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worldgen.coffee
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worldgen.coffee
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NOTHING = 0
FLYING_ROCK = 1
GROUND = 2
class GeneratorState
constructor: (chunkSize) ->
@chunkSize = chunkSize
@cacheSizeX = @chunkSize
@cacheSizeY = @chunkSize + 1
@cacheSizeZ = @chunkSize
@blockSourceCache = new Uint8Array @cacheSizeX * @cacheSizeY * @cacheSizeZ
init: (gen, offX, offY, offZ) ->
{cacheSizeX, cacheSizeY, cacheSizeZ} = this
@offX = offX
@offY = offY
@offZ = offZ
sc = @blockSourceCache
for cz in [0...cacheSizeZ] by 1
for cy in [0...cacheSizeY] by 1
for cx in [0...cacheSizeX] by 1
source = gen.getBlockSource offX + cx, offY + cy, offZ + cz
sc[cx + cy * cacheSizeX + cz * cacheSizeX * cacheSizeY] = source
getBlockSource: (cx, cy, cz) ->
@blockSourceCache[cx + cy * @cacheSizeX + cz * @cacheSizeX * @cacheSizeY]
class WorldGeneratorProcess extends webglmc.Process
constructor: (seed) ->
@perlin = new webglmc.PerlinGenerator seed
@cachedState = null
@cachedChunk = null
@waterLevel = 16
isFlyingRock: (x, y, z) ->
nx = x * 0.01
ny = y * 0.01
nz = z * 0.01
heightOff = @perlin.simpleNoise2D(nx * 3.0, nz * 3.0) * 0.2
mx = (nx % 1.0 + 1.0) % 1.0
my = ((ny + heightOff) % 1.4 + 1.4) % 1.4
mz = (nz % 1.0 + 1.0) % 1.0
# falloff from the top
if my > 0.9
return false
if my > 0.8
plateauFalloff = 1.0 - (my - 0.8) * 10
else
plateauFalloff = 1.0
# falloff from the center
a = (mx - 0.5) * 1.5
b = (my - 1.0) * 0.8
c = (mz - 0.5) * 1.5
centerFalloff = 0.1 / (a * a + b * b + c * c)
noise = @perlin.noise3D nx, ny * 0.5, nz, 4
density = noise * centerFalloff * plateauFalloff
density > 0.1
getGroundHeight: (x, z) ->
nx = x * 0.01
nz = z * 0.01
noise = @perlin.noise2D(nx, nz, 3) * 0.5 + 0.5
noise * 30
getGrassVariation: (x, y, z) ->
nx = x * 1.2
ny = y * 1.4
nz = z * 1.1
noise = @perlin.simpleNoise3D(nx, ny, nz) * 0.5 + 0.5
variation = Math.floor(noise * 4) + 1
webglmc.BLOCK_TYPES["grass0#{variation}"]
getRockVariation: (x, y, z) ->
nx = 0.3 + x * 1.1
ny = 0.4 + y * 1.1
nz = 0.5 + z * 1.05
noise = @perlin.simpleNoise3D(nx, ny, nz) * 0.5 + 0.5
noise = Math.floor(noise * 3)
if noise > 0.4
return webglmc.BLOCK_TYPES.rock01
return webglmc.BLOCK_TYPES.rock02
getBlockSource: (x, y, z) ->
# Ground level blocks
if y < this.getGroundHeight x, z
return GROUND
# Flying rocks
if this.isFlyingRock x, y, z
return FLYING_ROCK
NOTHING
getBlock: (state, cx, cy, cz) ->
x = state.offX + cx
y = state.offY + cy
z = state.offZ + cz
blockSource = state.getBlockSource cx, cy, cz
if !blockSource
if y < @waterLevel
return webglmc.BLOCK_TYPES.water
return webglmc.BLOCK_TYPES.air
if blockSource == FLYING_ROCK
if !state.getBlockSource cx, cy + 1, cz
return this.getGrassVariation x, y, z
return this.getRockVariation x, y, z
if blockSource == GROUND
if y < @waterLevel - 4
return webglmc.BLOCK_TYPES.stone
if @waterLevel - 1 <= y <= @waterLevel + 1
return webglmc.BLOCK_TYPES.sand
return this.getGrassVariation x, y, z
getGeneratorState: (offX, offY, offZ, chunkSize) ->
if !@cachedState || @cachedState.chunkSize != chunkSize
@cachedState = new GeneratorState chunkSize
@cachedState.init this, offX, offY, offZ
@cachedState
getChunkArray: (chunkSize) ->
dim = chunkSize * chunkSize * chunkSize
if !@cachedChunk || @cachedChunk.length != dim
@cachedChunk = new Uint8Array dim
@cachedChunk
generateChunk: (def) ->
{chunkSize, x, y, z} = def
offX = x * chunkSize
offY = y * chunkSize
offZ = z * chunkSize
# Since generateChunk is not reentrant and JavaScript does not
# support multithreading we can savely keep them around. These
# functions will cache them in the background so that we do not
# need any memory allocations during world generation
state = this.getGeneratorState offX, offY, offZ, chunkSize
chunk = this.getChunkArray chunkSize
for cz in [0...chunkSize] by 1
for cy in [0...chunkSize] by 1
for cx in [0...chunkSize] by 1
blockID = this.getBlock state, cx, cy, cz
chunk[cx + cy * chunkSize + cz * chunkSize * chunkSize] = blockID
this.notifyParent x: x, y: y, z: z, chunk: chunk
class WorldGenerator
constructor: (world) ->
@world = world
numberOfWorkers = parseInt webglmc.getRuntimeParameter 'workers', 4
# Spawn a few workers for the actual world generation.
@manager = new webglmc.ProcessManager numberOfWorkers,
process: 'webglmc.WorldGeneratorProcess'
args: [world.seed]
onNotification: (data) =>
this.processGeneratedChunk data.x, data.y, data.z, data.chunk
@manager.addStatusDisplay('Worldgen worker load')
generateChunk: (x, y, z) ->
@manager.getWorker().generateChunk
x: x
y: y
z: z
chunkSize: @world.chunkSize
processGeneratedChunk: (x, y, z, chunk) ->
@world.setRequestedChunk x, y, z, chunk
public = self.webglmc ?= {}
public.WorldGenerator = WorldGenerator
public.WorldGeneratorProcess = WorldGeneratorProcess