biome mapping
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@@ -32,12 +32,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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&noise,
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);
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result[x + z * Chunk::SIZE] = sample;
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moisture[x + z * Chunk::SIZE] = sample_simple(
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x as f64 + chunk_x * Chunk::SIZE as f64,
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z as f64 + chunk_z * Chunk::SIZE as f64,
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&cfg.layers[0],
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&noise,
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) as f32;
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moisture[x + z * Chunk::SIZE] = noise.get([
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(x as f64 + chunk_x * Chunk::SIZE as f64) / &cfg.noise_scale,
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(z as f64 + chunk_z * Chunk::SIZE as f64) / &cfg.noise_scale,
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]) as f32;
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temp[x + z * Chunk::SIZE] = sample_tempurature(
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z as f32 + chunk_z as f32 * Chunk::SIZE as f32,
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sample,
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@@ -57,10 +55,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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fn sample_tempurature(z: f32, height: f32, cfg: &GenerationConfig, equator: f32) -> f32 {
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let d = (equator - z).abs();
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let max_d = equator.max(cfg.get_total_height() as f32 - equator);
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let t_mod = d.remap(0., max_d, 0., 1.);
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let t_mod = d.remap(0., max_d, 0., 1.).clamp(0., 1.);
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// let max_d = d.max()
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return height.remap(0., 100., 0., 1.).clamp(0., 1.) * t_mod;
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return (height.remap(0., 50., 0., 1.).clamp(0., 1.) + t_mod) / 2.;
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}
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fn sample_point(x: f64, z: f64, cfg: &GenerationConfig, noise: &impl NoiseFn<f64, 2>) -> f32 {
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