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bworld/common/worldgen/terrain.ts
T
2026-09-25 17:14:26 -03:00

374 lines
11 KiB
TypeScript

// the shape of the overworld, built the way minecraft 1.18+ (and terralith on top of it) does it:
// large noises for continentalness, erosion and weirdness feed nested splines that give each column a target height,
// how jagged its peaks are and how rough its ground is. a 3d density around that height decides what's solid,
// and caves are cut out of it. terralith's flavor comes from the extra shapes: terraced plateaus with cliffs,
// shattered hills full of overhangs, deep river valleys and gorges, jagged peaks and rare sky islands
import { CHUNK_HEIGHT, SEA_LEVEL } from "$/common/constants.ts";
import { clamp, lerp, OctaveNoise2D, OctaveNoise3D, Quantiles, smoothstep } from "./noise.ts";
import { Spline, spline, SplineInputs } from "./spline.ts";
// measured with tools/noise_quantiles.ts
const QUANTILES_6 = new Quantiles([
-0.833,
-0.386,
-0.311,
-0.256,
-0.21,
-0.17,
-0.133,
-0.098,
-0.065,
-0.032,
0,
0.032,
0.065,
0.098,
0.133,
0.17,
0.21,
0.256,
0.311,
0.386,
0.833,
]);
const QUANTILES_4 = new Quantiles([
-0.917,
-0.48,
-0.393,
-0.328,
-0.273,
-0.222,
-0.174,
-0.13,
-0.086,
-0.042,
0,
0.042,
0.086,
0.13,
0.174,
0.222,
0.273,
0.328,
0.393,
0.48,
0.917,
]);
const QUANTILES_3 = new Quantiles([
-0.91,
-0.468,
-0.377,
-0.308,
-0.249,
-0.199,
-0.154,
-0.113,
-0.073,
-0.036,
0,
0.036,
0.073,
0.113,
0.154,
0.199,
0.249,
0.308,
0.377,
0.468,
0.91,
]);
const QUANTILES_2 = new Quantiles([
-0.962,
-0.536,
-0.439,
-0.368,
-0.306,
-0.248,
-0.195,
-0.146,
-0.096,
-0.046,
0,
0.046,
0.096,
0.146,
0.195,
0.248,
0.306,
0.368,
0.439,
0.536,
0.962,
]);
const QUANTILES_TEMPERATURE = new Quantiles([
-0.973,
-0.6,
-0.509,
-0.44,
-0.379,
-0.319,
-0.254,
-0.19,
-0.127,
-0.063,
0,
0.063,
0.127,
0.19,
0.254,
0.319,
0.379,
0.44,
0.509,
0.6,
0.973,
]);
// blocks of height per unit of density, how soft the ground's surface is
const THICKNESS = 20;
// solid ground always ends here, and nothing reaches past the top of the world
const TOP_SLIDE_START = CHUNK_HEIGHT - 24;
const TOP_SLIDE_END = CHUNK_HEIGHT - 4;
const MIN_CAVE_Y = 5;
// the climate at a column, every value spread evenly from -1 to 1
export interface Climate {
// ocean far below 0, coast around -0.2, further inland higher
continentalness: number;
// low is mountains, high is flat land
erosion: number;
// picks between variants, and its folded form pv
weirdness: number;
// peaks and valleys: -1 in a valley (rivers), 1 on a peak
pv: number;
temperature: number;
humidity: number;
}
// everything 2d about a column that the density needs, worked out once per column
export interface TerrainColumn {
climate: Climate;
// where the ground's surface is before 3d noise, in blocks
height: number;
// how much 3d noise moves the ground, in units of density
roughness: number;
// 0 to 1, how much of it are terraced plateaus and shattered hills
plateau: number;
shattered: number;
// 0 to 1, how pointy its peaks are
jaggedness: number;
// a sky island above it, when there is one
island?: { top: number; bottom: number };
}
// minecraft's peaks and valleys: weirdness folded so both its ends are peaks and its middle a valley
export function peaks_and_valleys(weirdness: number) {
return 1 - Math.abs(3 * Math.abs(weirdness) - 2);
}
// the valley value holds until -0.85, so rivers have a flat bottom and some width
const PV_POINTS = [-1, -0.85, -0.65, -0.35, 0, 0.45, 0.8, 1];
const EROSION_POINTS = [-1, -0.6, -0.3, 0, 0.3, 0.6, 1];
// the heights over land at one level of continentalness, relative to sea level. base lifts everything, mountains
// scales how tall they get. each erosion gets a spline over peaks and valleys: a valley value, then how far above
// base the ground rises towards the peaks
function land(base: number, mountains: number): Spline {
const row = (valley: number, rises: number[]) =>
spline("pv", PV_POINTS, [valley, valley, ...rises.map((rise) => base + rise * mountains)]);
return spline("erosion", EROSION_POINTS, [
// barely eroded: huge mountains, their valleys are gorges high above the sea
row(base + 14 * mountains, [22, 44, 66, 88, 104, 110]),
row(base + 8 * mountains, [14, 28, 42, 54, 62, 66]),
// hills and highlands, their valleys carry rivers
row(-4, [8, 20, 28, 36, 42, 44]),
row(-5, [4, 10, 15, 20, 23, 24]),
row(-5, [2, 6, 9, 12, 13, 14]),
// worn flat: plains and wetlands
row(-4, [1, 3, 5, 7, 8, 8]),
row(-3, [0, 1, 2, 3, 3, 3]),
]);
}
// target height above sea level
const OFFSET = spline(
"continentalness",
[-1, -0.55, -0.3, -0.18, -0.12, -0.04, 0.2, 0.5, 1],
[-46, -32, -18, -8, -2, land(1, 0.3), land(3, 0.65), land(8, 1), land(14, 1.15)],
);
// how pointy peaks get, 0 to 1. only tall, barely eroded mountains have them
const JAGGEDNESS = spline("erosion", [-1, -0.6, -0.3, 0], [
spline("pv", [-0.2, 0.3, 1], [0, 0.6, 1]),
spline("pv", [0, 0.5, 1], [0, 0.4, 0.7]),
spline("pv", [0.3, 0.8, 1], [0, 0.2, 0.3]),
0,
]);
// 3d noise strength: mountains are rougher than plains
const ROUGHNESS = spline("erosion", [-1, -0.5, 0, 0.5, 1], [0.32, 0.22, 0.14, 0.1, 0.06]);
export class OverworldTerrain {
#continentalness: OctaveNoise2D;
#erosion: OctaveNoise2D;
#weirdness: OctaveNoise2D;
#temperature: OctaveNoise2D;
#humidity: OctaveNoise2D;
#warp_x: OctaveNoise2D;
#warp_z: OctaveNoise2D;
#jagged: OctaveNoise2D;
#plateau: OctaveNoise2D;
#shattered: OctaveNoise2D;
#sky: OctaveNoise2D;
#island_shape: OctaveNoise2D;
#island_height: OctaveNoise2D;
#ground: OctaveNoise3D;
#island_noise: OctaveNoise3D;
#cheese: OctaveNoise3D;
#spaghetti_a: OctaveNoise3D;
#spaghetti_b: OctaveNoise3D;
#entrances: OctaveNoise2D;
constructor(seed: string) {
this.#continentalness = new OctaveNoise2D(seed, "continentalness", 1024, [1, 1, 2, 2, 1, 1]);
this.#erosion = new OctaveNoise2D(seed, "erosion", 768, [1, 1, 0, 1, 1]);
this.#weirdness = new OctaveNoise2D(seed, "weirdness", 256, [1, 2, 1]);
this.#temperature = new OctaveNoise2D(seed, "temperature", 1536, [1.5, 0, 1]);
this.#humidity = new OctaveNoise2D(seed, "humidity", 512, [1, 1]);
this.#warp_x = new OctaveNoise2D(seed, "warp_x", 200, [1, 1]);
this.#warp_z = new OctaveNoise2D(seed, "warp_z", 200, [1, 1]);
this.#jagged = new OctaveNoise2D(seed, "jagged", 48, [1, 1]);
this.#plateau = new OctaveNoise2D(seed, "plateau", 640, [1, 1]);
this.#shattered = new OctaveNoise2D(seed, "shattered", 512, [1, 1]);
this.#sky = new OctaveNoise2D(seed, "sky", 900, [1, 1]);
this.#island_shape = new OctaveNoise2D(seed, "island_shape", 56, [1, 1]);
this.#island_height = new OctaveNoise2D(seed, "island_height", 300, [1, 1]);
this.#ground = new OctaveNoise3D(seed, "ground", 64, [1, 1, 0.5], 1.2);
this.#island_noise = new OctaveNoise3D(seed, "island_noise", 24, [1, 1]);
this.#cheese = new OctaveNoise3D(seed, "cheese", 80, [1, 0.5], 0.6);
this.#spaghetti_a = new OctaveNoise3D(seed, "spaghetti_a", 64, [1], 0.8);
this.#spaghetti_b = new OctaveNoise3D(seed, "spaghetti_b", 64, [1], 0.8);
this.#entrances = new OctaveNoise2D(seed, "entrances", 90, [1, 1]);
}
climate(x: number, z: number): Climate {
// a small warp, so coasts and biome edges aren't the noise's smooth blobs
const wx = x + this.#warp_x.sample(x, z) * 24;
const wz = z + this.#warp_z.sample(x, z) * 24;
const weirdness = QUANTILES_3.even(this.#weirdness.sample(wx, wz));
return {
continentalness: QUANTILES_6.even(this.#continentalness.sample(wx, wz)),
erosion: QUANTILES_4.even(this.#erosion.sample(wx, wz)),
weirdness,
pv: peaks_and_valleys(weirdness),
temperature: QUANTILES_TEMPERATURE.even(this.#temperature.sample(wx, wz)),
humidity: QUANTILES_2.even(this.#humidity.sample(wx, wz)),
};
}
column(x: number, z: number): TerrainColumn {
const climate = this.climate(x, z);
const { continentalness: c, erosion: e } = climate;
const inputs: SplineInputs = climate;
const inland = smoothstep(-0.1, 0.3, c);
let height = OFFSET.get(inputs);
// jagged peaks: sharp ridges pushed up from the tallest mountains
const jaggedness = clamp(JAGGEDNESS.get(inputs), 0, 1) * inland;
if (jaggedness > 0) {
const ridge = 1 - Math.abs(this.#jagged.sample(x, z));
height += jaggedness * 26 * ridge * ridge;
}
// terraced plateaus: raised land cut into flat benches and cliffs, like terralith's
// yosemite cliffs and painted mountains
const plateau = smoothstep(0.35, 0.55, QUANTILES_2.even(this.#plateau.sample(x, z))) *
smoothstep(-0.75, -0.45, e) * (1 - smoothstep(0.1, 0.4, e)) * smoothstep(-0.05, 0.1, c);
if (plateau > 0 && climate.pv > -0.8) {
const raised = height + 20 * plateau;
height = lerp(plateau, height, terrace(raised, 16));
}
// shattered hills: ground broken up by strong 3d noise into overhangs, arches and spires
const shattered = smoothstep(0.55, 0.75, QUANTILES_2.even(this.#shattered.sample(x, z))) *
smoothstep(-0.6, -0.3, e) * (1 - smoothstep(0.3, 0.5, e)) * smoothstep(-0.05, 0.1, c);
const roughness = ROUGHNESS.get(inputs) + shattered * 0.9;
return {
climate,
height: SEA_LEVEL + height,
roughness,
plateau,
shattered,
jaggedness,
island: this.#island(x, z),
};
}
// skylands: rare regions of floating islands, flat topped with long hanging undersides
#island(x: number, z: number): TerrainColumn["island"] {
const region = smoothstep(0.9, 0.97, QUANTILES_2.even(this.#sky.sample(x, z)));
if (region <= 0) {
return undefined;
}
const shape = region * smoothstep(0.05, 0.35, this.#island_shape.sample(x, z));
if (shape <= 0) {
return undefined;
}
const center = 178 + this.#island_height.sample(x, z) * 24;
return { top: center + 2 + 6 * shape, bottom: center - 4 - 34 * shape * Math.sqrt(shape) };
}
// positive is solid, before caves
density(column: TerrainColumn, x: number, y: number, z: number) {
let density = (column.height - y) / THICKNESS + column.roughness * this.#ground.sample(x, y, z);
const island = column.island;
if (island && y > island.bottom - 4 && y < island.top + 4) {
const solid = Math.min((island.top - y) / 3, (y - island.bottom) / 6) +
0.4 * this.#island_noise.sample(x, y, z);
density = Math.max(density, solid);
}
if (y > TOP_SLIDE_START) {
density -= smoothstep(TOP_SLIDE_START, TOP_SLIDE_END, y) * 4;
}
if (y < 1) {
density = Math.max(density, 1);
}
return density;
}
// negative where a cave is. caves stay under the ground's skin except at entrances, and never break
// the floor of oceans and rivers
cave(column: TerrainColumn, x: number, y: number, z: number) {
if (y < MIN_CAVE_Y) {
return 1;
}
const depth = column.height - y;
if (column.height < SEA_LEVEL + 3 && depth < 14) {
return 1;
}
if (depth < 7 && this.#entrances.sample(x, z) < 0.5) {
return 1;
}
// cheese caves: big open caverns
const cheese = (0.52 - this.#cheese.sample(x, y, z)) * 4;
// spaghetti caves: long winding tunnels where two noises are both near zero
const a = Math.abs(this.#spaghetti_a.sample(x, y, z));
const b = Math.abs(this.#spaghetti_b.sample(x, y, z));
const spaghetti = (Math.max(a, b) - 0.07) * 8;
return Math.min(cheese, spaghetti);
}
}
// flat benches every step blocks, joined by steep cliffs
function terrace(height: number, step: number) {
const k = height / step;
const floor = Math.floor(k);
return (floor + smoothstep(0.4, 0.6, k - floor)) * step;
}