2023-12-04 20:48:31 +00:00
local function prequire ( name ) local success , result = pcall ( require , name ) ; return if success then result else nil end
local bench = script and require ( script.Parent . bench_support ) or prequire ( " bench_support " ) or require ( " ../bench_support " )
2022-10-28 11:37:29 +01:00
-- Based on voxel terrain generator by Stickmasterluke
local kSelectedBiomes = {
[ ' Mountains ' ] = true ,
[ ' Canyons ' ] = true ,
[ ' Dunes ' ] = true ,
[ ' Arctic ' ] = true ,
[ ' Lavaflow ' ] = true ,
[ ' Hills ' ] = true ,
[ ' Plains ' ] = true ,
[ ' Marsh ' ] = true ,
[ ' Water ' ] = true ,
}
---------Directly used in Generation---------
local masterSeed = 618033988
local mapWidth = 32
local mapHeight = 32
local biomeSize = 16
local generateCaves = true
local waterLevel = .48
local surfaceThickness = .018
local biomes = { }
---------------------------------------------
local rock = " Rock "
local snow = " Snow "
local ice = " Glacier "
local grass = " Grass "
local ground = " Ground "
local mud = " Mud "
local slate = " Slate "
local concrete = " Concrete "
local lava = " CrackedLava "
local basalt = " Basalt "
local air = " Air "
local sand = " Sand "
local sandstone = " Sandstone "
local water = " Water "
math.randomseed ( 6180339 )
local theseed = { }
for i = 1 , 999 do
table.insert ( theseed , math.random ( ) )
end
local function getPerlin ( x , y , z , seed , scale , raw )
local seed = seed or 0
local scale = scale or 1
if not raw then
return math.noise ( x / scale + ( seed * 17 ) + masterSeed , y / scale - masterSeed , z / scale - seed * seed ) * .5 + .5 -- accounts for bleeding from interpolated line
else
return math.noise ( x / scale + ( seed * 17 ) + masterSeed , y / scale - masterSeed , z / scale - seed * seed )
end
end
local function getNoise ( x , y , z , seed1 )
local x = x or 0
local y = y or 0
local z = z or 0
local seed1 = seed1 or 7
local wtf = x + y + z + seed1 + masterSeed + ( masterSeed - x ) * ( seed1 + z ) + ( seed1 - y ) * ( masterSeed + z ) -- + x*(y+z) + z*(masterSeed+seed1) + seed1*(x+y) --x+y+z+seed1+masterSeed + x*y*masterSeed-y*z+(z+masterSeed)*x --((x+y)*(y-seed1)*seed1)-(x+z)*seed2+x*11+z*23-y*17
return theseed [ ( math.floor ( wtf % ( # theseed ) ) ) + 1 ]
end
local function thresholdFilter ( value , bottom , size )
if value <= bottom then
return 0
elseif value >= bottom + size then
return 1
else
return ( value - bottom ) / size
end
end
local function ridgedFilter ( value ) --absolute and flip for ridges. and normalize
return value < .5 and value * 2 or 2 - value * 2
end
local function ridgedFlippedFilter ( value ) --unflipped
return value < .5 and 1 - value * 2 or value * 2 - 1
end
local function advancedRidgedFilter ( value , cutoff )
local cutoff = cutoff or .5
value = value - cutoff
return 1 - ( value < 0 and - value or value ) * 1 / ( 1 - cutoff )
end
local function fractalize ( operation , x , y , z , operationCount , scale , offset , gain )
local operationCount = operationCount or 3
local scale = scale or .5
local offset = 0
local gain = gain or 1
local totalValue = 0
local totalScale = 0
for i = 1 , operationCount do
local thisScale = scale ^ ( i - 1 )
totalScale = totalScale + thisScale
totalValue = totalValue + ( offset + gain * operation ( x , y , z , i ) ) * thisScale
end
return totalValue / totalScale
end
local function mountainsOperation ( x , y , z , i )
return ridgedFilter ( getPerlin ( x , y , z , 100 + i , ( 1 / i ) * 160 ) )
end
local canyonBandingMaterial = { rock , mud , sand , sand , sandstone , sandstone , sandstone , sandstone , sandstone , sandstone , }
local function findBiomeInfo ( choiceBiome , x , y , z , verticalGradientTurbulence )
local choiceBiomeValue = .5
local choiceBiomeSurface = grass
local choiceBiomeFill = rock
if choiceBiome == ' City ' then
choiceBiomeValue = .55
choiceBiomeSurface = concrete
choiceBiomeFill = slate
elseif choiceBiome == ' Water ' then
choiceBiomeValue = .36 + getPerlin ( x , y , z , 2 , 50 ) * .08
choiceBiomeSurface =
( 1 - verticalGradientTurbulence < .44 and slate )
or sand
elseif choiceBiome == ' Marsh ' then
local preLedge = getPerlin ( x + getPerlin ( x , 0 , z , 5 , 7 , true ) * 10 + getPerlin ( x , 0 , z , 6 , 30 , true ) * 50 , 0 , z + getPerlin ( x , 0 , z , 9 , 7 , true ) * 10 + getPerlin ( x , 0 , z , 10 , 30 , true ) * 50 , 2 , 70 ) --could use some turbulence
local grassyLedge = thresholdFilter ( preLedge , .65 , 0 )
local largeGradient = getPerlin ( x , y , z , 4 , 100 )
local smallGradient = getPerlin ( x , y , z , 3 , 20 )
local smallGradientThreshold = thresholdFilter ( smallGradient , .5 , 0 )
choiceBiomeValue = waterLevel - .04
+ preLedge * grassyLedge * .025
+ largeGradient * .035
+ smallGradient * .025
choiceBiomeSurface =
( grassyLedge >= 1 and grass )
or ( 1 - verticalGradientTurbulence < waterLevel - .01 and mud )
or ( 1 - verticalGradientTurbulence < waterLevel + .01 and ground )
or grass
choiceBiomeFill = slate
elseif choiceBiome == ' Plains ' then
local rivulet = ridgedFlippedFilter ( getPerlin ( x + getPerlin ( x , y , z , 17 , 40 ) * 25 , 0 , z + getPerlin ( x , y , z , 19 , 40 ) * 25 , 2 , 200 ) )
local rivuletThreshold = thresholdFilter ( rivulet , .01 , 0 )
local rockMap = thresholdFilter ( ridgedFlippedFilter ( getPerlin ( x , 0 , z , 101 , 7 ) ) , .3 , .7 ) --rocks
* thresholdFilter ( getPerlin ( x , 0 , z , 102 , 50 ) , .6 , .05 ) --zoning
choiceBiomeValue = .5 --.51
+ getPerlin ( x , y , z , 2 , 100 ) * .02 --.05
+ rivulet * .05 --.02
+ rockMap * .05 --.03
+ rivuletThreshold * .005
local verticalGradient = 1 - ( ( y - 1 ) / ( mapHeight - 1 ) )
local surfaceGradient = verticalGradient * .5 + choiceBiomeValue * .5
local thinSurface = surfaceGradient > .5 - surfaceThickness * .4 and surfaceGradient < .5 + surfaceThickness * .4
choiceBiomeSurface =
( rockMap > 0 and rock )
or ( not thinSurface and mud )
or ( thinSurface and rivuletThreshold <= 0 and water )
or ( 1 - verticalGradientTurbulence < waterLevel - .01 and sand )
or grass
choiceBiomeFill =
( rockMap > 0 and rock )
or sandstone
elseif choiceBiome == ' Canyons ' then
local canyonNoise = ridgedFlippedFilter ( getPerlin ( x , 0 , z , 2 , 200 ) )
local canyonNoiseTurbed = ridgedFlippedFilter ( getPerlin ( x + getPerlin ( x , 0 , z , 5 , 20 , true ) * 20 , 0 , z + getPerlin ( x , 0 , z , 9 , 20 , true ) * 20 , 2 , 200 ) )
local sandbank = thresholdFilter ( canyonNoiseTurbed , 0 , .05 )
local canyonTop = thresholdFilter ( canyonNoiseTurbed , .125 , 0 )
local mesaSlope = thresholdFilter ( canyonNoise , .33 , .12 )
local mesaTop = thresholdFilter ( canyonNoiseTurbed , .49 , 0 )
choiceBiomeValue = .42
+ getPerlin ( x , y , z , 2 , 70 ) * .05
+ canyonNoise * .05
+ sandbank * .04 --canyon bottom slope
+ thresholdFilter ( canyonNoiseTurbed , .05 , 0 ) * .08 --canyon cliff
+ thresholdFilter ( canyonNoiseTurbed , .05 , .075 ) * .04 --canyon cliff top slope
+ canyonTop * .01 --canyon cliff top ledge
+ thresholdFilter ( canyonNoiseTurbed , .0575 , .2725 ) * .01 --plane slope
+ mesaSlope * .06 --mesa slope
+ thresholdFilter ( canyonNoiseTurbed , .45 , 0 ) * .14 --mesa cliff
+ thresholdFilter ( canyonNoiseTurbed , .45 , .04 ) * .025 --mesa cap
+ mesaTop * .02 --mesa top ledge
choiceBiomeSurface =
( 1 - verticalGradientTurbulence < waterLevel + .015 and sand ) --this for biome blending in to lakes
or ( sandbank > 0 and sandbank < 1 and sand ) --this for canyonbase sandbanks
--or (canyonTop>0 and canyonTop<=1 and mesaSlope<=0 and grass) --this for grassy canyon tops
--or (mesaTop>0 and mesaTop<=1 and grass) --this for grassy mesa tops
or sandstone
choiceBiomeFill = canyonBandingMaterial [ math.ceil ( ( 1 - getNoise ( 1 , y , 2 ) ) * 10 ) ]
elseif choiceBiome == ' Hills ' then
local rivulet = ridgedFlippedFilter ( getPerlin ( x + getPerlin ( x , y , z , 17 , 20 ) * 20 , 0 , z + getPerlin ( x , y , z , 19 , 20 ) * 20 , 2 , 200 ) ) ^ ( 1 / 2 )
local largeHills = getPerlin ( x , y , z , 3 , 60 )
choiceBiomeValue = .48
+ largeHills * .05
+ ( .05
+ largeHills * .1
+ getPerlin ( x , y , z , 4 , 25 ) * .125 )
* rivulet
local surfaceMaterialGradient = ( 1 - verticalGradientTurbulence ) * .9 + rivulet * .1
choiceBiomeSurface =
( surfaceMaterialGradient < waterLevel - .015 and mud )
or ( surfaceMaterialGradient < waterLevel and ground )
or grass
choiceBiomeFill = slate
elseif choiceBiome == ' Dunes ' then
local duneTurbulence = getPerlin ( x , 0 , z , 227 , 20 ) * 24
local layer1 = ridgedFilter ( getPerlin ( x , 0 , z , 201 , 40 ) )
local layer2 = ridgedFilter ( getPerlin ( x / 10 + duneTurbulence , 0 , z + duneTurbulence , 200 , 48 ) )
choiceBiomeValue = .4 + .1 * ( layer1 + layer2 )
choiceBiomeSurface = sand
choiceBiomeFill = sandstone
elseif choiceBiome == ' Mountains ' then
local rivulet = ridgedFlippedFilter ( getPerlin ( x + getPerlin ( x , y , z , 17 , 20 ) * 20 , 0 , z + getPerlin ( x , y , z , 19 , 20 ) * 20 , 2 , 200 ) )
choiceBiomeValue = - .4 --.3
+ fractalize ( mountainsOperation , x , y / 20 , z , 8 , .65 ) * 1.2
+ rivulet * .2
choiceBiomeSurface =
( verticalGradientTurbulence < .275 and snow )
or ( verticalGradientTurbulence < .35 and rock )
or ( verticalGradientTurbulence < .4 and ground )
or ( 1 - verticalGradientTurbulence < waterLevel and rock )
or ( 1 - verticalGradientTurbulence < waterLevel + .01 and mud )
or ( 1 - verticalGradientTurbulence < waterLevel + .015 and ground )
or grass
elseif choiceBiome == ' Lavaflow ' then
local crackX = x + getPerlin ( x , y * .25 , z , 21 , 8 , true ) * 5
local crackY = y + getPerlin ( x , y * .25 , z , 22 , 8 , true ) * 5
local crackZ = z + getPerlin ( x , y * .25 , z , 23 , 8 , true ) * 5
local crack1 = ridgedFilter ( getPerlin ( crackX + getPerlin ( x , y , z , 22 , 30 , true ) * 30 , crackY , crackZ + getPerlin ( x , y , z , 24 , 30 , true ) * 30 , 2 , 120 ) )
local crack2 = ridgedFilter ( getPerlin ( crackX , crackY , crackZ , 3 , 40 ) ) * ( crack1 * .25 + .75 )
local crack3 = ridgedFilter ( getPerlin ( crackX , crackY , crackZ , 4 , 20 ) ) * ( crack2 * .25 + .75 )
local generalHills = thresholdFilter ( getPerlin ( x , y , z , 9 , 40 ) , .25 , .5 ) * getPerlin ( x , y , z , 10 , 60 )
local cracks = math.max ( 0 , 1 - thresholdFilter ( crack1 , .975 , 0 ) - thresholdFilter ( crack2 , .925 , 0 ) - thresholdFilter ( crack3 , .9 , 0 ) )
local spires = thresholdFilter ( getPerlin ( crackX / 40 , crackY / 300 , crackZ / 30 , 123 , 1 ) , .6 , .4 )
choiceBiomeValue = waterLevel + .02
+ cracks * ( .5 + generalHills * .5 ) * .02
+ generalHills * .05
+ spires * .3
+ ( ( 1 - verticalGradientTurbulence > waterLevel + .01 or spires > 0 ) and .04 or 0 ) --This lets it lip over water
choiceBiomeFill = ( spires > 0 and rock ) or ( cracks < 1 and lava ) or basalt
choiceBiomeSurface = ( choiceBiomeFill == lava and 1 - verticalGradientTurbulence < waterLevel and basalt ) or choiceBiomeFill
elseif choiceBiome == ' Arctic ' then
local preBoundary = getPerlin ( x + getPerlin ( x , 0 , z , 5 , 8 , true ) * 5 , y / 8 , z + getPerlin ( x , 0 , z , 9 , 8 , true ) * 5 , 2 , 20 )
--local cliffs = thresholdFilter(preBoundary,.5,0)
local boundary = ridgedFilter ( preBoundary )
local roughChunks = getPerlin ( x , y / 4 , z , 436 , 2 )
local boundaryMask = thresholdFilter ( boundary , .8 , .1 ) --,.7,.25)
local boundaryTypeMask = getPerlin ( x , 0 , z , 6 , 74 ) - .5
local boundaryComp = 0
if boundaryTypeMask < 0 then --divergent
boundaryComp = ( boundary > ( 1 + boundaryTypeMask * .5 ) and - .17 or 0 )
--* boundaryTypeMask*-2
else --convergent
boundaryComp = boundaryMask * .1 * roughChunks
* boundaryTypeMask
end
choiceBiomeValue = .55
+ boundary * .05 * boundaryTypeMask --.1 --soft slope up or down to boundary
+ boundaryComp --convergent/divergent effects
+ getPerlin ( x , 0 , z , 123 , 25 ) * .025 --*cliffs --gentle rolling slopes
choiceBiomeSurface = ( 1 - verticalGradientTurbulence < waterLevel - .1 and ice ) or ( boundaryMask > .6 and boundaryTypeMask > .1 and roughChunks > .5 and ice ) or snow
choiceBiomeFill = ice
end
return choiceBiomeValue , choiceBiomeSurface , choiceBiomeFill
end
function findBiomeTransitionValue ( biome , weight , value , averageValue )
if biome == ' Arctic ' then
return ( weight > .2 and 1 or 0 ) * value
elseif biome == ' Canyons ' then
return ( weight > .7 and 1 or 0 ) * value
elseif biome == ' Mountains ' then
local weight = weight ^ 3 --This improves the ease of mountains transitioning to other biomes
return averageValue * ( 1 - weight ) + value * weight
else
return averageValue * ( 1 - weight ) + value * weight
end
end
function generate ( )
local mapWidth = mapWidth
local biomeSize = biomeSize
local biomeBlendPercent = .25 --(biomeSize==50 or biomeSize == 100) and .5 or .25
local biomeBlendPercentInverse = 1 - biomeBlendPercent
local biomeBlendDistortion = biomeBlendPercent
local smoothScale = .5 / mapHeight
biomes = { }
for i , v in pairs ( kSelectedBiomes ) do
if v then
table.insert ( biomes , i )
end
end
if # biomes <= 0 then
table.insert ( biomes , ' Hills ' )
end
table.sort ( biomes )
--local oMap = {}
--local mMap = {}
for x = 1 , mapWidth do
local oMapX = { }
--oMap[x] = oMapX
local mMapX = { }
--mMap[x] = mMapX
for z = 1 , mapWidth do
local biomeNoCave = false
local cellToBiomeX = x / biomeSize + getPerlin ( x , 0 , z , 233 , biomeSize * .3 ) * .25 + getPerlin ( x , 0 , z , 235 , biomeSize * .05 ) * .075
local cellToBiomeZ = z / biomeSize + getPerlin ( x , 0 , z , 234 , biomeSize * .3 ) * .25 + getPerlin ( x , 0 , z , 236 , biomeSize * .05 ) * .075
local closestDistance = 1000000
local biomePoints = { }
for vx =- 1 , 1 do
for vz =- 1 , 1 do
local gridPointX = math.floor ( cellToBiomeX + vx + .5 )
local gridPointZ = math.floor ( cellToBiomeZ + vz + .5 )
--local pointX, pointZ = getBiomePoint(gridPointX,gridPointZ)
local pointX = gridPointX + ( getNoise ( gridPointX , gridPointZ , 53 ) - .5 ) * .75 --de-uniforming grid for vornonoi
local pointZ = gridPointZ + ( getNoise ( gridPointX , gridPointZ , 73 ) - .5 ) * .75
local dist = math.sqrt ( ( pointX - cellToBiomeX ) ^ 2 + ( pointZ - cellToBiomeZ ) ^ 2 )
if dist < closestDistance then
closestDistance = dist
end
table.insert ( biomePoints , {
x = pointX ,
z = pointZ ,
dist = dist ,
biomeNoise = getNoise ( gridPointX , gridPointZ ) ,
weight = 0
} )
end
end
local weightTotal = 0
local weightPoints = { }
for _ , point in pairs ( biomePoints ) do
local weight = point.dist == closestDistance and 1 or ( ( closestDistance / point.dist ) - biomeBlendPercentInverse ) / biomeBlendPercent
if weight > 0 then
local weight = weight ^ 2.1 --this smooths the biome transition from linear to cubic InOut
weightTotal = weightTotal + weight
local biome = biomes [ math.ceil ( # biomes * ( 1 - point.biomeNoise ) ) ] --inverting the noise so that it is limited as (0,1]. One less addition operation when finding a random list index
weightPoints [ biome ] = {
weight = weightPoints [ biome ] and weightPoints [ biome ] . weight + weight or weight
}
end
end
for biome , info in pairs ( weightPoints ) do
info.weight = info.weight / weightTotal
if biome == ' Arctic ' then --biomes that don't have caves that breach the surface
biomeNoCave = true
end
end
for y = 1 , mapHeight do
local oMapY = oMapX [ y ] or { }
oMapX [ y ] = oMapY
local mMapY = mMapX [ y ] or { }
mMapX [ y ] = mMapY
--[[local oMapY = {}
oMapX [ y ] = oMapY
local mMapY = { }
mMapX [ z ] = mMapY ] ]
local verticalGradient = 1 - ( ( y - 1 ) / ( mapHeight - 1 ) )
local caves = 0
local verticalGradientTurbulence = verticalGradient * .9 + .1 * getPerlin ( x , y , z , 107 , 15 )
local choiceValue = 0
local choiceSurface = lava
local choiceFill = rock
if verticalGradient > .65 or verticalGradient < .1 then
--under surface of every biome; don't get biome data; waste of time.
choiceValue = .5
elseif # biomes == 1 then
choiceValue , choiceSurface , choiceFill = findBiomeInfo ( biomes [ 1 ] , x , y , z , verticalGradientTurbulence )
else
local averageValue = 0
--local findChoiceMaterial = -getNoise(x,y,z,19)
for biome , info in pairs ( weightPoints ) do
local biomeValue , biomeSurface , biomeFill = findBiomeInfo ( biome , x , y , z , verticalGradientTurbulence )
info.biomeValue = biomeValue
info.biomeSurface = biomeSurface
info.biomeFill = biomeFill
local value = biomeValue * info.weight
averageValue = averageValue + value
--[[if findChoiceMaterial < 0 and findChoiceMaterial + weight >= 0 then
choiceMaterial = biomeMaterial
end
findChoiceMaterial = findChoiceMaterial + weight ] ]
end
for biome , info in pairs ( weightPoints ) do
local value = findBiomeTransitionValue ( biome , info.weight , info.biomeValue , averageValue )
if value > choiceValue then
choiceValue = value
choiceSurface = info.biomeSurface
choiceFill = info.biomeFill
end
end
end
local preCaveComp = verticalGradient * .5 + choiceValue * .5
local surface = preCaveComp > .5 - surfaceThickness and preCaveComp < .5 + surfaceThickness
if generateCaves --user wants caves
and ( not biomeNoCave or verticalGradient > .65 ) --biome allows caves or deep enough
and not ( surface and ( 1 - verticalGradient ) < waterLevel + .005 ) --caves only breach surface above waterlevel
and not ( surface and ( 1 - verticalGradient ) > waterLevel + .58 ) then --caves don't go too high so that they don't cut up mountain tops
local ridged2 = ridgedFilter ( getPerlin ( x , y , z , 4 , 30 ) )
local caves2 = thresholdFilter ( ridged2 , .84 , .01 )
local ridged3 = ridgedFilter ( getPerlin ( x , y , z , 5 , 30 ) )
local caves3 = thresholdFilter ( ridged3 , .84 , .01 )
local ridged4 = ridgedFilter ( getPerlin ( x , y , z , 6 , 30 ) )
local caves4 = thresholdFilter ( ridged4 , .84 , .01 )
local caveOpenings = ( surface and 1 or 0 ) * thresholdFilter ( getPerlin ( x , 0 , z , 143 , 62 ) , .35 , 0 ) --.45
caves = caves2 * caves3 * caves4 - caveOpenings
caves = caves < 0 and 0 or caves > 1 and 1 or caves
end
local comp = preCaveComp - caves
local smoothedResult = thresholdFilter ( comp , .5 , smoothScale )
---below water level -above surface -no terrain
if 1 - verticalGradient < waterLevel and preCaveComp <= .5 and smoothedResult <= 0 then
smoothedResult = 1
choiceSurface = water
choiceFill = water
surface = true
end
oMapY [ z ] = ( y == 1 and 1 ) or smoothedResult
mMapY [ z ] = ( y == 1 and lava ) or ( smoothedResult <= 0 and air ) or ( surface and choiceSurface ) or choiceFill
end
end
-- local regionStart = Vector3.new(mapWidth*-2+(x-1)*4,mapHeight*-2,mapWidth*-2)
-- local regionEnd = Vector3.new(mapWidth*-2+x*4,mapHeight*2,mapWidth*2)
-- local mapRegion = Region3.new(regionStart, regionEnd)
-- terrain:WriteVoxels(mapRegion, 4, {mMapX}, {oMapX})
end
end
bench.runCode ( generate , " voxelgen " )