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use bevy::prelude::*;
use noise_functions::{Noise, Simplex};
use crate::{
bloxel::{
prelude::*,
storage::{ChunkedOctree, OctreeNode},
},
camera_controller::ControlledCamera,
TerrainBlocks,
};
pub struct WorldGenPlugin;
impl Plugin for WorldGenPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ExistingChunks>().add_systems(
Update,
(
create_chunks_around_camera,
destroy_chunks_away_from_camera,
generate_terrain,
),
);
}
}
fn create_chunks_around_camera(
mut commands: Commands,
mut octree: ResMut<ExistingChunks>,
camera: Single<&Transform, With<ControlledCamera>>,
chunk_map: Single<Entity, With<ChunkMap>>,
) {
let block_pos = camera.translation.as_ivec3().into();
let (chunk_pos, _) = ChunkPos::from_block_pos(block_pos);
let mut create_chunk = |octree: &mut ExistingChunks, pos: ChunkPos| {
commands.entity(*chunk_map).with_child((Chunk, pos));
octree.update(pos, |_, children, parent| {
let children = children.map(|a| a.as_slice()).unwrap_or_default();
*parent = if children.iter().all(|c| *c == Existing::All) {
Existing::All
} else {
Existing::Some
}
});
};
// Create chunk at camera's position, if it's not already. This is necessary because we
// need to "seed" the octree with a region so we have something to begin the search from.
if octree.get(chunk_pos) == Existing::None {
create_chunk(&mut octree, chunk_pos);
}
let to_create = octree
.find(|node, exist| {
(exist != Existing::All).then(|| -node.region().distance_to_squared(chunk_pos))
})
.take_while(|(_, _, neg_sqr_distance)| *neg_sqr_distance > -(12 * 12))
.map(|(chunk_pos, _, _)| chunk_pos)
.take(12) // Create up to 12 chunks per system iteration.
.collect::<Vec<_>>();
for chunk_pos in to_create {
create_chunk(&mut octree, chunk_pos);
}
}
fn destroy_chunks_away_from_camera(
mut commands: Commands,
mut octree: ResMut<ExistingChunks>,
camera: Single<&Transform, With<ControlledCamera>>,
chunk_map: Single<&ChunkMap>,
) {
let block_pos = camera.translation.as_ivec3().into();
let (chunk_pos, _) = ChunkPos::from_block_pos(block_pos);
let distance = |node: OctreeNode| -> i32 {
let (min, max) = node.region().into();
let a = (chunk_pos - min).length_squared();
let b = (chunk_pos - max).length_squared();
a.max(b)
};
let to_destroy = octree
.find(|node, exist| (exist != Existing::None).then(|| distance(node)))
.take_while(|(_, _, neg_sqr_distance)| *neg_sqr_distance > 16 * 16)
.map(|(chunk_pos, _, _)| chunk_pos)
.collect::<Vec<_>>();
for chunk_pos in to_destroy {
let chunk = *chunk_map.get(&chunk_pos).unwrap();
commands.entity(chunk).despawn();
octree.update(chunk_pos, |_, children, parent| {
let children = children.map(|a| a.as_slice()).unwrap_or_default();
*parent = if children.iter().all(|c| *c == Existing::None) {
Existing::None
} else {
Existing::Some
}
});
}
}
fn generate_terrain(
mut commands: Commands,
terrain_blocks: Option<Res<TerrainBlocks>>,
chunks_without_data: Query<(Entity, &ChunkPos), (With<Chunk>, Without<ChunkData>)>,
) {
let Some(terrain) = terrain_blocks else {
return;
};
for (entity, chunk_pos) in chunks_without_data.iter() {
let mut data = ChunkData::new(terrain.air);
let size = data.size().as_ivec3();
for z in 0..size.z {
for y in 0..size.y {
for x in 0..size.x {
let relative = IVec3::new(x, y, z);
let block_pos = chunk_pos.to_block_pos(relative);
let float_pos = Into::<IVec3>::into(block_pos).as_vec3();
let bias = ((float_pos.y + 32.) / 64.).clamp(-0.25, 1.);
let sample = Simplex
.fbm(3, 0.65, 2.0)
.weighted(0.4)
.frequency(0.01)
.sample3(float_pos);
if sample > bias {
data.set(relative, terrain.rock);
}
}
}
}
commands.entity(entity).insert(data);
}
}
#[derive(Resource, Deref, DerefMut)]
pub struct ExistingChunks {
octree: ChunkedOctree<Existing>,
}
impl Default for ExistingChunks {
fn default() -> Self {
let octree = ChunkedOctree::new(5);
Self { octree }
}
}
#[derive(Default, Clone, Copy, PartialEq, Eq, Hash, Debug)]
pub enum Existing {
#[default]
None,
Some,
All,
}