pxl8/pxl8d/src/voxel.rs

318 lines
8.5 KiB
Rust

extern crate alloc;
use alloc::vec::Vec;
use libm::floorf;
use crate::math::Vec3;
pub const CHUNK_SIZE: usize = 32;
pub const CHUNK_VOLUME: usize = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
pub const AIR: u8 = 0;
pub const STONE: u8 = 1;
pub const DIRT: u8 = 2;
pub const GRASS: u8 = 3;
#[derive(Clone)]
pub struct VoxelChunk {
pub blocks: [u8; CHUNK_VOLUME],
pub cx: i32,
pub cy: i32,
pub cz: i32,
}
impl VoxelChunk {
pub fn new(cx: i32, cy: i32, cz: i32) -> Self {
Self {
blocks: [AIR; CHUNK_VOLUME],
cx,
cy,
cz,
}
}
pub fn trace(&self, from: Vec3, to: Vec3, radius: f32) -> Vec3 {
if !self.is_solid_radius(to.x, to.y, to.z, radius) {
return to;
}
let x_ok = !self.is_solid_radius(to.x, from.y, from.z, radius);
let y_ok = !self.is_solid_radius(from.x, to.y, from.z, radius);
let z_ok = !self.is_solid_radius(from.x, from.y, to.z, radius);
let mut result = from;
if x_ok { result.x = to.x; }
if y_ok { result.y = to.y; }
if z_ok { result.z = to.z; }
result
}
fn world_to_local(x: f32, chunk_coord: i32) -> usize {
let chunk_base = chunk_coord as f32 * CHUNK_SIZE as f32;
let local = (x - chunk_base) as usize;
local.min(CHUNK_SIZE - 1)
}
fn is_solid_at(&self, x: f32, y: f32, z: f32) -> bool {
let lx = Self::world_to_local(x, self.cx);
let ly = Self::world_to_local(y, self.cy);
let lz = Self::world_to_local(z, self.cz);
self.get(lx, ly, lz) != AIR
}
fn is_solid_radius(&self, x: f32, y: f32, z: f32, radius: f32) -> bool {
self.is_solid_at(x - radius, y, z) ||
self.is_solid_at(x + radius, y, z) ||
self.is_solid_at(x, y - radius, z) ||
self.is_solid_at(x, y + radius, z) ||
self.is_solid_at(x, y, z - radius) ||
self.is_solid_at(x, y, z + radius)
}
pub fn index(x: usize, y: usize, z: usize) -> usize {
x + y * CHUNK_SIZE + z * CHUNK_SIZE * CHUNK_SIZE
}
pub fn get(&self, x: usize, y: usize, z: usize) -> u8 {
if x >= CHUNK_SIZE || y >= CHUNK_SIZE || z >= CHUNK_SIZE {
return AIR;
}
self.blocks[Self::index(x, y, z)]
}
pub fn set(&mut self, x: usize, y: usize, z: usize, block: u8) {
if x < CHUNK_SIZE && y < CHUNK_SIZE && z < CHUNK_SIZE {
self.blocks[Self::index(x, y, z)] = block;
}
}
pub fn rle_encode(&self) -> Vec<u8> {
let mut result = Vec::new();
let mut i = 0;
while i < CHUNK_VOLUME {
let block = self.blocks[i];
let mut run_len = 1usize;
while i + run_len < CHUNK_VOLUME
&& self.blocks[i + run_len] == block
&& run_len < 256
{
run_len += 1;
}
result.push(block);
result.push((run_len - 1) as u8);
i += run_len;
}
result
}
}
pub struct VoxelWorld {
pub chunks: Vec<VoxelChunk>,
pub seed: u64,
}
impl VoxelWorld {
pub fn new(seed: u64) -> Self {
Self {
chunks: Vec::new(),
seed,
}
}
pub fn get_chunk(&self, cx: i32, cy: i32, cz: i32) -> Option<&VoxelChunk> {
self.chunks.iter().find(|c| c.cx == cx && c.cy == cy && c.cz == cz)
}
pub fn get_chunk_mut(&mut self, cx: i32, cy: i32, cz: i32) -> Option<&mut VoxelChunk> {
self.chunks.iter_mut().find(|c| c.cx == cx && c.cy == cy && c.cz == cz)
}
pub fn ensure_chunk(&mut self, cx: i32, cy: i32, cz: i32) -> &mut VoxelChunk {
if self.get_chunk(cx, cy, cz).is_none() {
let mut chunk = VoxelChunk::new(cx, cy, cz);
generate_chunk(&mut chunk, self.seed);
self.chunks.push(chunk);
}
self.get_chunk_mut(cx, cy, cz).unwrap()
}
pub fn world_to_chunk(x: f32) -> i32 {
floorf(x / CHUNK_SIZE as f32) as i32
}
pub fn world_to_local(x: f32) -> usize {
let chunk = floorf(x / CHUNK_SIZE as f32);
let local = (x - chunk * CHUNK_SIZE as f32) as usize;
local.min(CHUNK_SIZE - 1)
}
pub fn is_solid(&self, x: f32, y: f32, z: f32) -> bool {
let cx = Self::world_to_chunk(x);
let cy = Self::world_to_chunk(y);
let cz = Self::world_to_chunk(z);
let lx = Self::world_to_local(x);
let ly = Self::world_to_local(y);
let lz = Self::world_to_local(z);
match self.get_chunk(cx, cy, cz) {
Some(chunk) => chunk.get(lx, ly, lz) != AIR,
None => false,
}
}
pub fn is_solid_radius(&self, x: f32, y: f32, z: f32, radius: f32) -> bool {
self.is_solid(x - radius, y, z) ||
self.is_solid(x + radius, y, z) ||
self.is_solid(x, y - radius, z) ||
self.is_solid(x, y + radius, z) ||
self.is_solid(x, y, z - radius) ||
self.is_solid(x, y, z + radius)
}
pub fn trace(&self, from: Vec3, to: Vec3, radius: f32) -> Vec3 {
if !self.is_solid_radius(to.x, to.y, to.z, radius) {
return to;
}
let x_ok = !self.is_solid_radius(to.x, from.y, from.z, radius);
let y_ok = !self.is_solid_radius(from.x, to.y, from.z, radius);
let z_ok = !self.is_solid_radius(from.x, from.y, to.z, radius);
let mut result = from;
if x_ok {
result.x = to.x;
}
if y_ok {
result.y = to.y;
}
if z_ok {
result.z = to.z;
}
result
}
pub fn chunks_near(&self, pos: Vec3, radius: i32) -> Vec<(i32, i32, i32)> {
let cx = Self::world_to_chunk(pos.x);
let cy = Self::world_to_chunk(pos.y);
let cz = Self::world_to_chunk(pos.z);
let mut result = Vec::new();
for dz in -radius..=radius {
for dy in -radius..=radius {
for dx in -radius..=radius {
result.push((cx + dx, cy + dy, cz + dz));
}
}
}
result
}
pub fn load_chunks_around(&mut self, pos: Vec3, radius: i32) {
let coords = self.chunks_near(pos, radius);
for (cx, cy, cz) in coords {
self.ensure_chunk(cx, cy, cz);
}
}
}
fn hash(mut x: u64) -> u64 {
x ^= x >> 33;
x = x.wrapping_mul(0xff51afd7ed558ccd);
x ^= x >> 33;
x = x.wrapping_mul(0xc4ceb9fe1a85ec53);
x ^= x >> 33;
x
}
fn noise2d(x: i32, z: i32, seed: u64) -> f32 {
let h = hash(seed ^ (x as u64) ^ ((z as u64) << 32));
(h & 0xFFFF) as f32 / 65535.0
}
fn smoothstep(t: f32) -> f32 {
t * t * (3.0 - 2.0 * t)
}
fn lerp(a: f32, b: f32, t: f32) -> f32 {
a + (b - a) * t
}
fn value_noise(x: f32, z: f32, seed: u64) -> f32 {
let x0 = floorf(x) as i32;
let z0 = floorf(z) as i32;
let x1 = x0 + 1;
let z1 = z0 + 1;
let tx = smoothstep(x - x0 as f32);
let tz = smoothstep(z - z0 as f32);
let c00 = noise2d(x0, z0, seed);
let c10 = noise2d(x1, z0, seed);
let c01 = noise2d(x0, z1, seed);
let c11 = noise2d(x1, z1, seed);
let a = lerp(c00, c10, tx);
let b = lerp(c01, c11, tx);
lerp(a, b, tz)
}
fn fbm(x: f32, z: f32, seed: u64, octaves: u32) -> f32 {
let mut value = 0.0;
let mut amplitude = 1.0;
let mut frequency = 1.0;
let mut max_value = 0.0;
for i in 0..octaves {
value += amplitude * value_noise(x * frequency, z * frequency, seed.wrapping_add(i as u64 * 1000));
max_value += amplitude;
amplitude *= 0.5;
frequency *= 2.0;
}
value / max_value
}
fn generate_chunk(chunk: &mut VoxelChunk, seed: u64) {
let world_x = chunk.cx * CHUNK_SIZE as i32;
let world_y = chunk.cy * CHUNK_SIZE as i32;
let world_z = chunk.cz * CHUNK_SIZE as i32;
for lz in 0..CHUNK_SIZE {
for lx in 0..CHUNK_SIZE {
let wx = (world_x + lx as i32) as f32;
let wz = (world_z + lz as i32) as f32;
let height = fbm(wx * 0.02, wz * 0.02, seed, 4) * 32.0 + 16.0;
let height = height as i32;
for ly in 0..CHUNK_SIZE {
let wy = world_y + ly as i32;
let block = if wy > height {
AIR
} else if wy == height {
GRASS
} else if wy > height - 4 {
DIRT
} else {
STONE
};
chunk.set(lx, ly, lz, block);
}
}
}
}
impl Default for VoxelWorld {
fn default() -> Self {
Self::new(12345)
}
}