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https://github.com/eliasstepanik/voxel-simulation.git
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Some changes
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@ -2,49 +2,69 @@ use crate::plugins::big_space::big_space_plugin::RootGrid;
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use crate::plugins::environment::systems::voxels::structure::*;
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use rayon::prelude::*;
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use std::path::Path;
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use std::thread;
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use bevy::prelude::*;
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use bevy::render::mesh::*;
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use noise::{NoiseFn, Perlin};
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use rand::{Rng, thread_rng};
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pub fn setup(mut commands: Commands, root: Res<RootGrid>) {
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// Octree parameters
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let unit_size = 1.0_f32;
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let octree_base_size = 64.0 * unit_size;
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let octree_depth = 10;
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let path = Path::new("octree.bin");
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let mut octree = if path.exists() {
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match SparseVoxelOctree::load_from_file(path) {
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Ok(tree) => tree,
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Err(err) => {
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error!("failed to load octree: {err}");
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SparseVoxelOctree::new(octree_depth, octree_base_size, false, false, false)
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}
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}
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} else {
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let mut tree = SparseVoxelOctree::new(octree_depth, octree_base_size, false, false, false);
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// How many random spheres?
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/*const NUM_SPHERES: usize = 5;
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let mut rng = threald_rng();
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let builder = thread::Builder::new()
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.name("octree-build".into())
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.stack_size(64 * 4096 * 4096);
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for _ in 0..NUM_SPHERES {
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let center = Vec3::new(
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rng.gen_range(-1000.0..1000.0),
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rng.gen_range(-1000.0..1000.0),
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rng.gen_range(-1000.0..1000.0),
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);
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let handle = builder
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.spawn(move || {
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// Octree parameters
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let unit_size = 1.0_f32;
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let octree_base_size = 64.0 * unit_size;
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let octree_depth = 10;
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let radius = rng.gen_range(20..=150); // voxels
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generate_voxel_sphere_parallel(&mut tree, center, radius);
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}*/
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generate_voxel_sphere(&mut tree, 200);
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tree
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};
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let path = Path::new("octree.bin");
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let mut octree = if Path::new(path).exists() {
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match SparseVoxelOctree::load_from_file(path) {
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Ok(tree) => tree,
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Err(err) => {
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error!("failed to load octree: {err}");
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SparseVoxelOctree::new(octree_depth, octree_base_size, false, false, false)
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}
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}
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} else {
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let mut tree = SparseVoxelOctree::new(octree_depth, octree_base_size, false, false, false);
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// How many random spheres?
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const NUM_SPHERES: usize = 5;
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let mut rng = thread_rng();
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for _ in 0..NUM_SPHERES {
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let center = Vec3::new(
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rng.gen_range(-1000.0..1000.0),
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rng.gen_range(-1000.0..1000.0),
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rng.gen_range(-1000.0..1000.0),
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);
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let radius = rng.gen_range(20..=150); // voxels
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generate_voxel_sphere_parallel(&mut tree, center, radius);
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}
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/*generate_voxel_sphere(&mut tree, 200);*/
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tree
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};
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octree
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})
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.expect("failed to spawn octree build thread")
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.join();
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let octree = handle.expect("Failed to join octree build thread");
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// Attach octree to the scene graph
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commands.entity(root.0).with_children(|parent| {
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@ -52,6 +72,9 @@ pub fn setup(mut commands: Commands, root: Res<RootGrid>) {
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});
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}
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pub fn generate_voxel_sphere_parallel(octree: &mut SparseVoxelOctree, center: Vec3, radius: i32) {
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let step = octree.get_spacing_at_depth(octree.max_depth);
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let radius_sq = radius * radius;
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@ -90,7 +113,7 @@ pub fn generate_voxel_sphere_parallel(octree: &mut SparseVoxelOctree, center: Ve
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}
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}
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fn generate_voxel_sphere(octree: &mut SparseVoxelOctree, planet_radius: i32) {
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fn generate_voxel_sphere(octree: &mut SparseVoxelOctree, center: Vec3, planet_radius: i32) {
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// For simplicity, we center the sphere around (0,0,0).
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// We'll loop over a cubic region [-planet_radius, +planet_radius] in x, y, z
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let min = -planet_radius;
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@ -112,7 +135,7 @@ fn generate_voxel_sphere(octree: &mut SparseVoxelOctree, planet_radius: i32) {
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let wx = x as f32 * step;
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let wy = y as f32 * step;
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let wz = z as f32 * step;
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let position = Vec3::new(wx, wy, wz);
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let position = center + Vec3::new(wx, wy, wz);
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// Insert the voxel
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let voxel = Voxel::random_sides();
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@ -123,6 +146,7 @@ fn generate_voxel_sphere(octree: &mut SparseVoxelOctree, planet_radius: i32) {
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}
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}
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/// Inserts a 16x256x16 "column" of voxels into the octree at (0,0,0) corner.
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/// If you want it offset or centered differently, just adjust the for-loop ranges or offsets.
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fn generate_voxel_rect(octree: &mut SparseVoxelOctree) {
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