using System.Diagnostics.Contracts;
using System.Numerics;
namespace Content.Server.Worldgen;
///
/// Contains a few world-generation related constants and static functions.
///
public static class WorldGen
{
///
/// The size of each chunk (isn't that self-explanatory.)
/// Be careful about how small you make this.
///
public const int ChunkSize = 128;
///
/// Converts world coordinates to chunk coordinates.
///
/// World coordinates
/// Chunk coordinates
[Pure]
public static Vector2i WorldToChunkCoords(Vector2i inp)
{
return (inp * new Vector2(1.0f / ChunkSize, 1.0f / ChunkSize)).Floored();
}
///
/// Converts world coordinates to chunk coordinates.
///
/// World coordinates
/// Chunk coordinates
[Pure]
public static Vector2 WorldToChunkCoords(Vector2 inp)
{
return inp * new Vector2(1.0f / ChunkSize, 1.0f / ChunkSize);
}
///
/// Converts chunk coordinates to world coordinates.
///
/// Chunk coordinates
/// World coordinates
[Pure]
public static Vector2 ChunkToWorldCoords(Vector2i inp)
{
return inp * ChunkSize;
}
///
/// Converts chunk coordinates to world coordinates.
///
/// Chunk coordinates
/// World coordinates
[Pure]
public static Vector2 ChunkToWorldCoords(Vector2 inp)
{
return inp * ChunkSize;
}
///
/// Converts chunk coordinates to world coordinates, getting the center of the chunk.
///
/// Chunk coordinates
/// World coordinates
[Pure]
public static Vector2 ChunkToWorldCoordsCentered(Vector2i inp)
{
return inp * ChunkSize + Vector2i.One * (ChunkSize / 2);
}
}