我正在尝试在我的地图上生成一个网格并根据柏林噪声值添加节点。根据从某个位置的 perlin 噪声获得的值,我将添加一个新节点,该节点将具有某种类型,例如 Mountain、Water 等来表示 terrian。在这里,我试图使其值大于 0.5,这意味着它只有山脉,因此黑色立方体应该围绕山区,但是,我的黑色立方体与柏林噪声中的山区不匹配,我似乎无法弄清楚我为什么会出错。希望能深入了解我如何实现这一目标。
private void LocateWalkableCells()
{
for(int z = 0; z < Height; z++)
{
for(int x = 0; x < Width; x++)
{
noise = GetNoiseValue(x, z);
if(noise > 0.5) {
grid[x,z] = new Node(new Vector3(x, 0, z), TerrainType.Mountain, 1);
}
else {
grid[x,z] = new Node(new Vector3(x, 0, z), TerrainType.Grass, 1);
}
}
}
}
private float GetNoiseValue(int x, int z)
{
int pos = (x * Width) + z;
return Mathf.Round(terrainGenerator.noiseArray[pos] * 10) / 10;
}
// Draw gizmos to visualize colour
void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position, new Vector3(Width, 1, Height));
if(grid != null)
{
foreach(Node n in grid)
{
if(n.TerrainType == TerrainType.Grass)
{
Gizmos.color = Color.green;
}
else if(n.TerrainType == TerrainType.Mountain)
{
Gizmos.color = Color.black;
}
Gizmos.DrawCube(n.Position, Vector3.one * (nodeDiameter - .1f));
}
}
}
noiseArray
在以下代码中用于地形的顶点:
vertices = new Vector3[(Width + 1) * (Depth + 1)];
noiseArray = PerlinNoise();
int i = 0;
for(int z = 0; z <= Depth; z++)
{
for(int x = 0; x <= Width; x++)
{
var currentHeight = noiseArray[i];
if(currentHeight > HeightThreshold)
{
currentHeight *= HeightMultiplier;
}
vertices[i] = new Vector3(x, currentHeight, z);
i++;
}
}