mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
infinity
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@ -1,7 +1,11 @@
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struct WorldGenerator {
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var noise: ImprovedPerlin<Float>!, noise2: SimplexNoise<Float>!
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import Foundation
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public mutating func reset(seed: UInt64) {
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class WorldGenerator: NSObject {
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var noise: ImprovedPerlin<Float>!, noise2: SimplexNoise<Float>!
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var generating: Set<SIMD3<Int>> = .init()
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let generatingLock: NSLock = .init()
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public func reset(seed: UInt64) {
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var random: any RandomProvider
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let initialState = SplitMix64.createState(seed: seed)
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#if true
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@ -14,26 +18,49 @@ struct WorldGenerator {
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self.noise2 = SimplexNoise<Float>(random: &random)
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}
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public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
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let chunkOrigin = chunkID &<< Chunk.shift
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var chunk = Chunk(position: chunkOrigin)
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chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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let threshold: Float = 0.6
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let value = fpos.y / Float(Chunk.size)
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+ self.noise.get(fpos * 0.05) * 1.1
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+ self.noise.get(fpos * 0.10) * 0.5
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+ self.noise.get(fpos * 0.30) * 0.23
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return if value < threshold {
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.solid(.init(
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hue: Float16(180 + self.noise2.get(fpos * 0.05) * 180),
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saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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value: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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} else {
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.air
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public func isCurrentlyGenerating(id chunkID: SIMD3<Int>) -> Bool {
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self.generatingLock.lock()
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defer {
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self.generatingLock.unlock()
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}
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return self.generating.contains(chunkID)
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}
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public func makeChunk(id chunkID: SIMD3<Int>, completion: @escaping (Chunk) -> Void) {
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self.generatingLock.lock()
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print(self.generating)
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if !self.generating.insert(chunkID).inserted {
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self.generatingLock.unlock()
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return
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}
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self.generatingLock.unlock()
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DispatchQueue.global(qos: .userInteractive).async {
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defer {
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self.generatingLock.lock()
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self.generating.remove(chunkID)
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self.generatingLock.unlock()
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}
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})
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return chunk
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let chunkOrigin = chunkID &<< Chunk.shift
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var chunk = Chunk(position: chunkOrigin)
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chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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let threshold: Float = 0.6
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let value = fpos.y / Float(Chunk.size)
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+ self.noise.get(fpos * 0.05) * 1.1
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+ self.noise.get(fpos * 0.10) * 0.5
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+ self.noise.get(fpos * 0.30) * 0.23
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return if value < threshold {
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.solid(.init(
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hue: Float16(180 + self.noise2.get(fpos * 0.05) * 180),
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saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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value: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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} else {
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.air
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}
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})
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completion(chunk)
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}
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}
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}
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