2 Commits

Author SHA1 Message Date
Yggdrasil75
7c2fbd43ac terrible branch. 2026-03-06 08:04:30 -05:00
Yggdrasil75
6336d45075 test version will be rewritten before main. 2026-03-05 14:59:23 -05:00
7 changed files with 925 additions and 7 deletions

View File

@@ -32,6 +32,7 @@ private:
std::map<int, bool> keyStates;
float deltaTime = 0.16f;
bool orbitEquator = false;
bool collapsed;
float rotationRadius = 2500;
float angle = 0.0f;
const float ω = (std::pow(M_PI, 2) / 30) / 10;
@@ -84,7 +85,7 @@ public:
void renderUI(GLFWwindow* window) {
handleCameraControls(window);
ImGui::Begin("Planet Simulation");
collapsed = ImGui::Begin("Planet Simulation");
if (ImGui::BeginTable("MainLayout", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter)) {
ImGui::TableSetupColumn("Controls", ImGuiTableColumnFlags_WidthStretch, 0.3f);
ImGui::TableSetupColumn("Preview", ImGuiTableColumnFlags_WidthStretch, 0.7f);
@@ -289,8 +290,9 @@ public:
void renderPreviewPanel() {
ImGui::BeginChild("PreviewChild", ImVec2(0, 0), true, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
if (!collapsed) {
livePreview();
}
if (textureInitialized) {
float aspect = (float)currentPreviewFrame.getWidth() / (float)currentPreviewFrame.getHeight();
float availWidth = ImGui::GetContentRegionAvail().x;

View File

@@ -10,6 +10,7 @@
#include "../util/noise/pnoise.cpp"
#include "planet.cpp"
#include "worldbox.cpp"
#include "../util/basicdefines.hpp"
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
@@ -80,6 +81,7 @@ int main() {
planetSimUI planetApp;
NoisePreviewState noiseState;
worldboxSimUI worldBox;
if (noiseState.layers.empty()) {
NoiseLayer defaultLayer;
@@ -101,6 +103,7 @@ int main() {
ImGui::GetMainViewport();
drawNoiseLab(noiseState);
planetApp.renderUI(window);
worldBox.renderUI(window);
ImGui::Begin("Integration Control");
ImGui::Text("Bridge: Noise Lab -> Planet Sim");

347
tests/worldbox.cpp Normal file
View File

@@ -0,0 +1,347 @@
#ifndef WORLDBOX_CPP
#define WORLDBOX_CPP
#include "../util/sim/worldbox.hpp"
#include "../util/grid/camera.hpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
class worldboxSimUI {
private:
worldboxsim sim;
Camera cam;
// UI and Render State
GLuint textu = 0;
std::mutex PreviewMutex;
bool updatePreview = false;
bool textureInitialized = false;
frame currentPreviewFrame;
// Rendering Settings
int outWidth = 1024;
int outHeight = 1024;
int reflectCount = 2;
bool slowRender = false;
float lodDist = 1024.0f;
float lodDropoff = 0.05f;
float maxViewDistance = 4096.0f;
bool globalIllumination = false;
bool useLod = true;
float framerate = 60.0f;
// Input/Time
std::map<int, bool> keyStates;
std::chrono::steady_clock::time_point lastFrameTime;
float deltaTime = 0.016f;
// Stats tracking
std::chrono::steady_clock::time_point lastStatsUpdate;
std::string cachedStats;
bool statsNeedUpdate = true;
enum class DebugColorMode {
BASE,
NUTRIENTS,
MOISTURE
};
DebugColorMode currentColorMode = DebugColorMode::BASE;
public:
worldboxSimUI() {
// Position camera to look at the center of the world slightly from above
cam.origin = v3(0, 50, 80);
v3 target = v3(0, 0, 0);
cam.direction = (target - cam.origin).normalized();
cam.up = v3(0, 1, 0);
cam.fov = 60;
cam.rotationSpeed = M_1_PI;
cam.movementSpeed = 50.0f;
lastFrameTime = std::chrono::steady_clock::now();
}
~worldboxSimUI() {
if (textu != 0) {
glDeleteTextures(1, &textu);
}
sim.grid.clear();
}
void renderUI(GLFWwindow* window) {
// Compute delta time for consistent movement and sim stepping
auto now = std::chrono::steady_clock::now();
deltaTime = std::chrono::duration<float>(now - lastFrameTime).count();
lastFrameTime = now;
handleCameraControls(window);
// Update simulation objects like the Star
sim.updateStar(deltaTime);
sim.updateWeatherAndPhysics(deltaTime);
ImGui::Begin("WorldBox Simulation");
if (ImGui::BeginTable("MainLayout", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter)) {
ImGui::TableSetupColumn("Controls", ImGuiTableColumnFlags_WidthStretch, 0.3f);
ImGui::TableSetupColumn("Preview", ImGuiTableColumnFlags_WidthStretch, 0.7f);
ImGui::TableNextColumn();
renderControlsPanel();
ImGui::TableNextColumn();
renderPreviewPanel();
ImGui::EndTable();
}
ImGui::End();
}
void handleCameraControls(GLFWwindow* window) {
glfwPollEvents();
for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; i++) {
keyStates[i] = (glfwGetKey(window, i) == GLFW_PRESS);
}
float currentSpeed = cam.movementSpeed * deltaTime;
if (keyStates[GLFW_KEY_LEFT_SHIFT]) currentSpeed *= 3.0f; // Sprint
if (keyStates[GLFW_KEY_W]) cam.moveForward(currentSpeed);
if (keyStates[GLFW_KEY_S]) cam.moveBackward(currentSpeed);
if (keyStates[GLFW_KEY_A]) cam.moveLeft(currentSpeed);
if (keyStates[GLFW_KEY_D]) cam.moveRight(currentSpeed);
if (keyStates[GLFW_KEY_E]) cam.moveUp(currentSpeed);
if (keyStates[GLFW_KEY_Q]) cam.moveDown(currentSpeed);
if (keyStates[GLFW_KEY_LEFT]) cam.rotateYaw(cam.rotationSpeed * deltaTime);
if (keyStates[GLFW_KEY_RIGHT]) cam.rotateYaw(-cam.rotationSpeed * deltaTime);
if (keyStates[GLFW_KEY_UP]) cam.rotatePitch(cam.rotationSpeed * deltaTime);
if (keyStates[GLFW_KEY_DOWN]) cam.rotatePitch(-cam.rotationSpeed * deltaTime);
}
void renderControlsPanel() {
ImGui::BeginChild("ControlsScroll", ImVec2(0, 0), true);
if (ImGui::CollapsingHeader("World Generation", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::DragFloat("Width (X)", &sim.config.worldSizeX, 1.0f, 10.0f, 2000.0f);
ImGui::DragFloat("Length (Z)", &sim.config.worldSizeZ, 1.0f, 10.0f, 2000.0f);
ImGui::DragFloat("Depth (Y)", &sim.config.worldDepth, 1.0f, 1.0f, 500.0f);
ImGui::DragFloat("Voxel Size", &sim.config.voxelSize, 0.1f, 0.1f, 10.0f);
ImGui::ColorEdit3("Dirt Base Color", sim.config.baseDirtColor.data());
ImGui::Separator();
if (ImGui::Button("Generate Flat World", ImVec2(-1, 40))) {
sim.generateFlatWorld();
// applyDebugColorMode();
statsNeedUpdate = true;
}
if (ImGui::Button("Clear World", ImVec2(-1, 30))) {
sim.clearWorld();
statsNeedUpdate = true;
}
}
if (ImGui::CollapsingHeader("Weather & Physics", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("Enable Gravity (Terrain)", &sim.config.enableGravity);
ImGui::DragFloat3("Gravity", sim.config.gravity.data());
ImGui::DragFloat3("Wind", sim.config.wind.data());
ImGui::DragFloat("Physics Step (sec)", &sim.config.physicsStep, 0.01f, 0.01f, 1.0f);
ImGui::Separator();
ImGui::Text("Clouds & Rain");
ImGui::DragInt("Cloud Count", &sim.config.cloudCount, 1, 0, 100);
ImGui::DragFloat("Cloud Height", &sim.config.cloudHeight, 5.0f, 10.0f, 1000.0f);
ImGui::DragFloat("Rain Spawn Rate", &sim.config.rainSpawnRate, 0.1f, 0.0f, 50.0f);
ImGui::ColorEdit3("Cloud Color", sim.config.cloudColor.data());
ImGui::ColorEdit3("Rain Color", sim.config.rainColor.data());
if (ImGui::Button("Generate Clouds", ImVec2(-1, 40))) {
sim.generateClouds();
applyDebugColorMode();
statsNeedUpdate = true;
}
if (ImGui::Button("Clear Weather", ImVec2(-1, 30))) {
for (auto& c : sim.clouds) sim.grid.remove(c.pos);
for (auto& r : sim.rainDrops) sim.grid.remove(r.pos);
sim.clouds.clear();
sim.rainDrops.clear();
statsNeedUpdate = true;
}
}
if (ImGui::CollapsingHeader("Environment & Celestial", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Text("Star Settings");
ImGui::Checkbox("Enable Star Rotation", &sim.config.enableStarRotation);
ImGui::DragFloat("Orbit Radius", &sim.config.starOrbitRadius, 10.0f, 100.0f, 5000.0f);
ImGui::DragFloat("Star Speed", &sim.config.starSpeed, 0.01f, 0.0f, 5.0f);
ImGui::DragFloat("Panel Size", &sim.config.starPanelSize, 5.0f, 10.0f, 1000.0f);
ImGui::ColorEdit3("Star Color", sim.config.starColor.data());
ImGui::Separator();
ImGui::Text("Grass Settings");
ImGui::SliderFloat("Grass Density", &sim.config.grassDensity, 0.0f, 1.0f);
ImGui::ColorEdit3("Grass Color Base", sim.config.grassColorBase.data());
if (ImGui::Button("Generate Grass", ImVec2(-1, 40))) {
sim.generateGrass();
applyDebugColorMode();
statsNeedUpdate = true;
}
}
if (ImGui::CollapsingHeader("Debug Views")) {
ImGui::Text("Render Data Mode:");
bool colorChanged = false;
if (ImGui::RadioButton("Base Color", currentColorMode == DebugColorMode::BASE)) {
currentColorMode = DebugColorMode::BASE;
colorChanged = true;
}
if (ImGui::RadioButton("Nutrients", currentColorMode == DebugColorMode::NUTRIENTS)) {
currentColorMode = DebugColorMode::NUTRIENTS;
colorChanged = true;
}
if (ImGui::RadioButton("Moisture", currentColorMode == DebugColorMode::MOISTURE)) {
currentColorMode = DebugColorMode::MOISTURE;
colorChanged = true;
}
if (colorChanged) {
applyDebugColorMode();
}
}
if (ImGui::CollapsingHeader("Camera & Render Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::DragFloat3("Origin", cam.origin.data());
ImGui::DragFloat3("Direction", cam.direction.data(), 0.0001f, -1.0f, 1.0f);
ImGui::DragFloat("Movement Speed", &cam.movementSpeed, 0.1f, 1.0f, 500.0f);
ImGui::InputFloat("Max Framerate", &framerate, 1, 10);
ImGui::Checkbox("Use PBR/Raytracing (Slow)", &slowRender);
if(slowRender) {
ImGui::DragInt("Bounces", &reflectCount, 1, 0, 10);
ImGui::Checkbox("Global Illumination", &globalIllumination);
}
ImGui::Checkbox("Use LODs", &useLod);
if (ImGui::Button("Reset Camera")) {
cam.origin = v3(0, sim.config.worldDepth * 2.0f, std::max(sim.config.worldSizeX, sim.config.worldSizeZ));
cam.direction = (v3(0, 0, 0) - cam.origin).normalized();
}
}
updateStatsCache();
ImGui::TextUnformatted(cachedStats.c_str());
ImGui::EndChild();
}
void renderPreviewPanel() {
ImGui::BeginChild("PreviewChild", ImVec2(0, 0), true, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
livePreview();
if (textureInitialized) {
float aspect = (float)currentPreviewFrame.getWidth() / (float)currentPreviewFrame.getHeight();
float availWidth = ImGui::GetContentRegionAvail().x;
ImGui::Image((void*)(intptr_t)textu, ImVec2(availWidth, availWidth / aspect));
}
ImGui::EndChild();
}
void applyDebugColorMode() {
if (sim.grid.empty()) return;
v3 boundsHalfExtent = v3(sim.config.worldSizeX, sim.config.worldDepth, sim.config.worldSizeZ);
float searchRadius = boundsHalfExtent.norm() * 2.0f;
auto allNodes = sim.grid.findInRadius(v3(0,0,0), searchRadius);
for (auto& p : allNodes) {
if (!p || !p->active) continue;
v3 color = sim.config.baseDirtColor;
switch (currentColorMode) {
case DebugColorMode::NUTRIENTS: {
float t = std::clamp(p->data.nutrients, 0.0f, 1.0f);
color = v3(1.0f - t, t, 0.0f);
break;
}
case DebugColorMode::MOISTURE: {
float t = std::clamp(p->data.moisture, 0.0f, 1.0f);
color = v3(1.0f - t, 1.0f - t, 1.0f);
break;
}
case DebugColorMode::BASE:
default:
if (p->data.type == 0) {
v3 darkDirt = sim.config.baseDirtColor * 0.4f;
color = sim.config.baseDirtColor * (1.0f - p->data.moisture) + darkDirt * p->data.moisture;
} else if (p->data.type == 1) {
color = sim.config.baseRockColor;
} else if (p->data.type == 2) {
v3 lushGrass = sim.config.grassColorBase * 1.5f;
color = sim.config.grassColorBase * (1.0f - p->data.moisture) + lushGrass * p->data.moisture;
} else if (p->data.type == 3) {
color = sim.config.starColor;
} else if (p->data.type == 4) {
color = sim.config.cloudColor;
} else if (p->data.type == 5) {
color = sim.config.rainColor;
}
break;
}
sim.grid.setColor(p->position, color);
}
}
void livePreview() {
std::lock_guard<std::mutex> lock(PreviewMutex);
updatePreview = true;
float invFrameRate = 1.0f / framerate;
if (!useLod) {
sim.grid.setLODFalloff(0.01);
sim.grid.setLODMinDistance(1000.0f);
} else {
sim.grid.setLODMinDistance(lodDist);
sim.grid.setLODFalloff(lodDropoff);
}
sim.grid.setMaxDistance(maxViewDistance);
if (slowRender) {
currentPreviewFrame = sim.grid.renderFrameTimed(cam, outHeight, outWidth, frame::colormap::RGB, invFrameRate, reflectCount, globalIllumination, useLod);
} else {
currentPreviewFrame = sim.grid.fastRenderFrame(cam, outHeight, outWidth, frame::colormap::RGB);
}
if (textu == 0) {
glGenTextures(1, &textu);
}
glBindTexture(GL_TEXTURE_2D, textu);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
updatePreview = false;
textureInitialized = true;
}
void updateStatsCache() {
auto now = std::chrono::steady_clock::now();
if (statsNeedUpdate || std::chrono::duration_cast<std::chrono::seconds>(now - lastStatsUpdate).count() >= 2) {
std::stringstream gridstats;
sim.grid.printStats(gridstats);
cachedStats = gridstats.str();
lastStatsUpdate = now;
statsNeedUpdate = false;
}
}
};
#endif

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@@ -29,7 +29,7 @@
constexpr int Dim = 3;
template<typename T, typename IndexType = uint16_t>
template<typename T, typename IndexType = uint32_t>
class Octree {
public:
using PointType = Eigen::Matrix<float, Dim, 1>;
@@ -89,6 +89,13 @@ public:
}
};
struct RaycastHit {
std::shared_ptr<NodeData> node;
float distance;
PointType normal;
PointType hitPoint;
};
struct OctreeNode {
BoundingBox bounds;
std::vector<std::shared_ptr<NodeData>> points;
@@ -235,7 +242,7 @@ private:
float lodFalloffRate_ = 0.1f; // Lower = better, higher = worse. 0-1
float lodMinDistance_ = 100.0f;
float maxDistance_ = size * size;
float maxDistance_ = 100000;
struct Ray {
PointType origin;
@@ -634,6 +641,89 @@ private:
}
}
void insertHit(std::vector<RaycastHit>& hits, size_t maxHits, const std::shared_ptr<NodeData>& node,
float t, const PointType& normal, const PointType& hitPoint, float& maxDist) const {
for (const auto& h : hits) {
if (h.node == node) return;
}
auto it = std::lower_bound(hits.begin(), hits.end(), t,
[](const RaycastHit& a, float val) {
return a.distance < val;
});
hits.insert(it, {node, t, normal, hitPoint});
if (hits.size() > maxHits) {
hits.pop_back();
}
if (hits.size() == maxHits) {
maxDist = std::min(maxDist, hits.back().distance);
}
}
void voxelTraverseMultipleRecursive(OctreeNode* node, float tMin, float tMax, float& maxDist, bool enableLOD,
const Ray& ray, std::vector<RaycastHit>& hits, size_t maxHits, float invLodf) const {
if (enableLOD && !node->isLeaf) {
float dist = (node->center - ray.origin).norm();
float ratio = dist / node->nodeSize;
if (dist > lodMinDistance_ && ratio > invLodf && node->lodData) {
float t;
PointType n;
PointType h;
if (rayCubeIntersect(ray, node->lodData.get(), t, n, h)) {
if (t >= 0 && t <= maxDist) {
insertHit(hits, maxHits, node->lodData, t, n, h, maxDist);
}
}
return;
}
}
for (const auto& pointData : node->points) {
if (!pointData->active) continue;
float t;
PointType normal, hitPoint;
if (rayCubeIntersect(ray, pointData.get(), t, normal, hitPoint)) {
if (t >= 0 && t <= maxDist && t <= tMax + 0.001f) {
insertHit(hits, maxHits, pointData, t, normal, hitPoint, maxDist);
}
}
}
if (node->isLeaf) return;
// DDA Traversal
PointType center = node->center;
Eigen::Vector3f ttt = (center - ray.origin).cwiseProduct(ray.invDir);
int currIdx = 0;
currIdx = ((tMin >= ttt.x()) ? 1 : 0) | ((tMin >= ttt.y()) ? 2 : 0) | ((tMin >= ttt.z()) ? 4 : 0);
float tNext;
while(tMin < tMax && tMin <= maxDist) {
Eigen::Vector3f next_t;
next_t[0] = (currIdx & 1) ? tMax : ttt[0];
next_t[1] = (currIdx & 2) ? tMax : ttt[1];
next_t[2] = (currIdx & 4) ? tMax : ttt[2];
tNext = next_t.minCoeff();
int physIdx = currIdx ^ ray.signMask;
if (node->children[physIdx]) {
voxelTraverseMultipleRecursive(node->children[physIdx].get(), tMin, tNext, maxDist, enableLOD, ray, hits, maxHits, invLodf);
}
tMin = tNext;
currIdx |= ((next_t[0] <= tNext) ? 1 : 0) | ((next_t[1] <= tNext) ? 2 : 0) | ((next_t[2] <= tNext) ? 4 : 0);
}
}
PointType sampleGGX(const PointType& n, float roughness, uint32_t& state) const {
float alpha = std::max(EPSILON, roughness * roughness);
float r1 = float(rand_r(&state)) / float(RAND_MAX);
@@ -2280,6 +2370,11 @@ public:
size = 0;
}
void collectNodesByObjectId(int id, std::vector<std::shared_ptr<NodeData>>& results) const {
std::unordered_set<std::shared_ptr<NodeData>> seen;
collectNodesByObjectIdRecursive(root_.get(), id, results, seen);
}
};
#endif

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@@ -189,8 +189,7 @@ inline void updateNoiseTexture(NoisePreviewState& state) {
glBindTexture(GL_TEXTURE_2D, state.textureId);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, state.width, state.height,
0, GL_RGB, GL_UNSIGNED_BYTE, state.pixelBuffer.data());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, state.width, state.height, 0, GL_RGB, GL_UNSIGNED_BYTE, state.pixelBuffer.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

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@@ -837,6 +837,57 @@ public:
void addMoon() {
///TODO: using planetConfig, add moon(s).
TIME_FUNCTION;
const float realEarthRadiusKm = 6371.0f;
const float realMoonRadiusKm = 1737.4f;
const float realOrbitKm = 384400.0f;
float simScale = config.radius / realEarthRadiusKm;
float moonRadius = realMoonRadiusKm * simScale;
float orbitDistance = realOrbitKm * simScale;
std::cout << "--- MOON GENERATION ---" << std::endl;
std::cout << "Sim Scale: " << simScale << " units/km" << std::endl;
std::cout << "Moon Radius: " << moonRadius << " units" << std::endl;
std::cout << "Orbit Distance: " << orbitDistance << " units" << std::endl;
// Place the moon on the Z-axis to keep it distinct from the star (which is on the X-axis)
v3 moonCenter = config.center + v3(0.0f, 0.0f, orbitDistance);
v3 moonColor = v3(0.7f, 0.7f, 0.72f); // Pale gray color
// Surface area ratio Moon/Earth is ~0.074. We scale the points to maintain node density.
int moonPoints = std::max(1000, static_cast<int>(config.surfacePoints * 0.075f));
for (int i = 0; i < moonPoints; i++) {
float y = 1.0f - (i * 2.0f) / (moonPoints - 1);
float radiusY = std::sqrt(1.0f - y * y);
float Θ = Φ * i;
float x = std::cos(Θ) * radiusY;
float z = std::sin(Θ) * radiusY;
v3 dir(x, y, z);
v3 pos = moonCenter + dir * moonRadius;
Particle pt;
pt.altPos = std::make_unique<AltPositions>();
pt.altPos->originalPos = pos.cast<Eigen::half>();
pt.altPos->noisePos = pos.cast<Eigen::half>();
pt.altPos->tectonicPos = pos.cast<Eigen::half>();
pt.currentPos = pos;
pt.originColor = moonColor.cast<Eigen::half>();
pt.noiseDisplacement = 0.0f;
pt.surface = true;
config.surfaceNodes.emplace_back(pt);
grid.set(pt, pt.currentPos, true, pt.originColor.cast<float>(), config.voxelSize, true, 3, 0, 1.0, 0.0f, 0.0f, 1.0f);
}
grid.optimize();
std::cout << "Moon generation complete. Placed " << moonPoints << " nodes." << std::endl;
starAdded = true;
}
void stretchPlanet() {

421
util/sim/worldbox.hpp Normal file
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@@ -0,0 +1,421 @@
#ifndef WORLDBOX_HPP
#define WORLDBOX_HPP
#include <iostream>
#include <vector>
#include <chrono>
#include <thread>
#include <mutex>
#include <cmath>
#include <random>
#include <algorithm>
#include "../grid/grid3eigen.hpp"
#include "../timing_decorator.cpp"
using v3 = Eigen::Vector3f;
struct WorldVoxel {
float nutrients = 1.0f;
float moisture = 0.5f;
int type = 0; // 0=Dirt, 1=Rock, 2=Grass, 3=Star, 4=Cloud, 5=Rain
WorldVoxel() = default;
WorldVoxel(float nut, float mois, int t) : nutrients(nut), moisture(mois), type(t) {}
};
struct WorldBoxConfig {
v3 center = v3(0, 0, 0);
float worldSizeX = 1000.0f;
float worldSizeZ = 1000.0f;
float worldDepth = 20.0f;
float voxelSize = 2.0f;
v3 baseDirtColor = v3(0.36f, 0.25f, 0.14f);
v3 baseRockColor = v3(0.45f, 0.45f, 0.45f);
float gridSizeCubeMin = 1024.0f;
// Grass Config
float grassDensity = 0.05f;
v3 grassColorBase = v3(0.2f, 0.6f, 0.15f);
// Star Config
bool enableStarRotation = false; // Off by default
float starOrbitRadius = 800.0f;
float starPanelSize = 100.0f;
float starVoxelSize = 10.0f;
v3 starColor = v3(1.0f, 0.95f, 0.8f);
float starSpeed = 0.2f; // Radians per second
float starAngle = 0.0f;
// Weather Config
int cloudCount = 15;
float cloudHeight = 150.0f;
v3 cloudColor = v3(0.9f, 0.9f, 0.95f);
float cloudBaseSize = 6.0f;
v3 rainColor = v3(0.2f, 0.4f, 0.9f);
float rainDropSize = 0.5f;
float rainSpawnRate = 1.0f;
// Physics Config
bool enableGravity = true;
v3 gravity = v3(0.0f, -60.0f, 0.0f);
v3 wind = v3(20.0f, 0.0f, 10.0f);
float physicsStep = 0.1f;
};
struct CloudVoxel {
v3 pos;
float size;
};
struct RainDrop {
v3 pos;
v3 vel;
};
class worldboxsim {
public:
WorldBoxConfig config;
Octree<WorldVoxel> grid;
std::mt19937 rng;
std::vector<v3> starVoxelPositions;
std::vector<CloudVoxel> clouds;
std::vector<RainDrop> rainDrops;
float physicsTimer = 0.0f;
worldboxsim() : rng(42) {
config = WorldBoxConfig();
grid = Octree<WorldVoxel>(v3(-config.gridSizeCubeMin, -config.gridSizeCubeMin, -config.gridSizeCubeMin),v3(config.gridSizeCubeMin, config.gridSizeCubeMin, config.gridSizeCubeMin), 16, 32);
grid.setBackgroundColor(v3(0.53f, 0.81f, 0.92f));
}
void updateStar(float dt) {
if (!config.enableStarRotation) {
if (!starVoxelPositions.empty()) {
for(const auto& pos : starVoxelPositions) {
grid.remove(pos);
}
starVoxelPositions.clear();
}
return;
}
// Calculate rotation
config.starAngle += dt * config.starSpeed;
if (config.starAngle > 2 * M_PI) config.starAngle -= 2 * M_PI;
// Calculate new center of star (orbiting on the X/Y plane)
v3 starCenter(cos(config.starAngle) * config.starOrbitRadius, sin(config.starAngle) * config.starOrbitRadius, 0.0f);
// Create a flat panel facing the origin
v3 n = -starCenter.normalized();
v3 worldUp(0, 1, 0);
if (std::abs(n.dot(worldUp)) > 0.99f) worldUp = v3(0, 0, 1);
v3 right = worldUp.cross(n).normalized();
v3 up = n.cross(right).normalized();
int halfGrid = std::max(1, static_cast<int>((config.starPanelSize / config.starVoxelSize) / 2.0f));
WorldVoxel starVoxel(0.0f, 0.0f, 3); // Type 3 = Star
// Calculate the new ideal positions for this frame
std::vector<v3> newPositions;
newPositions.reserve((2 * halfGrid + 1) * (2 * halfGrid + 1));
for (int i = -halfGrid; i <= halfGrid; ++i) {
for (int j = -halfGrid; j <= halfGrid; ++j) {
newPositions.push_back(starCenter + (right * (i * config.starVoxelSize)) + (up * (j * config.starVoxelSize)));
}
}
// Apply grid changes
if (starVoxelPositions.empty()) {
// Creation: Spawn voxels into the grid for the first time
for (const auto& pos : newPositions) {
// Injecting a high emittance factor (15.0f) to make it a bright emissive light source
grid.set(starVoxel, pos, true, config.starColor, config.starVoxelSize, true, 1, 1, 15.0f);
}
starVoxelPositions = newPositions;
} else if (starVoxelPositions.size() == newPositions.size()) {
// Moving: Using grid.move() to smoothly transfer nodes in the Octree
for (size_t i = 0; i < starVoxelPositions.size(); ++i) {
grid.move(starVoxelPositions[i], newPositions[i]);
}
starVoxelPositions = newPositions;
}
}
void generateClouds() {
std::uniform_real_distribution<float> randX(-config.worldSizeX/2, config.worldSizeX/2);
std::uniform_real_distribution<float> randZ(-config.worldSizeZ/2, config.worldSizeZ/2);
std::uniform_real_distribution<float> randY(config.cloudHeight - 10.0f, config.cloudHeight + 10.0f);
for (int i=0; i<config.cloudCount; ++i) {
v3 center(randX(rng), randY(rng), randZ(rng));
int numVoxels = 10 + (rng() % 20);
for (int j=0; j<numVoxels; ++j) {
v3 offset(
(rng() % 40) - 20,
(rng() % 10) - 5,
(rng() % 40) - 20
);
v3 pos = center + offset;
float size = config.cloudBaseSize + (rng() % 6);
WorldVoxel vox(0.0f, 1.0f, 4); // Type 4 = Cloud
// Adding to grid with transmission=0.4f (makes it partially transparent for RTX)
grid.set(vox, pos, true, config.cloudColor, size, true, 4, 0, 0.0f, 1.0f, 0.0f, 0.4f);
clouds.push_back({pos, size});
}
}
}
void updateWeatherAndPhysics(float dt) {
float halfX = config.worldSizeX / 2.0f;
float halfZ = config.worldSizeZ / 2.0f;
// 1. Clouds Update
std::vector<CloudVoxel> nextClouds;
for (auto& c : clouds) {
v3 nextPos = c.pos + config.wind * dt;
// Screen wrap logic for wind drift
if (nextPos.x() > halfX) nextPos.x() -= config.worldSizeX;
if (nextPos.x() < -halfX) nextPos.x() += config.worldSizeX;
if (nextPos.z() > halfZ) nextPos.z() -= config.worldSizeZ;
if (nextPos.z() < -halfZ) nextPos.z() += config.worldSizeZ;
if (grid.move(c.pos, nextPos)) {
c.pos = nextPos;
} else {
WorldVoxel vox(0.0f, 1.0f, 4);
grid.set(vox, nextPos, true, config.cloudColor, c.size, true, 4, 0, 0.0f, 1.0f, 0.0f, 0.4f);
c.pos = nextPos;
}
nextClouds.push_back(c);
// Spawn Rain
std::uniform_real_distribution<float> dist(0, 1);
if (dist(rng) < (config.rainSpawnRate * dt * 0.1f)) {
RainDrop r = {c.pos - v3(0, c.size, 0), config.wind};
rainDrops.push_back(r);
WorldVoxel rv(0.0f, 1.0f, 5); // Type 5 = Rain
grid.set(rv, r.pos, true, config.rainColor, config.rainDropSize, true, 5);
}
}
clouds = nextClouds;
// 2. Rain Update
std::vector<RainDrop> nextRain;
for (auto& r : rainDrops) {
r.vel += config.gravity * dt;
v3 nextPos = r.pos + r.vel * dt;
v3 dir = (nextPos - r.pos);
float distMag = dir.norm();
if (distMag > 0) {
dir.normalize();
auto hit = grid.voxelTraverse(r.pos, dir, distMag, false);
// If it hits solid terrain
if (hit && hit->data.type != 4 && hit->data.type != 5) {
if (hit->data.type == 0) { // Hit Dirt
hit->data.moisture = std::min(1.0f, hit->data.moisture + 0.15f);
v3 darkDirt = config.baseDirtColor * 0.4f;
v3 wetColor = config.baseDirtColor * (1.0f - hit->data.moisture) + darkDirt * hit->data.moisture;
grid.setColor(hit->position, wetColor);
} else if (hit->data.type == 2) { // Hit Grass
hit->data.moisture = std::min(1.0f, hit->data.moisture + 0.15f);
v3 lushGrass = config.grassColorBase * 1.5f;
v3 wetColor = config.grassColorBase * (1.0f - hit->data.moisture) + lushGrass * hit->data.moisture;
grid.setColor(hit->position, wetColor);
}
grid.remove(r.pos);
continue;
}
}
// Delete if falls out of bounds
if (nextPos.y() < -config.worldDepth - 20.0f) {
grid.remove(r.pos);
continue;
}
if (grid.move(r.pos, nextPos)) {
r.pos = nextPos;
nextRain.push_back(r);
} else {
WorldVoxel rv(0.0f, 1.0f, 5);
grid.set(rv, nextPos, true, config.rainColor, config.rainDropSize, true, 5);
r.pos = nextPos;
nextRain.push_back(r);
}
}
rainDrops = nextRain;
// 3. Apply Block Gravity
if (config.enableGravity) {
physicsTimer += dt;
if (physicsTimer >= config.physicsStep) {
applyTerrainGravity();
physicsTimer = 0.0f;
}
}
}
void applyTerrainGravity() {
std::vector<std::shared_ptr<Octree<WorldVoxel>::NodeData>> nodes;
grid.collectNodesByObjectId( -1, nodes);
std::vector<std::shared_ptr<Octree<WorldVoxel>::NodeData>> terrain;
terrain.reserve(nodes.size());
for (auto& n : nodes) {
// Include Dirt, Rock, and Grass in gravity sweep
if (n->data.type == 0 || n->data.type == 1 || n->data.type == 2) {
terrain.push_back(n);
}
}
// Process Bottom-Up
std::sort(terrain.begin(), terrain.end(), [](const auto& a, const auto& b) {
return a->position.y() < b->position.y();
});
for (auto& n : terrain) {
v3 belowPos = n->position + v3(0, -config.voxelSize, 0);
// Bounds check so voxels don't fall infinitely
if (belowPos.y() < -config.worldDepth) continue;
auto hit = grid.find(belowPos, config.voxelSize * 0.1f);
if (!hit) {
grid.move(n->position, belowPos);
}
}
}
void generateGrass() {
TIME_FUNCTION;
float halfX = config.worldSizeX / 2.0f;
float halfZ = config.worldSizeZ / 2.0f;
float surfaceY = 0.0f;
int stepsX = static_cast<int>(std::round(config.worldSizeX / config.voxelSize)) + 1;
int stepsZ = static_cast<int>(std::round(config.worldSizeZ / config.voxelSize)) + 1;
int grassCount = 0;
#pragma omp parallel
{
std::random_device rd;
std::mt19937 local_rng(rd() ^ std::hash<std::thread::id>()(std::this_thread::get_id()));
std::uniform_real_distribution<float> probDist(0.0f, 1.0f);
std::uniform_int_distribution<int> grassHeightDist(1, 8);
#pragma omp for schedule(static) collapse(2)
for (int i = 0; i < stepsX; ++i) {
for (int j = 0; j < stepsZ; ++j) {
float x = -halfX + i * config.voxelSize;
float z = -halfZ + j * config.voxelSize;
if (x > halfX || z > halfZ) continue;
if (probDist(local_rng) < config.grassDensity) {
int gHeight = grassHeightDist(local_rng);
float gSize = config.voxelSize / 25.0f;
std::uniform_real_distribution<float> offDist(-config.voxelSize/2.0f + gSize/2.0f, config.voxelSize/2.0f - gSize/2.0f);
float offsetX = offDist(local_rng);
float offsetZ = offDist(local_rng);
WorldVoxel gVox(1.0f, 0.8f, 2); // Type 2 = Grass
float baseY = surfaceY + (config.voxelSize / 2.0f) + (gSize / 2.0f);
#pragma omp critical
{
for (int g = 0; g < gHeight; ++g) {
v3 gPos(x + offsetX, baseY + g * gSize, z + offsetZ);
grid.set(gVox, gPos, true, config.grassColorBase, gSize, true, 1, 0);
grassCount++;
}
}
}
}
}
}
std::cout << "Grass generation complete. Placed " << grassCount << " grass voxels." << std::endl;
}
void generateFlatWorld() {
TIME_FUNCTION;
grid.clear();
float halfX = config.worldSizeX / 2.0f;
float halfZ = config.worldSizeZ / 2.0f;
float surfaceY = 0.0f;
// 1. Calculate integer bounds to satisfy OpenMP
int stepsX = static_cast<int>(std::round(config.worldSizeX / config.voxelSize)) + 1;
int stepsZ = static_cast<int>(std::round(config.worldSizeZ / config.voxelSize)) + 1;
int stepsY = static_cast<int>(std::round(config.worldDepth / config.voxelSize)) + 1;
size_t maxSteps = stepsX * stepsZ * stepsY;
int nodeCount = 0;
#pragma omp parallel for schedule(static) collapse(3)
for (int i = 0; i < stepsX; ++i) {
for (int j = 0; j < stepsZ; ++j) {
for (int k = 0; k < stepsY; ++k) {
float x = -halfX + i * config.voxelSize;
float z = -halfZ + j * config.voxelSize;
float y = surfaceY - k * config.voxelSize;
if (x > halfX || z > halfZ || y < surfaceY - config.worldDepth) {
continue;
}
WorldVoxel voxel;
v3 color;
float depthRatio = std::abs(y - surfaceY) / config.worldDepth;
if (depthRatio > 0.8f) {
voxel.type = 1;
voxel.nutrients = 0.1f;
color = config.baseRockColor;
} else {
voxel.type = 0;
voxel.nutrients = 1.0f - depthRatio;
color = config.baseDirtColor;
}
v3 pos(x, y, z);
#pragma omp critical
grid.set(voxel, pos, true, color, config.voxelSize, true, 1, 0);
// nodeCount++;
}
}
}
std::cout << "World generation complete. Placed " << nodeCount << " voxels." << std::endl;
}
void clearWorld() {
grid.clear();
clouds.clear();
rainDrops.clear();
starVoxelPositions.clear();
}
};
#endif