Struct veloren_world::sim::WorldSim

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pub struct WorldSim {
    pub seed: u32,
    map_size_lg: MapSizeLg,
    pub max_height: f32,
    pub(crate) chunks: Vec<SimChunk>,
    pub(crate) _locations: Vec<Location>,
    pub(crate) gen_ctx: GenCtx,
    pub rng: ChaChaRng,
    pub(crate) calendar: Option<Calendar>,
}

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§seed: u32§map_size_lg: MapSizeLg

Base 2 logarithm of the map size.

§max_height: f32

Maximum height above sea level of any chunk in the map (not including post-erosion warping, cliffs, and other things like that).

§chunks: Vec<SimChunk>§_locations: Vec<Location>§gen_ctx: GenCtx§rng: ChaChaRng§calendar: Option<Calendar>

Implementations§

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impl WorldSim

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pub fn generate( seed: u32, opts: WorldOpts, threadpool: &ThreadPool, stage_report: &dyn Fn(WorldSimStage), ) -> Self

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pub const fn map_size_lg(&self) -> MapSizeLg

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pub fn get_size(&self) -> Vec2<u32>

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pub fn get_aabr(&self) -> Aabr<i32>

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pub fn generate_oob_chunk(&self) -> TerrainChunk

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pub fn approx_chunk_terrain_normal( &self, chunk_pos: Vec2<i32>, ) -> Option<Vec3<f32>>

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pub fn get_map( &self, index: IndexRef<'_>, calendar: Option<&Calendar>, ) -> WorldMapMsg

Draw a map of the world based on chunk information. Returns a buffer of u32s.

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pub fn generate_cliffs(&mut self)

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pub fn seed_elements(&mut self)

Prepare the world for simulation

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pub fn get(&self, chunk_pos: Vec2<i32>) -> Option<&SimChunk>

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pub fn get_gradient_approx(&self, chunk_pos: Vec2<i32>) -> Option<f32>

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pub fn get_surface_alt_approx(&self, wpos: Vec2<i32>) -> f32

Get the altitude of the surface, could be water or ground.

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pub fn get_alt_approx(&self, wpos: Vec2<i32>) -> Option<f32>

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pub fn get_wpos(&self, wpos: Vec2<i32>) -> Option<&SimChunk>

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pub fn get_mut(&mut self, chunk_pos: Vec2<i32>) -> Option<&mut SimChunk>

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pub fn get_base_z(&self, chunk_pos: Vec2<i32>) -> Option<f32>

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pub fn get_interpolated<T, F>(&self, pos: Vec2<i32>, f: F) -> Option<T>
where T: Copy + Default + Add<Output = T> + Mul<f32, Output = T>, F: FnMut(&SimChunk) -> T,

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pub fn get_interpolated_monotone<T, F>(&self, pos: Vec2<i32>, f: F) -> Option<T>
where T: Copy + Default + Signed + Float + Add<Output = T> + Mul<f32, Output = T>, F: FnMut(&SimChunk) -> T,

M. Steffen splines.

A more expensive cubic interpolation function that can preserve monotonicity between points. This is useful if you rely on relative differences between endpoints being preserved at all interior points. For example, we use this with riverbeds (and water height on along rivers) to maintain the invariant that the rivers always flow downhill at interior points (not just endpoints), without needing to flatten out the river.

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pub fn get_interpolated_bilinear<T, F>(&self, pos: Vec2<i32>, f: F) -> Option<T>
where T: Copy + Default + Signed + Float + Add<Output = T> + Mul<f32, Output = T>, F: FnMut(&SimChunk) -> T,

Bilinear interpolation.

Linear interpolation in both directions (i.e. quadratic interpolation).

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pub fn get_nearest_ways<'a, M: Clone + Lerp<Output = M>>( &'a self, wpos: Vec2<i32>, get_way: &'a impl Fn(&SimChunk) -> Option<(Way, M)>, ) -> impl Iterator<Item = NearestWaysData<M, impl FnOnce() -> Vec2<f32>>> + 'a

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pub fn get_nearest_way<M: Clone + Lerp<Output = M>>( &self, wpos: Vec2<i32>, get_way: impl Fn(&SimChunk) -> Option<(Way, M)>, ) -> Option<(f32, Vec2<f32>, M, Vec2<f32>)>

Return the distance to the nearest way in blocks, along with the closest point on the way, the way metadata, and the tangent vector of that way.

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pub fn get_nearest_path( &self, wpos: Vec2<i32>, ) -> Option<(f32, Vec2<f32>, Path, Vec2<f32>)>

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pub fn get_nearest_cave( &self, wpos: Vec2<i32>, ) -> Option<(f32, Vec2<f32>, Cave, Vec2<f32>)>

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pub fn make_forest_lottery( &self, wpos: Vec2<i32>, ) -> Lottery<Option<ForestKind>>

Create a [Lottery<Option<ForestKind>>] that generates ForestKinds according to the conditions at the given position. If no or fewer trees are appropriate for the conditions, None may be generated.

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pub fn get_near_trees( &self, wpos: Vec2<i32>, ) -> impl Iterator<Item = TreeAttr> + '_

WARNING: Not currently used by the tree layer. Needs to be reworked. Return an iterator over candidate tree positions (note that only some of these will become trees since environmental parameters may forbid them spawning).

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pub fn get_area_trees( &self, wpos_min: Vec2<i32>, wpos_max: Vec2<i32>, ) -> impl Iterator<Item = TreeAttr> + '_

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impl WorldSim

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