refactor: terrain generation (#9)

* feat: add BlockType

* refactor: use fBM for heightmap generation

* feat: improve mountain realism

* refactor: adjust mountain spawn probability

* feat: add biome boundary blending

* refactor: remove resolve_biome_adjacency_conflict function

* feat: add snowy plain

* perf: speed up world generation

* refactor: lower overall terrain height
This commit is contained in:
zhenyan121
2026-05-23 10:33:52 +08:00
committed by GitHub
parent 1a26474a05
commit a54e87dbc6
28 changed files with 455 additions and 155 deletions

View File

@@ -1,8 +1,6 @@
#include "Cubed/tools/perlin_noise.hpp"
#include "Cubed/config.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <algorithm>
#include <numeric>
@@ -10,7 +8,7 @@
namespace Cubed {
void PerlinNoise::init(unsigned seed) {
void PerlinNoise3D::init(unsigned seed) {
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Init Perlin Noise With Seed {}", seed);
@@ -20,7 +18,7 @@ void PerlinNoise::init(unsigned seed) {
is_init = true;
}
float PerlinNoise::noise(float x, float y, float z) {
float PerlinNoise3D::noise(float x, float y, float z) {
ASSERT_MSG(is_init, "The PerlinNoise don't init!");
int ix = static_cast<int>(std::floor(x)) & 255;
int iy = static_cast<int>(std::floor(y)) & 255;
@@ -55,11 +53,13 @@ float PerlinNoise::noise(float x, float y, float z) {
return (res + 1.0f) / 2.0f;
}
float PerlinNoise::fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
float PerlinNoise3D::fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinNoise::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise3D::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise::grad(int hash, float x, float y, float z) {
float PerlinNoise3D::grad(int hash, float x, float y, float z) {
int h = hash & 15;
float u = h < 8 ? x : y;
@@ -68,7 +68,7 @@ float PerlinNoise::grad(int hash, float x, float y, float z) {
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
void PerlinNoise::reload(unsigned seed) {
void PerlinNoise3D::reload(unsigned seed) {
is_init = false;
p.resize(256);
std::iota(p.begin(), p.end(), 0);
@@ -79,4 +79,59 @@ void PerlinNoise::reload(unsigned seed) {
is_init = true;
}
void PerlinNoise2D::init(unsigned seed) {
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Init Perlin Noise With Seed {}", seed);
std::shuffle(p.begin(), p.end(), std::mt19937(seed));
p.insert(p.end(), p.begin(), p.end()); // 扩展到 512方便索引
is_init = true;
}
float PerlinNoise2D::noise(float x, float y) {
ASSERT_MSG(is_init, "The PerlinNoise2D don't init!");
int ix = static_cast<int>(std::floor(x)) & 255;
int iy = static_cast<int>(std::floor(y)) & 255;
x -= std::floor(x);
y -= std::floor(y);
float u = fade(x);
float v = fade(y);
int a = p[ix] + iy;
int b = p[ix + 1] + iy;
float res =
lerp(v, lerp(u, grad(p[a], x, y), grad(p[b], x - 1, y)),
lerp(u, grad(p[a + 1], x, y - 1), grad(p[b + 1], x - 1, y - 1)));
return (res + 1.0f) / 2.0f; // 映射到 [0, 1]
}
float PerlinNoise2D::fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
float PerlinNoise2D::lerp(float t, float a, float b) { return a + t * (b - a); }
float PerlinNoise2D::grad(int hash, float x, float y) {
int h = hash & 3; // 使用低 2 位选择 4 个梯度方向
float u = (h & 1) ? -x : x;
float v = (h & 2) ? -y : y;
return u + v;
}
void PerlinNoise2D::reload(unsigned seed) {
is_init = false;
p.resize(256);
std::iota(p.begin(), p.end(), 0);
Logger::info("Reload Perlin Noise With Seed {}", seed);
std::shuffle(p.begin(), p.end(), std::mt19937(seed));
p.insert(p.end(), p.begin(), p.end());
is_init = true;
}
} // namespace Cubed