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@@ -6,30 +6,24 @@ pub fn generate_heightmap(height: usize, width: usize, cfg: &GenerationConfig, s
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let mut chunks: Vec<Chunk> = Vec::with_capacity(height * width);
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for z in 0..height {
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for x in 0..width {
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chunks.push(generate_chunk(x as f64, z as f64, 32, cfg, seed));
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chunks.push(generate_chunk(x as f64, z as f64, cfg, seed));
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}
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}
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return Map {
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chunks: chunks,
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height: height,
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width: width,
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chunks,
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height,
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width,
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};
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}
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pub fn generate_chunk(
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chunk_x: f64,
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chunk_z: f64,
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size: usize,
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cfg: &GenerationConfig,
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seed: u32,
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) -> Chunk {
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let mut result: Vec<f32> = Vec::with_capacity(size * size);
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pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk {
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let mut result: Vec<f32> = Vec::with_capacity(Chunk::SIZE * Chunk::SIZE);
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let noise = SuperSimplex::new(seed);
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for z in 0..size {
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for x in 0..size {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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result.push(sample_point(
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x as f64 + chunk_x * size as f64,
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z as f64 + chunk_z * size as f64,
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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,
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&noise,
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));
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@@ -37,7 +31,6 @@ pub fn generate_chunk(
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}
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return Chunk {
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points: result,
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size: size,
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chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
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};
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}
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