use fastrand for better asteroid distribution

This commit is contained in:
yuni 2024-04-02 05:51:50 +02:00
parent 0e18067024
commit 3ea2f3bc3a
3 changed files with 22 additions and 16 deletions

5
Cargo.lock generated
View file

@ -1704,9 +1704,9 @@ dependencies = [
[[package]]
name = "fastrand"
version = "2.0.1"
version = "2.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "25cbce373ec4653f1a01a31e8a5e5ec0c622dc27ff9c4e6606eefef5cbbed4a5"
checksum = "658bd65b1cf4c852a3cc96f18a8ce7b5640f6b703f905c7d74532294c2a63984"
[[package]]
name = "fdeflate"
@ -2753,6 +2753,7 @@ dependencies = [
"bevy",
"bevy_embedded_assets",
"bevy_xpbd_3d",
"fastrand",
"regex",
]

View file

@ -14,6 +14,7 @@ regex = "1"
bevy = { version = "0.13.1", default-features = false, features = ["jpeg", "bevy_asset", "bevy_audio", "bevy_scene", "bevy_winit", "bevy_core_pipeline", "bevy_pbr", "bevy_gltf", "bevy_render", "bevy_text", "bevy_ui", "file_watcher", "multi-threaded", "png", "vorbis", "x11", "tonemapping_luts"]}
bevy_xpbd_3d = { version = "0.4.2", default-features = false, features = ["3d", "f64", "parry-f64", "parallel", "async-collider"] }
bevy_embedded_assets = "0.10.2"
fastrand = "2.0.2"
[features]
dev = ["bevy/dynamic_linking"]

View file

@ -6,9 +6,10 @@ use bevy_xpbd_3d::prelude::*;
use bevy_xpbd_3d::plugins::sync::SyncConfig;
use std::collections::HashMap;
use std::f32::consts::PI;
use fastrand;
const ASTEROID_UPDATE_INTERVAL: f32 = 1.0; // seconds
const ASTEROID_SIZE_FACTOR: f32 = 5.0;
const ASTEROID_SIZE_FACTOR: f32 = 3.0;
const STARS_MAX_MAGNITUDE: f32 = 5.5;
const CENTER_WORLD_ON_PLAYER: bool = true;
@ -232,6 +233,7 @@ fn spawn_despawn_asteroids(
}
}
let mut rng = fastrand::Rng::new();
for x in -stepmax..=stepmax {
for y in -stepmax..=stepmax {
for z in -stepmax..=stepmax {
@ -245,9 +247,15 @@ fn spawn_despawn_asteroids(
continue;
}
// 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;
// Get a seed based on all of the origin axes
// Probably there's a faster way
rng.seed(origin.x as u64);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.y as u64);
rng.seed(seed);
let seed = rng.u64(0..u64::MAX).wrapping_add(origin.z as u64);
rng.seed(seed);
let rand_s = rng.f32();
let size: f32 = (rand_s + 1e-6).powf(-0.5) as f32; // -> between ~1 and 1000
if rand_s > 0.7 {
@ -258,18 +266,14 @@ fn spawn_despawn_asteroids(
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 = (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 };
let rand_x = rng.f64();
let rand_y = rng.f64();
let rand_z = rng.f64();
let rand_c = rng.bool();
let class = if rand_c { 0 } else { 1 };
//let max_viewdist = ASTEROID_VIEW_RADIUS / ASTEROID_SPAWN_STEP;
let wobble = ASTEROID_SPAWN_STEP * 0.3;
let wobble = ASTEROID_SPAWN_STEP * 0.5;
let pos = DVec3::new(
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,