Esempio n. 1
0
 public Chunk generateChunk(Chunk chunk, World world)
 {
     //samples heightnoise every SAMPLE_INTERVAL blocks and uses bilinear interpolation to fill in all the values
     Block[,,] blocks       = chunk.blocks;
     float[,] heightSamples = new float[Chunk.CHUNK_SIZE / SAMPLE_INTERVAL + 1, Chunk.CHUNK_SIZE / SAMPLE_INTERVAL + 1]; //adding 1 to get one extra layer of samples right outside the chunk border
     for (int x = 0; x < heightSamples.GetLength(0); x++)
     {
         for (int y = 0; y < heightSamples.GetLength(1); y++)
         {
             //height function, multiplaying by sample interval so that changing that doens't change the overall shape of the terrain
             heightSamples[x, y] = heightOffset + heightNoise.sample(SAMPLE_INTERVAL * x + chunk.worldCoords.x, SAMPLE_INTERVAL * y + chunk.worldCoords.z, 0);
         }
     }
     for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
     {
         for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
         {
             //get height for this block by interpolating
             int height = (int)WorldGenerator.bilinearInterpolate(new Vector2((float)(x % SAMPLE_INTERVAL) / SAMPLE_INTERVAL, (float)(z % SAMPLE_INTERVAL) / SAMPLE_INTERVAL),
                                                                  heightSamples[x / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL], heightSamples[x / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL + 1], heightSamples[x / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL + 1], heightSamples[x / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL]);
             //don't allocate the block array if no blocks will be generated
             if (blocks == null && (chunk.worldCoords.y <= height || chunk.worldCoords.y <= seaLevel))
             {
                 chunk.blocks = new Block[Chunk.CHUNK_SIZE, Chunk.CHUNK_SIZE, Chunk.CHUNK_SIZE];
                 blocks       = chunk.blocks;
             }
             if (blocks != null)
             {
                 for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                 {
                     if (height <= seaLevel && y + chunk.worldCoords.y > height && y + chunk.worldCoords.y <= seaLevel)
                     {
                         blocks[x, y, z] = new Block(seaBlock);
                     }
                     else if (height <= seaLevel + beachDepth && y + chunk.worldCoords.y <= height && y + chunk.worldCoords.y <= seaLevel + beachDepth && y + chunk.worldCoords.y >= height - beachDepth)
                     {
                         blocks[x, y, z] = new Block(beachBlock);
                     }
                     else if (y + chunk.worldCoords.y == height)
                     {
                         blocks[x, y, z] = new Block(topBlock);
                     }
                     else if (y + chunk.worldCoords.y < height && y + chunk.worldCoords.y >= height - midDepth)
                     {
                         blocks[x, y, z] = new Block(midBlock);
                     }
                     else if (y + chunk.worldCoords.y < height)
                     {
                         blocks[x, y, z] = new Block(underGroundBlock);
                     }
                     else
                     {
                         blocks[x, y, z] = new Block(BlockType.empty);
                     }
                 }
             }
         }
     }
     return(chunk);
 }
Esempio n. 2
0
    public Biome selectBiome(float x, float y)
    {
        float luckyNumber = biomeSelectionNoise.sample(x, y, 0);

        for (int i = 0; i < selectionCount.Count; i++)
        {
            if (selectionCount[i] >= luckyNumber)
            {
                return(biomes[i]);
            }
        }
        return(biomes[biomes.Count - 1]);
    }
Esempio n. 3
0
    public Chunk generateChunk(Chunk chunk, World world)
    {
        if (chunk == null || chunk.blocks == null)
        {
            return(chunk);
        }
        float[,,] noiseSamples = new float[Chunk.CHUNK_SIZE / SAMPLE_INTERVAL + 1, Chunk.CHUNK_SIZE / SAMPLE_INTERVAL + 1, Chunk.CHUNK_SIZE / SAMPLE_INTERVAL + 1]; //adding 1 to get one extra layer of samples right outside the chunk border
        for (int x = 0; x < noiseSamples.GetLength(0); x++)
        {
            for (int y = 0; y < noiseSamples.GetLength(1); y++)
            {
                for (int z = 0; z < noiseSamples.GetLength(2); z++)
                {
                    noiseSamples[x, y, z] = noise.sample(SAMPLE_INTERVAL * x + chunk.worldCoords.x, SAMPLE_INTERVAL * y + chunk.worldCoords.y, SAMPLE_INTERVAL * z + chunk.worldCoords.z);
                }
            }
        }
        float slope = 1.0f / (maxHeight - minHeight);

        for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
        {
            for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
            {
                for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                {
                    Vector3 blockCoords = new Vector3(chunk.worldCoords.x + x, chunk.worldCoords.y + y, chunk.worldCoords.z + z);
                    float   caveNoise   = WorldGenerator.trilinearInterpolate(
                        new Vector3((float)(x % SAMPLE_INTERVAL) / SAMPLE_INTERVAL, (float)(y % SAMPLE_INTERVAL) / SAMPLE_INTERVAL, (float)(z % SAMPLE_INTERVAL) / SAMPLE_INTERVAL),
                        noiseSamples[x / SAMPLE_INTERVAL, y / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL],
                        noiseSamples[x / SAMPLE_INTERVAL + 1, y / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL],
                        noiseSamples[x / SAMPLE_INTERVAL, y / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL],
                        noiseSamples[x / SAMPLE_INTERVAL, y / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL + 1],
                        noiseSamples[x / SAMPLE_INTERVAL + 1, y / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL],
                        noiseSamples[x / SAMPLE_INTERVAL, y / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL + 1],
                        noiseSamples[x / SAMPLE_INTERVAL + 1, y / SAMPLE_INTERVAL, z / SAMPLE_INTERVAL + 1],
                        noiseSamples[x / SAMPLE_INTERVAL + 1, y / SAMPLE_INTERVAL + 1, z / SAMPLE_INTERVAL + 1]);

                    float scaledCaveNoise = (slope * (-blockCoords.y) + slope * maxHeight) * caveNoise;

                    if (scaledCaveNoise > tolerance && chunk.blocks[x, y, z].type != dontReplace)
                    {
                        chunk.blocks[x, y, z].type = replaceWith;
                    }
                }
            }
        }

        return(chunk);
    }
Esempio n. 4
0
    public Chunk generateChunk(Chunk chunk, World world)
    {
        Block[,,] blocks = chunk.blocks;
        for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
        {
            for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
            {
                Vector3Int worldCoords     = new Vector3Int(x + chunk.worldCoords.x, 0, z + chunk.worldCoords.z);
                int        localSnowHeight = snowHeight + (int)snowLevelNoise.sample(worldCoords.x, worldCoords.z, 0);
                int        snowDepth       = 1 + (int)snowHeightNoise.sample(worldCoords.x, 0, worldCoords.z);
                int        height          = heightOffset + (int)heightNoise.sample(worldCoords.x, worldCoords.z, 0);
                if (height + snowDepth >= localSnowHeight)
                {
                    height += snowDepth;
                }
                if (blocks == null && chunk.worldCoords.y <= height)
                {
                    chunk.blocks = new Block[Chunk.CHUNK_SIZE, Chunk.CHUNK_SIZE, Chunk.CHUNK_SIZE];
                    blocks       = chunk.blocks;
                }

                if (blocks != null)
                {
                    for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                    {
                        if (y + chunk.worldCoords.y > height)
                        {
                            blocks[x, y, z] = new Block(BlockType.empty);
                        }
                        else if (y + chunk.worldCoords.y + snowDepth >= localSnowHeight && y + chunk.worldCoords.y >= height - snowDepth)
                        {
                            blocks[x, y, z] = new Block(snowBlock);
                        }
                        else if (y + chunk.worldCoords.y < height && y + chunk.worldCoords.y >= height - surfaceDepth)
                        {
                            blocks[x, y, z] = new Block(surfaceBlock);
                        }
                        else if (y + chunk.worldCoords.y < height)
                        {
                            blocks[x, y, z] = new Block(underGroundBlock);
                        }
                    }
                }
            }
        }
        return(chunk);
    }