221 lines
5.9 KiB
Rust
221 lines
5.9 KiB
Rust
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 noise::{NoiseFn, SuperSimplex};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::biome_painter::BiomePainter;
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use crate::map::biome_map::{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, 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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.flat_map(|z| {
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(0..cfg.size.x).into_par_iter().map(move |x| {
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let biome_chunk = &biomes.chunks[x as usize + z as usize * cfg.size.x as usize];
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return generate_chunk(x, z, cfg, seed, &biome_chunk, painter);
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})
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})
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.collect();
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return Map {
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chunks,
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height: cfg.size.y as usize,
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width: cfg.size.x as usize,
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sea_level: cfg.sea_level as f32,
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};
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}
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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, biome_painter);
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})
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})
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.collect();
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map.blend(cfg.biome_blend);
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return map;
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}
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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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let noise_m = SuperSimplex::new(seed + 1);
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let noise_t = SuperSimplex::new(seed + 2);
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let noise_c = SuperSimplex::new(seed + 3);
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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 moisture = 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_y as f64 * Chunk::SIZE as f64,
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&cfg.moisture_noise,
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&noise_m,
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cfg.size.as_vec2(),
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cfg.border_size,
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);
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let temperature = 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_y as f64 * Chunk::SIZE as f64,
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&cfg.temperature_noise,
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&noise_t,
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cfg.size.as_vec2(),
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cfg.border_size,
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);
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let continentality = 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_y as f64 * Chunk::SIZE as f64,
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&cfg.continent_noise,
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&noise_c,
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cfg.size.as_vec2(),
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cfg.border_size,
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);
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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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return chunk;
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}
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pub fn generate_chunk(
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chunk_x: u32,
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chunk_z: u32,
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cfg: &GenerationConfig,
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seed: u32,
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biome_chunk: &BiomeChunk,
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biome_painter: &BiomePainter,
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) -> Chunk {
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let mut result: [f32; Chunk::SIZE * Chunk::SIZE] = [0.; Chunk::AREA];
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let mut data = [BiomeData::default(); Chunk::AREA];
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let mut biome_ids = [0; Chunk::AREA];
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let noise = SuperSimplex::new(seed);
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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_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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let idx = x + z * Chunk::SIZE;
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biome_ids[idx] = biome_chunk.get_biome_id_dithered(x, z, &noise, cfg.biome_dither);
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result[idx] = sample;
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data[idx] = biome_data.clone();
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}
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}
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return Chunk {
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heights: result,
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biome_data: data,
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biome_id: biome_ids,
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chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
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..default()
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};
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}
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fn sample_point(x: f64, z: f64, cfg: &NoiseConfig, noise: &impl NoiseFn<f64, 2>, size: Vec2, border_size: f32) -> f32 {
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let x_s = x / cfg.scale;
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let z_s = z / cfg.scale;
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let mut elevation: f64 = 0.;
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let mut first_layer: f64 = 0.;
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for i in 0..cfg.layers.len() {
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let value: f64;
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let layer = &cfg.layers[i];
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if layer.is_rigid {
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value = sample_rigid(x_s, z_s, layer, noise);
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} else {
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value = sample_simple(x_s, z_s, layer, noise);
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}
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if i == 0 {
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first_layer = value;
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}
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if layer.first_layer_mask {
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elevation += mask(first_layer, value);
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} else {
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elevation += value;
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}
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}
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let outer = size * Chunk::SIZE as f32;
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let p = Vec2::new(x as f32, z as f32);
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let d1 = p.x.min(p.y);
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let od = outer - p;
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let d2 = od.x.min(od.y);
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let d = d1.min(d2).min(border_size).remap(0., border_size, 0., 1.);
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return (elevation as f32) * d;
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}
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fn mask(mask: f64, value: f64) -> f64 {
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return value * mask;
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}
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fn sample_simple(x: f64, z: f64, cfg: &GeneratorLayer, noise: &impl NoiseFn<f64, 2>) -> f64 {
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let mut freq: f64 = cfg.base_roughness;
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let mut amp: f64 = 1.;
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let mut value = 0.;
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for _ in 0..cfg.layers {
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let v = noise.get([x * freq, z * freq]);
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value += (v + 1.) * 0.5 * amp;
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freq *= cfg.roughness;
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amp *= cfg.persistence;
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}
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value -= cfg.min_value;
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return value * cfg.strength;
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}
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fn sample_rigid(x: f64, z: f64, cfg: &GeneratorLayer, noise: &impl NoiseFn<f64, 2>) -> f64 {
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let mut freq: f64 = cfg.base_roughness;
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let mut amp: f64 = 1.;
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let mut value = 0.;
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let mut weight = 1.;
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for _ in 0..cfg.layers {
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let mut v = 1. - noise.get([x * freq, z * freq]).abs();
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v *= v;
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v *= weight;
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weight = v * cfg.weight_multi;
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weight = weight.clamp(0., 1.);
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value += v * amp;
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freq *= cfg.roughness;
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amp *= cfg.persistence;
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}
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value -= cfg.min_value;
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return value * cfg.strength;
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}
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