扩大陆地面积
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@@ -280,11 +280,20 @@ export class OceanScene {
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async initTerrain() {
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const terrainGen = new TerrainGenerator({
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size: 1200,
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segments: 200,
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maxHeight: 30,
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waterLevel: 0,
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seed: 42
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size: 1200, // 地形平面尺寸
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segments: 200, // 网格细分数,越高细节越多
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maxHeight: 34, // 海面以上地形的最大起伏高度
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waterLevel: 0, // 海平面基准高度
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underwaterDepthBias: 4.5, // 整体压低海面以下地形,避免浅滩露出
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landBias: 0.2, // 整体抬升陆地倾向,增大陆地露出面积
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falloffStartRatio: 0.22, // 从中心向外开始下沉的起始比例
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maxLandRatio: 0.46, // 大陆海岸线的大致外缘比例
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edgeDepth: 12, // 海岸外侧向海底下沉的强度
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coreRadiusRatio: 0.24, // 大陆核心高地区域半径比例
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continentLift: 0.55, // 核心大陆的额外抬升强度
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coastVariance: 0.05, // 海岸线形状起伏幅度,越大越不规则
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outerShelfDepth: 4, // 大陆外侧陆架的额外下沉深度
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seed: 42 // 固定随机种子,保证地形稳定复现
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});
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this.terrain = terrainGen.generate();
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@@ -10,6 +10,15 @@ export class TerrainGenerator {
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this.beachWidth = options.beachWidth || 20;
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this.shoreWidth = options.shoreWidth || 3.5;
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this.shoreDepth = options.shoreDepth || 1.5;
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this.underwaterDepthBias = options.underwaterDepthBias || 3.5;
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this.landBias = options.landBias ?? 0.18;
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this.falloffStartRatio = options.falloffStartRatio || 0.24;
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this.maxLandRatio = options.maxLandRatio || 0.48;
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this.edgeDepth = options.edgeDepth || 10;
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this.coreRadiusRatio = options.coreRadiusRatio || 0.2;
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this.continentLift = options.continentLift || 0.35;
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this.coastVariance = options.coastVariance || 0.08;
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this.outerShelfDepth = options.outerShelfDepth || 2.5;
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this.noise = new SimplexNoise(options.seed || 42);
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this.terrain = null;
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@@ -65,19 +74,44 @@ export class TerrainGenerator {
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height += detail;
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const distFromCenter = Math.sqrt(x * x + y * y);
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const maxLandDist = this.size * 0.45;
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const falloffStart = this.size * 0.2;
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const angle = Math.atan2(y, x);
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const coastNoise = this.noise.fbm(
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Math.cos(angle) * 1.7 + 11.3,
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Math.sin(angle) * 1.7 - 4.8,
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3,
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2.0,
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0.5
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);
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const coastlineRadius = this.size * this.maxLandRatio * (1 + coastNoise * this.coastVariance);
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const falloffStart = coastlineRadius * (this.falloffStartRatio / this.maxLandRatio);
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const coreRadius = this.size * this.coreRadiusRatio;
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let continentLift = 1.0;
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if (distFromCenter < coreRadius) {
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const t = distFromCenter / coreRadius;
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continentLift += (1 - t * t) * this.continentLift;
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}
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let continentMask = 1.0;
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let edgeDepth = 0;
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if (distFromCenter > falloffStart) {
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const t = (distFromCenter - falloffStart) / (maxLandDist - falloffStart);
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const t = (distFromCenter - falloffStart) / Math.max(0.0001, coastlineRadius - falloffStart);
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continentMask = Math.max(0, 1 - Math.pow(t, 1.2));
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edgeDepth = -15 * Math.pow(Math.max(0, t), 2);
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edgeDepth = -this.edgeDepth * Math.pow(Math.max(0, t), 2);
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}
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height = height * continentMask + edgeDepth;
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height = ((height * continentLift) + this.landBias) * continentMask + edgeDepth;
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height = height * this.maxHeight * 0.5;
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if (distFromCenter > coastlineRadius) {
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const t = THREE.MathUtils.clamp(
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(distFromCenter - coastlineRadius) / (this.size * 0.08),
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0,
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1
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);
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const forcedSeaFloor = this.waterLevel - this.outerShelfDepth * Math.pow(t, 1.1);
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height = Math.min(height, forcedSeaFloor);
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}
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const shoreMin = this.waterLevel - this.shoreWidth;
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const shoreMax = this.waterLevel + this.shoreWidth;
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@@ -91,6 +125,10 @@ export class TerrainGenerator {
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}
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}
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if (height < this.waterLevel) {
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height -= this.underwaterDepthBias;
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}
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if (Math.abs(height - this.waterLevel) < 0.06) {
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height = this.waterLevel - 0.06;
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}
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