idk stuff, need to try on another machine
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@@ -111,16 +111,7 @@ fn chunk_loader_main(channel: ThreadChannel<ServerChunkMsg, ChunkLoaderMsg>) {
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match channel.recv_wait() {
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ChunkLoaderMsg::Generate(pos) => {
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let start = std::time::Instant::now();
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// let data = ChunkData::from_tree(OctTree::from_arr(
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// data.slice(s![
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// 1..data.len_of(Axis(0)) - 1,
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// 1..data.len_of(Axis(1)) - 1,
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// 1..data.len_of(Axis(2)) - 1
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// ]),
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// 8,
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// ));
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let tree = ChunkData::from_tree(generate_tree(pos));
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// let data = ChunkData::empty();
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let tree_time = std::time::Instant::now() - start;
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let start = std::time::Instant::now();
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@@ -168,7 +159,6 @@ fn generate(pos: ChunkPos) -> Array3<u32> {
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return Array3::from_elem(shape, 0);
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}
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let posf: Vector3<f32> = (pos.cast() * chunk::SIDE_LENGTH as f32) - Vector3::from_element(1.0);
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let (a, b, c, d) = (0.0, 50.0, 100.0, 127.0);
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let (noise, ..) = NoiseBuilder::gradient_2d_offset(
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posf.x,
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chunk::SIDE_LENGTH + 2,
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@@ -178,25 +168,7 @@ fn generate(pos: ChunkPos) -> Array3<u32> {
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.with_seed(0)
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.with_freq(0.005)
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.generate();
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Array3::from_shape_fn(shape, |(x, y, z)| {
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let y = y as f32 + posf.y;
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let n = (noise[x + z * (chunk::SIDE_LENGTH + 2)] + 0.022) * (1.0 / 0.044) * d;
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if y < n.max(b) {
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if y < b {
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if y > n {
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3
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} else {
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1
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}
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} else if y < c {
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2
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} else {
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1
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}
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} else {
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0
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}
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})
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Array3::from_shape_fn(shape, |(x, y, z)| generate_at(Vector3::new(x, y, z), posf, &noise))
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}
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fn generate_tree(pos: ChunkPos) -> OctTree {
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@@ -204,34 +176,34 @@ fn generate_tree(pos: ChunkPos) -> OctTree {
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return OctTree::from_leaf(0, 8);
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}
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let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
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let (a, b, c, d) = (0.0, 50.0, 100.0, 127.0);
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let (noise, ..) =
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NoiseBuilder::gradient_2d_offset(posf.x, chunk::SIDE_LENGTH, posf.z, chunk::SIDE_LENGTH)
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.with_seed(0)
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.with_freq(0.005)
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.generate();
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OctTree::from_fn(
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&mut |p| {
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let y = p.y as f32 + posf.y;
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let n = (noise[p.x + p.z * chunk::SIDE_LENGTH] + 0.022) * (1.0 / 0.044) * d;
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if y < n.max(b) {
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if y < b {
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if y > n {
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3
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} else {
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1
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}
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} else if y < c {
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2
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} else {
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1
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}
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OctTree::from_fn_rec(&mut |p| generate_at(p, posf, &noise), 8)
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}
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fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32]) -> u32 {
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// 0 air 1 stone 2 "sand" 3 water
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let y = p.y as f32 + posf.y;
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let (_a, b, c, d) = (0.0, 50.0, 100.0, 127.0);
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let n = (noise[p.x + p.z * chunk::SIDE_LENGTH] + 0.022) * (1.0 / 0.044) * d;
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if y < n.max(b) {
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if y < b {
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if y > n {
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3
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} else {
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0
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1
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}
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},
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8,
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)
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} else if y < c {
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2
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} else {
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1
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}
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} else {
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0
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}
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}
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const COLOR_MAP: [VoxelColor; 4] = [
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