move terrain generators to sepreate files and introduce perlin

the perlin.js is from https://github.com/leodeslf/perlin-noise and modified to work with node
This commit is contained in:
Holly Stubbs 2021-10-19 08:18:20 +01:00
parent ca164e1c0a
commit d3f630703f
Signed by: tgpholly
GPG key ID: B8583C4B7D18119E
3 changed files with 396 additions and 0 deletions

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module.exports = function(x = 0, z = 0) {
// Create chunk
let chunk = {};
for (let y = 0; y < 128; y++) {
chunk[y] = {};
for (let x = 0; x < 16; x++) {
chunk[y][x] = {};
for (let z = 0; z < 16; z++) {
chunk[y][x][z] = 0;
}
}
}
for (let y = 0; y < 128; y++) {
for (let x = 0; x < 16; x++) {
for (let z = 0; z < 16; z++) {
if (y == 64) {
chunk[y][x][z] = 2;
}
else if (y == 63 || y == 62) chunk[y][x][z] = 3;
else if (y == 0) chunk[y][x][z] = 7;
else if (y < 62) chunk[y][x][z] = 1;
else chunk[y][x][z] = 0;
}
}
}
return chunk;
}

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const { perlin2D } = require("./perlin.js");
module.exports = function(cx = 0, cz = 0) {
// Create bare chunk
let chunk = {};
for (let y = 0; y < 128; y++) {
chunk[y] = {};
for (let x = 0; x < 16; x++) {
chunk[y][x] = {};
for (let z = 0; z < 16; z++) {
chunk[y][x][z] = 0;
}
}
}
let stripTopCoord = {};
// History has shown it's better to alloc all at once
for (let x = 0; x < 16; x++) {
stripTopCoord[x] = {};
for (let z = 0; z < 16; z++) {
stripTopCoord[x][z] = 0;
}
}
// Generate top layer of grass
for (let x = 0; x < 16; x++) {
for (let z = 0; z < 16; z++) {
const yCoord = stripTopCoord[x][z] = Math.floor(64 + (perlin2D(((cx << 4) + x) / 15, ((cz << 4) + z) / 15) * 8));
chunk[yCoord][x][z] = 2;
}
}
// Generate down from the top layer
for (let x = 0; x < 16; x++) {
for (let z = 0; z < 16; z++) {
// Cache these otherwise we'll be doing more maths 128 times for each column and row
const topM1 = stripTopCoord[x][z] - 1,
topM2 = topM1 - 1;
for (let y = stripTopCoord[x][z]; y != -1; y--) {
if (y == topM1 || y == topM2) chunk[y][x][z] = 3;
else if (y == 0) chunk[y][x][z] = 7;
else if (y < topM2) chunk[y][x][z] = 1;
}
}
}
// 2nd pass
for (let y = 0; y < 128; y++) {
for (let x = 0; x < 16; x++) {
for (let z = 0; z < 16; z++) {
if (chunk[y][x][z] == 0 && y < 62) chunk[y][x][z] = 9;
if (y < 127 && y > 0) if (chunk[y][x][z] == 9 && chunk[y - 1][x][z] == 2) chunk[y - 1][x][z] = 3;
}
}
}
return chunk;
}

307
server/Generators/perlin.js Normal file
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/**
* A Perlin Noise library for JavaScript.
*
* Based on implementations by Ken Perlin (Java, C) & Stefan Gustavson (C).
*
* MIT License.
* Copyright (c) 2018 Leonardo de S.L.F.
* http://leodeslf.com/
*/
// Permutation table.
const p = [
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140,
36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234,
75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237,
149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48,
27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105,
92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73,
209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38,
147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189,
28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153,
101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224,
232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144,
12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214,
31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150,
254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
215, 61, 156, 180
];
const P = [...p, ...p];
// Utility functions.
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
function lerp(t, a, b) {
return a + t * (b - a);
}
// Helper functions to find gradients for each vertex.
function gradient1D(hash, x) {
return hash & 1 ? -x : x;
}
function gradient2D(hash, x, y) {
const H = hash & 3;
return (H < 2 ? x : -x) + (H === 0 || H === 2 ? y : -y);
}
function gradient3D(hash, x, y, z) {
const
H = hash & 15,
U = H < 8 ? x : y,
V = H < 4 ? y : H === 12 || H === 14 ? x : z;
return ((H & 1) ? -U : U) + ((H & 2) ? -V : V);
}
function gradient4D(hash, x, y, z, t) {
const
H = hash & 31,
U = H < 24 ? x : y,
V = H < 16 ? y : z,
W = H < 8 ? z : t;
return ((H & 1) ? -U : U) + ((H & 2) ? -V : V) + ((H & 4) ? -W : W);
}
// Perlin Noise functions.
/**
* Returns a one-dimensional noise value between -1 and 1.
* @param {number} x A numeric expression.
* @returns {number} Perlin Noise value.
*/
function perlin1D(x) {
const
FX = Math.floor(x),
X = FX & 255;
x = x - FX;
return lerp(
fade(x),
gradient1D(P[P[X]], x),
gradient1D(P[P[X + 1]], x - 1)
);
}
/**
* Returns a two-dimensional noise value between -1 and 1.
* @param {number} x A numeric expression.
* @param {number} y A numeric expression.
* @returns {number} Perlin Noise value.
*/
function perlin2D(x = 0, y = 0) {
// Hack to allow this to work with integer block coords
x += 0.2;
y += 0.2;
const FX = Math.floor(x),
FY = Math.floor(y),
X = FX & 255,
Y = FY & 255,
A = P[X] + Y,
B = P[X + 1] + Y;
x = x - FX;
y = y - FY;
const
FDX = fade(x),
x1 = x - 1,
y1 = y - 1;
return lerp(
fade(y),
lerp(
FDX,
gradient2D(P[A], x, y),
gradient2D(P[B], x1, y)
),
lerp(
FDX,
gradient2D(P[A + 1], x, y1),
gradient2D(P[B + 1], x1, y1)
)
);
}
/**
* Returns a three-dimensional noise value between -1 and 1.
* @param {number} x A numeric expression.
* @param {number} y A numeric expression.
* @param {number} z A numeric expression.
* @returns {number} Perlin Noise value.
*/
function perlin3D(x, y, z) {
const
FX = Math.floor(x),
FY = Math.floor(y),
FZ = Math.floor(z),
X = FX & 255,
Y = FY & 255,
Z = FZ & 255,
A = P[X] + Y,
B = P[X + 1] + Y,
AA = P[A] + Z,
BA = P[B] + Z,
AB = P[A + 1] + Z,
BB = P[B + 1] + Z;
x = x - FX;
y = y - FY;
z = z - FZ;
const
FDX = fade(x),
FDY = fade(y),
x1 = x - 1,
y1 = y - 1,
z1 = z - 1;
return lerp(
fade(z),
lerp(
FDY,
lerp(
FDX,
gradient3D(P[AA], x, y, z),
gradient3D(P[BA], x1, y, z)
),
lerp(
FDX,
gradient3D(P[AB], x, y1, z),
gradient3D(P[BB], x1, y1, z)
)
),
lerp(
FDY,
lerp(
FDX,
gradient3D(P[AA + 1], x, y, z1),
gradient3D(P[BA + 1], x1, y, z1)
),
lerp(
FDX,
gradient3D(P[AB + 1], x, y1, z1),
gradient3D(P[BB + 1], x1, y1, z1)
)
)
);
}
/**
* Returns a four-dimensional noise value between -1 and 1.
* @param {number} x A numeric expression.
* @param {number} y A numeric expression.
* @param {number} z A numeric expression.
* @param {number} t A numeric expression.
* @returns {number} Perlin Noise value.
*/
function perlin4D(x, y, z, t) {
const
FX = Math.floor(x),
FY = Math.floor(y),
FZ = Math.floor(z),
FT = Math.floor(t),
X = FX & 255,
Y = FY & 255,
Z = FZ & 255,
T = FT & 255,
A = P[X] + Y,
B = P[X + 1] + Y,
AA = P[A] + Z,
BA = P[B] + Z,
AB = P[A + 1] + Z,
BB = P[B + 1] + Z,
AAA = P[AA] + T,
BAA = P[BA] + T,
ABA = P[AB] + T,
BBA = P[BB] + T,
AAB = P[AA + 1] + T,
BAB = P[BA + 1] + T,
ABB = P[AB + 1] + T,
BBB = P[BB + 1] + T;
x = x - FX;
y = y - FY;
z = z - FZ;
t = t - FT;
const
FDX = fade(x),
FDY = fade(y),
FDZ = fade(z),
x1 = x - 1,
y1 = y - 1,
z1 = z - 1,
t1 = t - 1;
return lerp(
fade(t),
lerp(
FDZ,
lerp(
FDY,
lerp(
FDX,
gradient4D(P[AAA], x, y, z, t),
gradient4D(P[BAA], x1, y, z, t)
),
lerp(
FDX,
gradient4D(P[ABA], x, y1, z, t),
gradient4D(P[BBA], x1, y1, z, t)
)
),
lerp(
FDY,
lerp(
FDX,
gradient4D(P[AAB], x, y, z1, t),
gradient4D(P[BAB], x1, y, z1, t)
),
lerp(
FDX,
gradient4D(P[ABB], x, y1, z1, t),
gradient4D(P[BBB], x1, y1, z1, t)
)
)
),
lerp(
FDZ,
lerp(
FDY,
lerp(
FDX,
gradient4D(P[AAA + 1], x, y, z, t1),
gradient4D(P[BAA + 1], x1, y, z, t1)
),
lerp(
FDX,
gradient4D(P[ABA + 1], x, y1, z, t1),
gradient4D(P[BBA + 1], x1, y1, z, t1)
)
),
lerp(
FDY,
lerp(
FDX,
gradient4D(P[AAB + 1], x, y, z1, t1),
gradient4D(P[BAB + 1], x1, y, z1, t1)
),
lerp(
FDX,
gradient4D(P[ABB + 1], x, y1, z1, t1),
gradient4D(P[BBB + 1], x1, y1, z1, t1)
)
)
)
);
}
module.exports = { perlin1D, perlin2D, perlin3D, perlin4D };