public void Generate(Chunk chunk)
 {
     for (int x = 0; x < Chunk.XDimension; x++)
     {
         for (int y = 0; y < Chunk.YDimension; y++)
         {
             for (int z = 0; z < Chunk.ZDimension; z++)
             {
                 chunk.SetBlockPrototype(new RelativeBlockPosition(x, y, z), BlockPrototype.AirBlock);
             }
         }
     }
 }
 public void Generate(Chunk chunk)
 {
     for (int x = 0; x < Chunk.XDimension; x++)
     {
         for (int y = 0; y < Chunk.YDimension; y++)
         {
             for (int z = 0; z < Chunk.ZDimension; z++)
             {
                 var blockType = y <= GroundLevel ? BlockPrototype.StoneBlock : BlockPrototype.AirBlock;
                 chunk.SetBlockPrototype(new RelativeBlockPosition(x, y, z), blockType);
             }
         }
     }
 }
Пример #3
0
        double[,,] GenerateDensityMap(Chunk chunk)
        {
            var primitive = new SimplexPerlin
            {
                Quality = NoiseQuality.Best,
                Seed = 1
            };

            var terrainFilter = new RidgedMultiFractal
            {
                Primitive3D = primitive,
                Frequency = 1,
                Gain = 3f,
                Lacunarity = 2,
                OctaveCount = 4,
                Offset = 1,
                SpectralExponent = 0.25f
            };

            // MultiFractal output seems to vary from 0 to 3ish
            var outputScaler = new ScaleBias
            {
                SourceModule = terrainFilter,
                Scale = 2 / 3f,
                Bias = -1f
            };

            // The terrace seems to be useful for smoothing the lower parts while still allowing
            // for dramatic mountains

            var terrace = new Terrace()
            {
                SourceModule = outputScaler,
            };
            terrace.AddControlPoint(-1f);
            //terrace.AddControlPoint(-0.5f);
            //terrace.AddControlPoint(0f);
            //terrace.AddControlPoint(0.5f);
            terrace.AddControlPoint(2f);
            //terrace.AddControlPoint(0.7f, 0.8f);

            var inputScaler = new ScalePoint
            {
                SourceModule = terrace,
                XScale = 0.01f,
                YScale = 0.01f,
                ZScale = 0.01f
            };

            var densityMap = new double[Chunk.XDimension + 1,Chunk.YDimension + 1,Chunk.ZDimension + 1];
            for (int x = 0; x <= Chunk.XDimension; x += horizontalSampleRate)
            {
                for (int y = 0; y <= Chunk.YDimension; y += verticalSampleRate)
                {
                    for (int z = 0; z <= Chunk.ZDimension; z += horizontalSampleRate)
                    {
                        float worldX = chunk.OriginInWorld.X + x;
                        float worldY = chunk.OriginInWorld.Y + y;
                        float worldZ = chunk.OriginInWorld.Z + z;
                        var noise = inputScaler.GetValue(worldX, worldY, worldZ);

                        // This applies a gradient to the noise based on height.
                        // The smaller the gradient value, the longer it takes to drive
                        // the entire fractal below zero and the more overhang/hole stuff
                        // we get.
                        var density = noise - (y * y * y / 600000f) + 2;
                        //var density = noise - (y / 10f) + 3;
                        densityMap[x, y, z] = density;
                    }
                }
            }

            TriLerp(densityMap);

            return densityMap;
        }
Пример #4
0
 public void GenerateTerrain(Chunk chunk)
 {
     var densityMap = GenerateDensityMap(chunk);
     InitializeChunk(chunk, densityMap);
 }
Пример #5
0
 void InitializeChunk(Chunk chunk, double[,,] densityMap)
 {
     for (int x = 0; x < Chunk.XDimension; x++)
     {
         for (int y = 0; y < Chunk.YDimension; y++)
         {
             for (int z = 0; z < Chunk.ZDimension; z++)
             {
                 var prototype = densityMap[x, y, z] > 0 ? BlockPrototype.StoneBlock : BlockPrototype.AirBlock;
                 chunk.SetBlockPrototype(new RelativeBlockPosition(x, y, z), prototype);
             }
         }
     }
 }
Пример #6
0
 //private void GenerateCaves1()
 //{
 //    var primitive = new SimplexPerlin
 //    {
 //        Quality = NoiseQuality.Best,
 //        Seed = 1
 //    };
 //    var filter = new HeterogeneousMultiFractal()
 //    {
 //        Primitive3D = primitive,
 //        Frequency = 1,
 //        Gain = 2,
 //        Lacunarity = 2,
 //        OctaveCount = 1,
 //        Offset = 1,
 //        SpectralExponent = 0.9f
 //    };
 //    _blockArray.Initialize((x, y, z) =>
 //    {
 //        if (x > 0 && x < _blockArray.XDimension - 1 && y > 0 && y < _blockArray.YDimension - 1 && z > 0 && z < _blockArray.ZDimension - 1)
 //        {
 //            float divisor = 20;
 //            float filterX = (XDimension * Position.X + x) / divisor;
 //            float filterY = y / divisor;
 //            float filterZ = (ZDimension * Position.Z + z) / divisor;
 //            return filter.GetValue(filterX, filterY, filterZ) < 1.4 ? _prototypeMap[1] : _prototypeMap[0];
 //        }
 //        else
 //        {
 //            return _prototypeMap[0];
 //        }
 //    });
 //}
 //private void GenerateCaves2()
 //{
 //    var primitive = new SimplexPerlin
 //    {
 //        Quality = NoiseQuality.Best,
 //        Seed = 1
 //    };
 //    var filter = new HybridMultiFractal()
 //    {
 //        Primitive3D = primitive,
 //        Frequency = 1,
 //        Gain = 2,
 //        Lacunarity = 2,
 //        OctaveCount = 1,
 //        Offset = 1,
 //        SpectralExponent = 0.9f
 //    };
 //    _blockArray.Initialize((x, y, z) =>
 //    {
 //        if (x > 0 && x < _blockArray.XDimension - 1 && y > 0 && y < _blockArray.YDimension - 1 && z > 0 && z < _blockArray.ZDimension - 1)
 //        {
 //            float divisor = 20;
 //            float filterX = (XDimension * Position.X + x) / divisor;
 //            float filterY = y / divisor;
 //            float filterZ = (ZDimension * Position.Z + z) / divisor;
 //            return filter.GetValue(filterX, filterY, filterZ) < 1.5 ? _prototypeMap[1] : _prototypeMap[0];
 //        }
 //        else
 //        {
 //            return _prototypeMap[0];
 //        }
 //    });
 //}
 void GenerateSlab(Chunk chunk)
 {
     for (int x = 0; x < Chunk.XDimension; x++)
     {
         for (int z = 0; z < Chunk.ZDimension; z++)
         {
             chunk.SetBlockPrototype(new RelativeBlockPosition(x, 0, z), BlockPrototype.StoneBlock);
         }
     }
 }
Пример #7
0
 public void Generate(Chunk chunk)
 {
     var terrainGenerator = new TerrainGenerator3();
     terrainGenerator.GenerateTerrain(chunk);
 }