2, Self::MOUNTAIN_RANGE_FACTOR);
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let raw_altitude = mix_values(
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raw_altitude,
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self.get_continent_modifier(x, y),
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Self::CONTINTENT_FACTOR,
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);
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cell.altitude = 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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Ok(())
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}
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fn generate_rainfall(&mut self, perlin: &Perlin) -> Result<(), CartesianError> {
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let offset = random_point_in_sphere(1000.0);
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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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@ -118,7 +144,7 @@ impl World {
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let pos = cartesian_coordinates(alpha, beta, RADIUS)? + offset;
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let value = Perlin::get(perlin, [pos.x.into(), pos.y.into(), pos.z.into()]) as f32;
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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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@ -132,4 +158,69 @@ impl World {
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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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self.contintent_offsets.fill_with(|| Vec2 {
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x: rng.gen_range(1.0..(self.width - 1) as f32),
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y: rng.gen_range(1.0..(self.width - 1) as f32),
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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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let mut max_value = 0.0;
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for Vec2 {
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x: cont_x,
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y: cont_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::abs(cont_x - x as f32),
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f32::abs(self.width as f32 + cont_x - x as f32),
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);
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let distance_y = f32::abs(cont_y - y as f32);
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let factor_x = f32::max(0.0, 1.0 - distance_x / self.width as f32);
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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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}
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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_polar_coordinates(
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&self,
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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_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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}
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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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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 offset = cartesian_coordinates(alpha, beta, radius)? + offset;
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Ok(self
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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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}
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@ -1,4 +1,5 @@
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use crate::{World, WorldGenError};
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use crate::{TerrainCell, World, WorldGenError};
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use bevy::render::color::Color;
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use rand::random;
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#[derive(Debug)]
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@ -13,9 +14,72 @@ impl WorldManager {
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self.world.as_ref()
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}
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pub fn new_world(&mut self) -> Result<&World, WorldGenError> {
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let mut new_world = World::new(800, 600, random());
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let seed = random();
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let mut new_world = World::new(800, 600, seed);
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new_world.generate()?;
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self.world = Some(new_world);
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Ok(self.get_world().unwrap())
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}
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fn generate_color(cell: &TerrainCell) -> Color {
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let altitude_color = Self::altitude_color(cell.altitude);
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let rainfall_color = Self::rainfall_color(cell.rainfall);
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let normalized_rainfall = f32::max(cell.rainfall / World::MAX_RAINFALL, 0.0);
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let r = (altitude_color.r() * (1.0 - normalized_rainfall))
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+ (rainfall_color.r() * normalized_rainfall);
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let g = (altitude_color.g() * (1.0 - normalized_rainfall))
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+ (rainfall_color.g() * normalized_rainfall);
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let b = (altitude_color.b() * (1.0 - normalized_rainfall))
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+ (rainfall_color.b() * normalized_rainfall);
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Color::rgb(r, g, b)
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}
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fn altitude_color(altitude: f32) -> Color {
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if altitude < 0.0 {
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Color::BLUE
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} else {
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let mult = (altitude - World::MIN_ALTITUDE) / World::MAX_ALTITUDE;
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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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fn rainfall_color(rainfall: f32) -> Color {
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if rainfall < 0.0 {
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Color::BLACK
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} else {
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let mult = rainfall / World::MAX_RAINFALL;
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Color::GREEN * mult
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}
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}
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pub fn world_colors(&self) -> Vec<Color> {
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match self.get_world() {
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None => panic!("Called world_colors before generating world"),
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Some(world) => {
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let terrain_cells: Vec<_> = world.terrain.iter().rev().flatten().collect();
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terrain_cells
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.iter()
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.map(|cell| Self::generate_color(cell))
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.collect()
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}
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}
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}
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pub fn world_color_bytes(&self) -> Vec<u8> {
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self.world_colors()
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.iter()
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.flat_map(|color| {
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color
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.as_rgba_f32()
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.iter()
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.flat_map(|num| num.to_le_bytes())
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.collect::<Vec<u8>>()
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})
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.collect()
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}
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}
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49
src/main.rs
49
src/main.rs
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@ -60,62 +60,15 @@ use bevy::{
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};
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use save::*;
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fn get_color(cell: &TerrainCell) -> Color {
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let altitude_color = gen_altitude_color(cell.altitude);
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let rainfall_color = gen_rainfall_color(cell.rainfall);
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let normalized_rainfall = f32::max(cell.rainfall / World::MAX_RAINFALL, 0.0);
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let red = (altitude_color.r() * (1.0 - normalized_rainfall))
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+ rainfall_color.r() * normalized_rainfall;
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let green = (altitude_color.g() * (1.0 - normalized_rainfall))
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+ rainfall_color.g() * normalized_rainfall;
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let blue = (altitude_color.b() * (1.0 - normalized_rainfall))
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+ rainfall_color.b() * normalized_rainfall;
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Color::rgb(red, green, blue)
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}
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fn gen_altitude_color(altitude: f32) -> Color {
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if altitude < 0.0 {
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Color::BLUE
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} else {
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let mult = (altitude - World::MIN_ALTITUDE) / World::ALTITUDE_SPAN;
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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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fn gen_rainfall_color(rainfall: f32) -> Color {
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if rainfall < 0.0 {
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Color::BLACK
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} else {
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let mult = rainfall / World::MAX_RAINFALL;
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Color::GREEN * mult
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}
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}
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fn generate_texture(
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mut commands: Commands<'_, '_>,
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mut images: ResMut<'_, Assets<Image>>,
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world_manager: Res<'_, WorldManager>,
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) {
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let world = world_manager.get_world().unwrap();
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let terrain_cells: Vec<_> = world.terrain.iter().rev().flatten().collect();
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let colors: Vec<_> = terrain_cells.iter().map(|cell| get_color(cell)).collect();
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let data: Vec<_> = colors
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.iter()
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.flat_map(|color| {
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color
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.as_rgba_f32()
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.iter()
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.flat_map(|num| num.to_le_bytes())
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.collect::<Vec<u8>>()
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})
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.collect();
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let image_handle = images.add(Image {
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data,
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data: world_manager.world_color_bytes(),
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texture_descriptor: TextureDescriptor {
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label: None,
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size: Extent3d {
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