import Foundation class WorldGenerator: NSObject { var noise: ImprovedPerlin!, noise2: SimplexNoise! var generating: Set> = .init() let generatingLock: NSLock = .init() public func reset(seed: UInt64) { var random: any RandomProvider let initialState = SplitMix64.createState(seed: seed) #if true random = Xoroshiro128PlusPlus(state: initialState) #else random = PCG32Random(seed: initialState) #endif self.noise = ImprovedPerlin(random: &random) self.noise2 = SimplexNoise(random: &random) } public func isCurrentlyGenerating(id chunkID: SIMD3) -> Bool { self.generatingLock.lock() defer { self.generatingLock.unlock() } return self.generating.contains(chunkID) } public func makeChunk(id chunkID: SIMD3, completion: @escaping (Chunk) -> Void) { self.generatingLock.lock() print(self.generating) if !self.generating.insert(chunkID).inserted { self.generatingLock.unlock() return } self.generatingLock.unlock() DispatchQueue.global(qos: .userInteractive).async { defer { self.generatingLock.lock() self.generating.remove(chunkID) self.generatingLock.unlock() } let chunkOrigin = chunkID &<< Chunk.shift var chunk = Chunk(position: chunkOrigin) chunk.fill(allBy: { position in let fpos = SIMD3(position) let threshold: Float = 0.6 let value = fpos.y / Float(Chunk.size) + self.noise.get(fpos * 0.05) * 1.1 + self.noise.get(fpos * 0.10) * 0.5 + self.noise.get(fpos * 0.30) * 0.23 return if value < threshold { .solid(.init( hue: Float16(180 + self.noise2.get(fpos * 0.05) * 180), saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5), value: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear) } else { .air } }) completion(chunk) } } } fileprivate extension RandomProvider where Output == UInt64, Self: RandomSeedable, SeedType == UInt64 { static func createState(seed value: UInt64) -> (UInt64, UInt64) { var hash = Self(seed: value) let state = (hash.next(), hash.next()) return state } }