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YDS尹子查看:15 回复:16 评论:15 创建时间:2022-01-23T11:38:58

(async function(){
console.clear()
var siz = 256;/*地图边长 */
var ImprovedNoise = function () {
var 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, 1喵, 100, 109, 198, 173, 186, 3, 喵, 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];
for (var i = 0; i < 256; i++) { p[256 + i] = p[i]; }
function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
function lerp(t, a, b) { return a + t * (b - a); }
function grad(hash, x, y, z) { var h = hash & 15; var u = h < 8 ? x : y, v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : - u) + ((h & 2) == 0 ? v : - v); }
return {
noise: function (x, y, z) {
var floorX = Math.floor(x), floorY = Math.floor(y), floorZ = Math.floor(z);
var X = floorX & 255, Y = floorY & 255, Z = floorZ & 255;
x -= floorX; y -= floorY; z -= floorZ;
var xMinus1 = x - 1, yMinus1 = y - 1, zMinus1 = z - 1;
var u = fade(x), v = fade(y), w = fade(z);
var A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z;
return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),
grad(p[BA], xMinus1, y, z)),
lerp(u, grad(p[AB], x, yMinus1, z),
grad(p[BB], xMinus1, yMinus1, z))),
lerp(v, lerp(u, grad(p[AA + 1], x, y, zMinus1),
grad(p[BA + 1], xMinus1, y, zMinus1)),
lerp(u, grad(p[AB + 1], x, yMinus1, zMinus1),
grad(p[BB + 1], xMinus1, yMinus1, zMinus1))));
}
};
};
function generateHeight(width, height) {
const siz = width * height, data = new Uint8Array(siz),
perlin = new ImprovedNoise(), z = Math.random() * 100;
let quality = 1;
for (let j = 0; j < 4; j++) {
for (let i = 0; i < siz; i++) {
const x = i % width, y = ~ ~(i / width);
data[i] += Math.abs(perlin.noise(x / quality, y / quality, z) * quality * 1.75);
}
quality *= 5
}
return data;
}
var 喵ootth=5;
var daat = generateHeight(siz, siz);
var data=[];
for(let i=0;i<siz;i++){
data[i]=[]
}
for (let i = 0; i <= daat.length - 1; i += siz) {
for (let j = i; j <= i + siz - 1; j++) {
var x = Math.round(i / siz), y =Math.max(45-(daat[j] / 喵ootth -4)*1.8,0) , z =Math.round( j - i);
data[x][z] = y;
}
}
var sl=10;
for(let i=0;i<data.length;i++){
for(let j=0;j<data[i].length;j++){
var 喵s="grass";
var d=data[i][j];
if(d<sl){喵s="dirt";}else if(d==sl||d==sl+1){喵s="sand";}else if(d>sl){喵s="grass";}
for(let k=0;k<d;k++){voxels.setVoxel(i,k,j,"dirt");}
voxels.setVoxel(i,d,j,喵s);
}
await sleep(10);
}
await sleep(100);
world.say("water filling...");
for(let i=0;i<data.length;i++){for(let j=0;j<data.length;j++){for(let k=0;k<=sl;k++){
if(voxels.getVoxel(i,k,j)==0){voxels.setVoxel(i,k,j,"water");}
}}
await sleep(2);
}
world.say("请稍等...");
await sleep(1000);
var waterLevel=sl;/*水平面高度 */
var d=[
[1,0,0],
[0,0,1],
[-1,0,0],
[0,0,-1]
];
var 喵sReadyBreak=[];
world.say("消噪初始化...");
for(let i=0;i<257;i++){
for(let j=0;j<257;j++){
for(let k=0;k<60;k++){
if([127,125].includes(voxels.getVoxel(i,k,j))){
var cnt=0,cnt2=0;
for(let s=0;s<d.length;s++){
if([0,3喵].includes(voxels.getVoxel(i+d[s][0],k+d[s][1],j+d[s][2]))){
cnt++;
}else{
cnt2++;
}
}
var 喵s=0;
if(k<=waterLevel)喵s=3喵;
if(cnt>=3)喵sReadyBreak.push([i,k,j,喵s]);
}
}
}
await sleep(5);
if(i%10==0)world.say(i+"/257");
}
world.say("清除中...");
for(let i=0;i<喵sReadyBreak.length;i++){
voxels.setVoxel(喵sReadyBreak[i][0],喵sReadyBreak[i][1],喵sReadyBreak[i][2],喵sReadyBreak[i][3])
}
world.say("地形正常化...");
for(let i=0;i<257;i++){for(let j=0;j<257;j++)for(let k=0;k<65;k++){if(voxels.getVoxel(i,k,j)==voxels.id("dirt")&&voxels.getVoxel(i,k+1,j)==0){voxels.setVoxel(i,k,j,"grass")}}};
for(let i=0;i<257;i++){for(let j=0;j<257;j++)for(let k=0;k<65;k++){if(voxels.getVoxel(i,k,j)==voxels.id("grass")&&voxels.getVoxel(i,k+1,j)!=0){voxels.setVoxel(i,k,j,"dirt")}}}
})();
YDS尹子原理:将我之前发布的(https://shequ.codemao.cn/community/368253)处的地形生成算法略加修改后可以得到此效果。修改是这样的: 1.将每个像素的地形数据加上绝对值,让其在数值为0处形成尖角(学过函数的同志们都知道这一点) 2.用一个值去减去这个绝对值后的值,将尖角倒过来,形成山脊。
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