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use fastnoise_lite::{FastNoiseLite, FractalType};
use glam::IVec2;
use crate::{
content::materials::MaterialId,
proc_gen::{Biome, InterpolatedPixel},
sim::cell::Cell,
};
const ROUGHNESS: f32 = 0.375;
pub struct MinesBiome {
pub edge_roughness: FastNoiseLite,
}
impl MinesBiome {
pub fn new() -> Self {
let mut edge_roughness = FastNoiseLite::new();
edge_roughness.set_fractal_type(Some(FractalType::Ridged));
edge_roughness.set_fractal_octaves(Some(2));
MinesBiome { edge_roughness }
}
}
impl Biome for MinesBiome {
fn fragment(&self, pixel: InterpolatedPixel, world: IVec2) -> Cell {
let world = world.as_vec2();
let displacement = ROUGHNESS * self.edge_roughness.get_noise_2d(world.x, world.y);
match pixel.interpolated_pixel_index {
0 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Dirt)
}
12 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Water)
}
13 => {
if pixel.interpolated_solidity + displacement <= 0.0 {
return Cell::void();
}
Cell::from_material(MaterialId::Wood)
}
_ => Cell::void(),
}
}
}
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