fixed blending
Implementing noise blending
This commit is contained in:
@@ -64,6 +64,22 @@ impl BiomePainter {
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return biome;
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}
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pub fn sample_biome_index(&self, data: &BiomeData) -> usize {
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assert!(self.biomes.length() != 0, "There are no biomes");
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let mut biome = 0;
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let mut dist = f32::INFINITY;
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for i in 0..self.biomes.len() {
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let d = self.biomes[i].distance(data.into());
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if d < dist {
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biome = i;
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dist = d;
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}
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}
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return biome;
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}
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}
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create_asset_loader!(
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@@ -1,4 +1,4 @@
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use bevy::math::IVec2;
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use bevy::math::{IVec2, UVec2};
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use bevy::prelude::{FloatExt, Vec2};
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use bevy::utils::default;
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use bevy::utils::petgraph::data;
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@@ -10,7 +10,7 @@ use crate::map::biome_map::{self, BiomeChunk, BiomeData, BiomeMap};
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use crate::prelude::*;
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pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePainter) -> Map {
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let biomes = &generate_biomes(cfg, seed);
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let biomes = &generate_biomes(cfg, seed, painter);
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// let mut chunks: Vec<Chunk> = Vec::with_capacity(cfg.size.length_squared() as usize);
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let chunks = (0..cfg.size.y)
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.into_par_iter()
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@@ -29,13 +29,13 @@ pub fn generate_heightmap(cfg: &GenerationConfig, seed: u32, painter: &BiomePain
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};
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}
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pub fn generate_biomes(cfg: &GenerationConfig, seed: u32) -> BiomeMap {
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let mut map = BiomeMap::new(cfg.size, 8);
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pub fn generate_biomes(cfg: &GenerationConfig, seed: u32, biome_painter: &BiomePainter) -> BiomeMap {
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let mut map = BiomeMap::new(cfg.size, biome_painter.biomes.len());
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map.chunks = (0..cfg.size.y)
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.into_par_iter()
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.flat_map(|y| {
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(0..cfg.size.x).into_par_iter().map(move |x| {
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return generate_biome_chunk(x as usize, y as usize, cfg, seed);
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return generate_biome_chunk(x as usize, y as usize, cfg, seed, biome_painter);
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})
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})
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.collect();
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@@ -43,8 +43,15 @@ pub fn generate_biomes(cfg: &GenerationConfig, seed: u32) -> BiomeMap {
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return map;
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}
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pub fn generate_biome_chunk(chunk_x: usize, chunk_y: usize, cfg: &GenerationConfig, seed: u32) -> BiomeChunk {
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pub fn generate_biome_chunk(
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chunk_x: usize,
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chunk_y: usize,
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cfg: &GenerationConfig,
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seed: u32,
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biome_painter: &BiomePainter,
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) -> BiomeChunk {
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let mut chunk = BiomeChunk {
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offset: UVec2::new(chunk_x as u32, chunk_y as u32),
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data: [BiomeData::default(); Chunk::AREA],
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tiles: Vec::with_capacity(Chunk::AREA),
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};
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@@ -78,11 +85,16 @@ pub fn generate_biome_chunk(chunk_x: usize, chunk_y: usize, cfg: &GenerationConf
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cfg.size.as_vec2(),
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cfg.border_size,
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);
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chunk.data[x + z * Chunk::SIZE] = BiomeData {
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moisture,
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temperature,
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continentality,
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let data = BiomeData {
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moisture: moisture.clamp(0., 100.),
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temperature: temperature.clamp(0., 100.),
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continentality: continentality.clamp(0., 100.),
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};
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let mut b = vec![0.; biome_painter.biomes.len()];
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b[biome_painter.sample_biome_index(&data)] = 1.;
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chunk.data[x + z * Chunk::SIZE] = data;
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chunk.tiles.push(b);
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}
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}
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@@ -103,15 +115,23 @@ pub fn generate_chunk(
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let biome_data = biome_chunk.get_biome_data(x, z);
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let biome = biome_painter.sample_biome(biome_data);
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let sample = sample_point(
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x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
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z as f64 + chunk_z as f64 * Chunk::SIZE as f64,
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&biome.noise,
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&noise,
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cfg.size.as_vec2(),
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cfg.border_size,
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);
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let biome_blend = biome_chunk.get_biome(x, z);
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let mut sample = 0.;
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for i in 0..biome_blend.len() {
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let blend = biome_blend[i];
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if blend == 0. {
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continue;
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}
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let biome = &biome_painter.biomes[i];
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sample += sample_point(
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x as f64 + chunk_x as f64 * Chunk::SIZE as f64,
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z as f64 + chunk_z as f64 * Chunk::SIZE as f64,
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&biome.noise,
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&noise,
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cfg.size.as_vec2(),
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cfg.border_size,
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) * blend;
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}
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result[x + z * Chunk::SIZE] = sample;
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data[x + z * Chunk::SIZE] = biome_data.clone();
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}
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@@ -6,6 +6,7 @@ use super::chunk::Chunk;
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pub struct BiomeMap {
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pub height: usize,
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pub width: usize,
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pub size: UVec2,
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pub biome_count: usize,
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pub chunks: Vec<BiomeChunk>,
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}
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@@ -33,6 +34,7 @@ impl BiomeMap {
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pub fn new(size: UVec2, biome_count: usize) -> Self {
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let len = size.x as usize * size.y as usize * Chunk::AREA;
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return BiomeMap {
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size: size,
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height: size.y as usize * Chunk::SIZE,
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width: size.x as usize * Chunk::SIZE,
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biome_count,
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@@ -57,7 +59,10 @@ impl BiomeMap {
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.map(|y| {
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let mut new_tiles = Vec::with_capacity(self.width);
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for x in 0..Chunk::SIZE {
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let kernel = self.get_kernel(x as i32, y as i32);
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let tx = x as u32 + chunk.offset.x * Chunk::SIZE as u32;
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let ty = y as u32 + chunk.offset.y * Chunk::SIZE as u32;
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let kernel = self.get_kernel(tx as i32, ty as i32);
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let r = kernel
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.iter()
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.filter_map(|f| *f)
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@@ -77,6 +82,7 @@ impl BiomeMap {
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.flatten()
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.collect();
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return BiomeChunk {
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offset: chunk.offset,
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tiles,
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data: chunk.data,
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};
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@@ -107,27 +113,27 @@ impl BiomeMap {
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return None;
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}
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let cx = x as usize / Chunk::SIZE;
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let cy = y as usize / Chunk::SIZE;
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let chunk = &self.chunks[cx + cy * Chunk::SIZE];
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let cx = (x as f32 / Chunk::SIZE as f32).floor() as usize;
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let cy = (y as f32 / Chunk::SIZE as f32).floor() as usize;
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let chunk = &self.chunks[cx + cy * self.size.x as usize];
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return Some(chunk.get_biome(x as usize - cx * Chunk::SIZE, y as usize - cy * Chunk::SIZE));
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}
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pub fn get_biome_data(&self, x: usize, y: usize) -> &BiomeData {
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let cx = x / Chunk::SIZE;
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let cy = y / Chunk::SIZE;
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let cx = (x as f32 / Chunk::SIZE as f32).floor() as usize;
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let cy = (y as f32 / Chunk::SIZE as f32).floor() as usize;
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let chunk = &self.chunks[cx + cy * Chunk::SIZE];
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let chunk = &self.chunks[cx + cy * self.size.x as usize];
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return chunk.get_biome_data(x - cx * Chunk::SIZE, y - cy * Chunk::SIZE);
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return chunk.get_biome_data(x - (cx * Chunk::SIZE), y - (cy * Chunk::SIZE));
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}
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}
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#[derive(Clone)]
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pub struct BiomeChunk {
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pub tiles: Vec<Vec<f32>>,
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pub offset: UVec2,
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pub data: [BiomeData; Chunk::AREA],
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}
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@@ -148,9 +154,9 @@ mod tests {
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#[test]
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fn biome_blend() {
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let mut biome = BiomeMap::new(UVec2::ONE * 16, 8);
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let w = biome.width / Chunk::SIZE;
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let h = biome.height / Chunk::SIZE;
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let mut biome = BiomeMap::new(UVec2::splat(4), 8);
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let w = biome.size.x as usize;
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let h = biome.size.y as usize;
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for y in 0..h {
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for x in 0..w {
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@@ -162,10 +168,12 @@ mod tests {
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}
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biome.blend(8);
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assert!(biome.chunks.iter().all(|f| f.tiles.len() == Chunk::AREA), "Data Lost");
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}
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fn generate_chunk(x: usize, y: usize, biome: Vec<f32>) -> BiomeChunk {
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let chunk = BiomeChunk {
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offset: UVec2::new(x as u32, y as u32),
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data: [BiomeData::default(); Chunk::AREA],
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tiles: (0..Chunk::AREA).into_iter().map(|_| biome.clone()).collect(),
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};
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@@ -16,7 +16,7 @@ impl Plugin for BuildingPugin {
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app.insert_resource(BuildQueue::default());
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app.add_systems(Startup, init);
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app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
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//app.add_systems(Update, hq_placement.run_if(in_state(GameplayState::PlaceHQ)));
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app.add_systems(PreUpdate, process_build_queue.run_if(in_state(GameplayState::Playing)));
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}
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Submodule game/main/assets updated: f809b7232a...2f1fb1ba3b
@@ -206,19 +206,19 @@ fn create_heightmap(
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biome_painter: Res<BiomePainter>,
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) {
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let config = GenerationConfig {
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biome_blend: 3,
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biome_blend: 16,
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continent_layer: NoiseConfig {
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scale: 450.,
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layers: vec![GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 100.,
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min_value: -0.2,
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min_value: 0.,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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layers: 1,
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first_layer_mask: false,
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}],
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},
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@@ -228,12 +228,12 @@ fn create_heightmap(
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 100.,
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min_value: -0.2,
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min_value: 0.,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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layers: 1,
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first_layer_mask: false,
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}],
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},
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@@ -243,18 +243,18 @@ fn create_heightmap(
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 100.,
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min_value: -0.2,
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min_value: 0.,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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layers: 1,
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first_layer_mask: false,
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}],
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},
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sea_level: 8.5,
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border_size: 64.,
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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size: UVec2::splat(16),
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// size: UVec2::splat(1),
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};
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let heightmap = generate_heightmap(&config, 42069, &biome_painter);
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