diff --git a/src/OceanScene.js b/src/OceanScene.js index d1eed95..c9462ea 100644 --- a/src/OceanScene.js +++ b/src/OceanScene.js @@ -291,6 +291,7 @@ export class OceanScene { maxHeight: 34, // 海面以上地形的最大起伏高度 waterLevel: 0, // 海平面基准高度 underwaterDepthBias: 4.5, // 整体压低海面以下地形,避免浅滩露出 + underwaterBiasFadeWidth: 8, // 水下额外下沉的渐变宽度,越大近岸越平滑 landBias: 0.2, // 整体抬升陆地倾向,增大陆地露出面积 falloffStartRatio: 0.22, // 从中心向外开始下沉的起始比例 maxLandRatio: 0.46, // 大陆海岸线的大致外缘比例 @@ -299,7 +300,8 @@ export class OceanScene { continentLift: 0.55, // 核心大陆的额外抬升强度 coastVariance: 0.05, // 海岸线形状起伏幅度,越大越不规则 outerShelfDepth: 4, // 大陆外侧陆架的额外下沉深度 - seed: 42 // 固定随机种子,保证地形稳定复现 + coastlineBlendWidth: 42, // 海岸线外侧过渡到海底的缓冲宽度 + seed: 23 // 固定随机种子,保证地形稳定复现 }); this.terrain = terrainGen.generate(); @@ -317,8 +319,8 @@ export class OceanScene { terrainSize: 1200, // 随机植被允许分布的地形范围 waterLevel: 1, // 植被生成时参考的水位,避免贴近海边 treePlacements: [ // 手动指定树木坐标 - { x: -180, z: -120, rotation: 0.4, scale: 1.6 }, - { x: -120, z: -40, rotation: 1.2, scale: 1.35 }, + { x: 0, z: 50, rotation: 0.4, scale: 1.6 }, + { x: 21, z: 32, rotation: 1.2, scale: 1.35 }, // { x: -40, z: -150, rotation: 2.1, scale: 1.75 }, // { x: 70, z: -70, rotation: 2.8, scale: 1.45 }, // { x: 135, z: 15, rotation: 4.1, scale: 1.55 }, diff --git a/src/TerrainGenerator.js b/src/TerrainGenerator.js index 9681952..b0df497 100644 --- a/src/TerrainGenerator.js +++ b/src/TerrainGenerator.js @@ -11,6 +11,7 @@ export class TerrainGenerator { this.shoreWidth = options.shoreWidth || 3.5; this.shoreDepth = options.shoreDepth || 1.5; this.underwaterDepthBias = options.underwaterDepthBias || 3.5; + this.underwaterBiasFadeWidth = options.underwaterBiasFadeWidth || 6; this.landBias = options.landBias ?? 0.18; this.falloffStartRatio = options.falloffStartRatio || 0.24; this.maxLandRatio = options.maxLandRatio || 0.48; @@ -19,6 +20,7 @@ export class TerrainGenerator { this.continentLift = options.continentLift || 0.35; this.coastVariance = options.coastVariance || 0.08; this.outerShelfDepth = options.outerShelfDepth || 2.5; + this.coastlineBlendWidth = options.coastlineBlendWidth || 32; this.noise = new SimplexNoise(options.seed || 42); this.terrain = null; @@ -96,7 +98,8 @@ export class TerrainGenerator { let edgeDepth = 0; if (distFromCenter > falloffStart) { const t = (distFromCenter - falloffStart) / Math.max(0.0001, coastlineRadius - falloffStart); - continentMask = Math.max(0, 1 - Math.pow(t, 1.2)); + const easedT = THREE.MathUtils.smoothstep(t, 0, 1); + continentMask = Math.max(0, 1 - Math.pow(easedT, 1.05)); edgeDepth = -this.edgeDepth * Math.pow(Math.max(0, t), 2); } @@ -105,12 +108,13 @@ export class TerrainGenerator { if (distFromCenter > coastlineRadius) { const t = THREE.MathUtils.clamp( - (distFromCenter - coastlineRadius) / (this.size * 0.08), + (distFromCenter - coastlineRadius) / this.coastlineBlendWidth, 0, 1 ); - const forcedSeaFloor = this.waterLevel - this.outerShelfDepth * Math.pow(t, 1.1); - height = Math.min(height, forcedSeaFloor); + const forcedSeaFloor = this.waterLevel - this.outerShelfDepth * THREE.MathUtils.smoothstep(t, 0, 1); + const blend = THREE.MathUtils.smootherstep(t, 0, 1); + height = THREE.MathUtils.lerp(height, Math.min(height, forcedSeaFloor), blend); } const shoreMin = this.waterLevel - this.shoreWidth; @@ -126,7 +130,13 @@ export class TerrainGenerator { } if (height < this.waterLevel) { - height -= this.underwaterDepthBias; + const underwaterDepth = THREE.MathUtils.clamp(this.waterLevel - height, 0, this.underwaterBiasFadeWidth); + const biasStrength = THREE.MathUtils.smootherstep( + underwaterDepth / this.underwaterBiasFadeWidth, + 0, + 1 + ); + height -= this.underwaterDepthBias * biasStrength; } if (Math.abs(height - this.waterLevel) < 0.06) {