diff --git a/src/world.rs b/src/world.rs index b437d9b..e6850c3 100644 --- a/src/world.rs +++ b/src/world.rs @@ -14,7 +14,7 @@ const STARS_MAX_MAGNITUDE: f32 = 5.5; const CENTER_WORLD_ON_PLAYER: bool = true; const ASTEROID_SPAWN_STEP: f64 = 500.0; -const ASTEROID_VIEW_RADIUS: f64 = 1000.0; +const ASTEROID_VIEW_RADIUS: f64 = 3000.0; const ASSET_ASTEROID1: &str = "models/asteroid.glb#Scene0"; const ASSET_ASTEROID2: &str = "models/asteroid2.glb#Scene0"; @@ -193,6 +193,7 @@ fn spawn_despawn_asteroids( (player.z / ASTEROID_SPAWN_STEP).round() as i64, ); let mut spawned = 0; + let mut spawned_near = 0; let mut despawned = 0; // Parameters @@ -245,31 +246,37 @@ fn spawn_despawn_asteroids( } // generate some deterministic pseudorandom numbers seeded with the origin coordinates + let rand_s = (4.0*((origin.x+origin.y+origin.z) as f64).sin() + + 3.0*((origin.x+origin.y+origin.z) as f64).cos()).abs() % 1.0; + let size: f32 = (rand_s + 1e-6).powf(-0.5) as f32; // -> between ~1 and 1000 + + if rand_s > 0.7 { + let dist = player_cell.as_dvec3().distance(origin.as_dvec3()); + if dist > 4.0 { + continue; + } + spawned_near += 1; + } + let rand_x = (4.0*((origin.x+origin.y) as f64).sin() + 3.0*((origin.y+origin.z) as f64).cos()) % 1.0; let rand_y = (4.0*((origin.y+origin.z) as f64).sin() + 3.0*((origin.z+origin.x) as f64).cos()) % 1.0; - let rand_z = (4.0*((origin.z+origin.x) as f64).sin() - + 3.0*((origin.x+origin.y) as f64).cos()) % 1.0; - let rand_s = (4.0*((origin.x+origin.y+origin.z) as f64).sin() - + 3.0*((origin.x+origin.y+origin.z) as f64).cos()).abs() % 1.0; + let rand_z = (40.0*((origin.z+origin.x) as f64).sin() + + 30.0*((origin.x+origin.y) as f64).cos()) % 1.0; let rand_c = (8.0*((origin.x+origin.z) as f64).sin() + 4.0*((origin.x+origin.z) as f64).cos()).abs() % 1.0; let class = if rand_c < 0.5 { 0 } else { 1 }; - //if player_cell.as_dvec3().distance(origin.as_dvec3()) > asteroid.viewdistance //let max_viewdist = ASTEROID_VIEW_RADIUS / ASTEROID_SPAWN_STEP; - let size: f32 = (rand_s + 1e-6).powf(-0.5) as f32; // -> between ~1 and 1000 let wobble = ASTEROID_SPAWN_STEP * 0.3; let pos = DVec3::new( - origin.x as f64 * ASTEROID_SPAWN_STEP + wobble * rand_x, - origin.y as f64 * ASTEROID_SPAWN_STEP + wobble * rand_y, - origin.z as f64 * ASTEROID_SPAWN_STEP + wobble * rand_z, + origin.x as f64 * ASTEROID_SPAWN_STEP + wobble * rand_x * 2.0 - 1.0, + origin.y as f64 * ASTEROID_SPAWN_STEP + wobble * rand_y * 2.0 - 1.0, + origin.z as f64 * ASTEROID_SPAWN_STEP + wobble * rand_z * 2.0 - 1.0, ); - dbg!(pos); // Spawn - dbg!(pos, origin, size); let mut entity_commands = commands.spawn(( actor::Actor::default(), RigidBody::Dynamic, @@ -301,7 +308,7 @@ fn spawn_despawn_asteroids( } } if spawned != 0 || despawned != 0 { - log.notice(format!("spawned: {spawned}, despawned: {despawned}")); + log.notice(format!("spawned: {spawned} (near: {spawned_near}), despawned: {despawned}")); } }