问题描述
在块之间平滑化
因此,我一直在致力于统一游戏,并希望将我的世界从150x150的地图扩展到看似无限的程序世界。我的计划是使用Perlin Noise作为基准,并使用0-1中的不同值来确定地形类型。我遇到的问题是,当我抽出块并相应地偏移时,块无法正确对齐,这打破了无限世界的幻想。
(在这里看到)
WorldChunk.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Unity.Mathematics;
[System.Serializable]
public class WorldChunk
{
public int2 Position;
public int[,] Data;
public float[,] Sample;
public WorldChunk(int chunkSize = 16){
Data = new int[chunkSize,chunkSize];
Sample = new float[chunkSize,chunkSize];
}
}
WorldGenerator.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Unity.Mathematics;
public class WorldGenerator : MonoBehavIoUr
{
// Base World Data
public int ChunkSize = 75;
public string Seed = "";
[Range(1f,40f)]
public float PerlinScale = 10f;
// Pseudo Random Number Generator
private System.Random pseudoRandom;
// Chunk Data Split into Sections (Each Chunk having Coords (x,y))
public Dictionary<string,WorldChunk> chunks = new Dictionary<string,WorldChunk>();
//============================================================
// Set warm-up Data
//============================================================
private void Awake() {
// Get/Create Seed
if (Seed == ""){
Seed = GeneraterandomSeed();
}
// Get Random Number Generator
pseudoRandom = new System.Random(Seed.GetHashCode());
// Using to Clear while Making Test Adjustments
chunks.Clear();
// Generate Starting Chunk
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
// Draw Test Chunks
GenerateChunk(x,y);
}
}
}
//============================================================
// Generation Code
//============================================================
// ===
// Create New Chunks
// ===
public void GenerateChunk(int x,int y){
// Set Key to use
string key = $"{x},{y}";
// Check if key exists if not Generate New Chunk
if (!chunks.ContainsKey(key)){
// Add Chunk,Set Position in chunk grid (for calling and block data later),Then Generate data
chunks.Add(key,new WorldChunk(ChunkSize));
chunks[key].Position = new int2(x,y);
GenerateChunkData(chunks[key]);
}
}
// ===
// Fill Chunks with Perlin Data
// ===
private void GenerateChunkData(WorldChunk chunk){
// Set Offsets
float xOffset = (float)chunk.Position.x * ChunkSize;
float yOffset = (float)chunk.Position.y * ChunkSize;
// Set Data to Chunk
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
// Get Perlin Map
float px = (float)(x) / ChunkSize * PerlinScale + xOffset;
float py = (float)(y) / ChunkSize * PerlinScale + yOffset;
// Set Temp Sample For Testing (This will change for Map Data (Hills and Water) later)
chunk.Sample[x,y] = Mathf.PerlinNoise(px,py);
}
}
}
// ===
// Generate Random Seed of Length
// ===
private string GeneraterandomSeed(int maxCharamount = 10,int minCharamount = 10){
//Set Characters To Pick from
const string glyphs= "abcdefghijklmnopqrstuvwxyz0123456789";
//Set Length from min to max
int charamount = UnityEngine.Random.Range(minCharamount,maxCharamount);
// Set output Variable
string output = "";
// Do Random Addition
for(int i=0; i<charamount; i++)
{
output += glyphs[UnityEngine.Random.Range(0,glyphs.Length)];
}
// Output New Random String
return output;
}
//============================================================
// Draw Example
//============================================================
private void OnDrawGizmos() {
// Do this because I'm lazy and don't want to draw pixels to generated Sprites
Awake();
// For Each WorldChunk in the chunk Data
foreach (WorldChunk c in chunks.Values)
{
// Check if it exists (Foreach is stupid sometimes... When live editing)
if (c != null){
// Get World Positions for Chunk (Should probably Set to a Variable in the Chunk Data)
Vector3 ChunkPosition = new Vector3(c.Position.x * ChunkSize,c.Position.y * ChunkSize);
// For Each X & For Each Y in the chunk
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
// Get Cell position
Vector3 cellPos = new Vector3((ChunkPosition.x - ChunkSize/2f) + x,(ChunkPosition.y - ChunkSize/2f) + y);
// Get Temp Sample and set to color
float samp = c.Sample[x,y];
Gizmos.color = new Color(samp,samp,samp);
// Draw Tile as Sample black or white.
Gizmos.DrawCube(cellPos,Vector3.one);
}
}
// Size for Cubes
Vector3 size = new Vector3(ChunkSize,ChunkSize,1f);
// Set Color Opaque Green
Gizmos.color = new Color(0f,1f,0f,0.25f);
// Draw Chunk Borders (disable to show issue)
// Gizmos.DrawWireCube(ChunkPosition,size);
}
}
}
}
我想指出何时使用:
// Get Perlin Map
float px = (float)(x + xOffset) / ChunkSize * PerlinScale;
float py = (float)(y + yOffset) / ChunkSize * PerlinScale;
代替
// Get Perlin Map
float px = (float)(x) / ChunkSize * PerlinScale + xOffset;
float py = (float)(y) / ChunkSize * PerlinScale + yOffset;
一切都正确对齐,但Perlin噪声只是重复出现。
对我来说,使这些块之间平滑以使所有内容匹配的最佳方法是什么? 有没有更好的方法可以写这个?
编辑:
感谢您的帮助Draykoon D!这是更新的信息,并在任何人需要的情况下链接到pastebin上更新的脚本!
以下是任何人的更新代码: ** WorldGenerator.cs **
** WorldGenerator.cs **
希望有帮助!
解决方法
您要查找的关键字是可平铺的。
但是我对您来说是个好消息,像Perlin这样的噪音功能本质上是周期性的。 因此,不要将ChunckSize * ChunkSize称为噪声函数,而应该只调用一次然后除以结果。
我建议您阅读这个出色的教程:
,-
请勿使用Perlin杂讯。偏向45度和90度方向。您的山丘都与这些山峰对齐,并且没有沿着更有趣的各种方向定向。您可以使用
Unity.mathematics.noise.snoise(float2)
,但是它的重复周期很小,如果您不使用Unity Burst作业,则重复周期可能不会很快。 this is what I created/use/recommend,但肯定不是唯一的选择!请注意,所有这些噪声的范围是-1到1,而不是0到1,因此,如果重要的话,则value=value*0.5+0.5;
来重新缩放它。 -
现在这已成为不可能,要解决您的问题,您需要将块和生成的概念分开。一般而言,这是个好主意,我一直相信尽可能在游戏中隐藏后端实现细节(例如,块)(例如,避免可见的边界)。每次生成块时,都应该在世界上找到它的开始坐标,以便坐标与其余部分无缝连续。例如,如果块为128x128,则从(0,0)开始的块应具有起始坐标(0,0),然后从(0,1)开始的块应具有起始坐标(0,128)。只有这样,才能将世界坐标乘以所需的频率。