I have the function CreateChunk(x,z)
that creates a "chunk" of terrain in the specified coordinates x and z that is a plane, whose vertex heights are modified with Perlin noise and then painted based on their height (a layer of water is added too) as you see below :
Everything works fine until I try to make more chunks:
I know this is how it should work and there is nothing wrong, but, what can I do to "synchronize" them so where one ends, the other starts? While keeping a procedural generation.
If you need the code tell me, but I was just asking for an idea to follow.
You need to know what tile you want to build and what density of noise you want to have on the tiles.
For some ideas, have a look at this forum post: https://discourse.threejs.org/t/help-getting-the-actual-position-of-a-vertices-in-a-buffer-geometry/29649/4
And I'll leave the snippet here. Maybe it will be helpful for other seekers :)
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/[email protected]";
import {OrbitControls} from "https://cdn.skypack.dev/[email protected]/examples/jsm/controls/OrbitControls";
import {ImprovedNoise} from "https://cdn.skypack.dev/[email protected]/examples/jsm/math/ImprovedNoise";
THREE.BufferGeometry.prototype.toQuads = ToQuads;
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 8, 13);
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
})
const perlin = new ImprovedNoise();
let controls = new OrbitControls(camera, renderer.domElement);
let step = 20;
for(let z = -4; z <= 4; z ++){
for(let x = -4; x <= 4; x++){
let p = createPlane(step, Math.random() * 0x7f7f7f + 0x7f7f7f);
setNoise(p.geometry, new THREE.Vector2(x, z), 2, 5);
p.geometry.rotateX(Math.PI * 0.5);
p.position.set(x, 0, z).multiplyScalar(step);
scene.add(p);
}
}
renderer.setAnimationLoop( _ => {
renderer.render(scene, camera);
})
function createPlane( step, color){
let g = new THREE.PlaneGeometry(step, step, 25, 25).toQuads();
let m = new THREE.LineBasicMaterial({color: color});
let l = new THREE.LineSegments(g, m);
return l;
}
function setNoise(g, uvShift, multiplier, amplitude){
let pos = g.attributes.position;
let uv = g.attributes.uv;
let vec2 = new THREE.Vector2();
for(let i = 0; i < pos.count; i++){
vec2.fromBufferAttribute(uv, i).add(uvShift).multiplyScalar(multiplier);
pos.setZ(i, perlin.noise(vec2.x, vec2.y, 0) * amplitude );
}
}
function ToQuads() {
let g = this;
let p = g.parameters;
let segmentsX = (g.type == "TorusBufferGeometry" ? p.tubularSegments : p.radialSegments) || p.widthSegments || p.thetaSegments || (p.points.length - 1) || 1;
let segmentsY = (g.type == "TorusBufferGeometry" ? p.radialSegments : p.tubularSegments) || p.heightSegments || p.phiSegments || p.segments || 1;
let indices = [];
for (let i = 0; i < segmentsY + 1; i++) {
let index11 = 0;
let index12 = 0;
for (let j = 0; j < segmentsX; j++) {
index11 = (segmentsX + 1) * i + j;
index12 = index11 + 1;
let index21 = index11;
let index22 = index11 + (segmentsX + 1);
indices.push(index11, index12);
if (index22 < ((segmentsX + 1) * (segmentsY + 1) - 1)) {
indices.push(index21, index22);
}
}
if ((index12 + segmentsX + 1) <= ((segmentsX + 1) * (segmentsY + 1) - 1)) {
indices.push(index12, index12 + segmentsX + 1);
}
}
g.setIndex(indices);
return g;
}
</script>