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using System;
using gaemstone.ECS;
using static flecs_hub.flecs;
namespace gaemstone.Bloxel.WorldGen;
[Module]
public class BasicWorldGenerator
{
private readonly FastNoiseLite _noise;
public BasicWorldGenerator()
{
_noise = new(new Random().Next());
_noise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
_noise.SetFractalType(FastNoiseLite.FractalType.Ridged);
_noise.SetFractalOctaves(4);
_noise.SetFractalGain(0.6F);
}
[Tag]
public struct HasBasicWorldGeneration { }
[System]
public void Populate(Universe universe, Entity entity,
in Chunk chunk, ChunkPaletteStorage<ecs_entity_t> storage,
[Not] HasBasicWorldGeneration _)
{
var stone = universe.Lookup("Stone");
for (var lx = 0; lx < Chunk.LENGTH; lx++)
for (var ly = 0; ly < Chunk.LENGTH; ly++)
for (var lz = 0; lz < Chunk.LENGTH; lz++) {
var gx = chunk.Position.X << Chunk.BIT_SHIFT | lx;
var gy = chunk.Position.Y << Chunk.BIT_SHIFT | ly;
var gz = chunk.Position.Z << Chunk.BIT_SHIFT | lz;
var bias = Math.Clamp(gy / 32.0F + 1.0F, 0.0F, 1.0F);
if (_noise.GetNoise(gx, gy, gz) > bias)
storage[lx, ly, lz] = stone;
}
entity.Add<HasBasicWorldGeneration>();
}
}