(client) feat:实现摄像机跟踪与移动,实现任意位置生成实体,实现更安全的资源加载方式(指定unity内部加载资源) (#42)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-08-07 16:44:43 +08:00
committed by TheRedApricot
parent 82dc89c890
commit 670f778eee
143 changed files with 9706 additions and 8122 deletions

View File

@ -2,14 +2,19 @@ using System;
namespace Utils
{
public class PerlinNoise
public class PerlinNoise : Utils.Singleton<PerlinNoise>
{
private readonly int[] _p; // 混淆表
private int[] _p; // 混淆表
private const int DefaultSeed = 0; // 默认种子
// 构造函数:初始化混淆表
public PerlinNoise(int seed)
public PerlinNoise()
{
Initialize(DefaultSeed);
}
// 初始化混淆表
private void Initialize(int seed)
{
// 初始化为0-255的随机排列
_p = new int[512]; // 混淆表加倍以方便使用
var permutation = new int[256];
var random = new Random(seed);
@ -34,67 +39,67 @@ namespace Utils
}
}
// 重新指定种子
public void Reinitialize(int seed)
{
Initialize(seed);
}
// 平滑函数 (6t^5 - 15t^4 + 10t^3)
private double Fade(double t)
private static double Fade(double t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
// 线性插值
private double Lerp(double t, double a, double b)
private static double Lerp(double t, double a, double b)
{
return a + t * (b - a);
}
// 计算梯度向量和距离向量的点积
private double Grad(int hash, double x, double y, double z)
private static double Grad(int hash, double x, double y, double z)
{
// 根据hash值确定使用哪个梯度向量
// 12个梯度向量由以下组合构成(+/-1, +/-1, 0), (+/-1, 0, +/-1), (0, +/-1, +/-1)
switch (hash & 0xF) // 取hash值的最后4位
return (hash & 0xF) switch // hash值的最后4位
{
case 0x0: return x + y;
case 0x1: return -x + y;
case 0x2: return x - y;
case 0x3: return -x - y;
case 0x4: return x + z;
case 0x5: return -x + z;
case 0x6: return x - z;
case 0x7: return -x - z;
case 0x8: return y + z;
case 0x9: return -y + z;
case 0xA: return y - z;
case 0xB: return -y - z;
case 0xC: return y + x; // 这四个是重复的但Ken Perlin的原始实现中包含它们。
case 0xD: return -y + x; // 它们对噪声质量影响不大,但保持了表格的一致性。
case 0xE: return y - x;
case 0xF: return -y - x;
default: return 0; // 不应该发生
}
0x0 => x + y,
0x1 => -x + y,
0x2 => x - y,
0x3 => -x - y,
0x4 => x + z,
0x5 => -x + z,
0x6 => x - z,
0x7 => -x - z,
0x8 => y + z,
0x9 => -y + z,
0xA => y - z,
0xB => -y - z,
0xC => y + x,
0xD => -y + x,
0xE => y - x,
0xF => -y - x,
_ => 0
};
}
/// <summary>
/// 为给定的(x, y, z)坐标生成3D Perlin噪声。
/// 输出值通常在-1到1之间。
/// </summary>
public double Noise(double x, double y, double z)
public double Noise(double x, double y=0, double z = 0)
{
// 找到包含该点的单位立方体
var X = (int)Math.Floor(x) & 255;
var Y = (int)Math.Floor(y) & 255;
var Z = (int)Math.Floor(z) & 255;
// 找到该点在立方体内的相对x, y, z坐标
x -= Math.Floor(x);
y -= Math.Floor(y);
z -= Math.Floor(z);
// 计算x, y, z的平滑曲线
var u = Fade(x);
var v = Fade(y);
var w = Fade(z);
// 对立方体的8个角进行哈希计算
var A = _p[X] + Y;
var AA = _p[A] + Z;
var AB = _p[A + 1] + Z;
@ -102,7 +107,6 @@ namespace Utils
var BA = _p[B] + Z;
var BB = _p[B + 1] + Z;
// 获取所有8个角的哈希值
var H000 = _p[AA];
var H100 = _p[BA];
var H010 = _p[AB];
@ -112,19 +116,14 @@ namespace Utils
var H011 = _p[AB + 1];
var H111 = _p[BB + 1];
// 计算所有8个角的点积并插值
double x0, x1, y0, y1;
x0 = Lerp(u, Grad(H000, x, y, z), // (0,0,0)
Grad(H100, x - 1, y, z)); // (1,0,0)
x1 = Lerp(u, Grad(H010, x, y - 1, z), // (0,1,0)
Grad(H110, x - 1, y - 1, z)); // (1,1,0)
x0 = Lerp(u, Grad(H000, x, y, z), Grad(H100, x - 1, y, z));
x1 = Lerp(u, Grad(H010, x, y - 1, z), Grad(H110, x - 1, y - 1, z));
y0 = Lerp(v, x0, x1);
x0 = Lerp(u, Grad(H001, x, y, z - 1), // (0,0,1)
Grad(H101, x - 1, y, z - 1)); // (1,0,1)
x1 = Lerp(u, Grad(H011, x, y - 1, z - 1), // (0,1,1)
Grad(H111, x - 1, y - 1, z - 1)); // (1,1,1)
x0 = Lerp(u, Grad(H001, x, y, z - 1), Grad(H101, x - 1, y, z - 1));
x1 = Lerp(u, Grad(H011, x, y - 1, z - 1), Grad(H111, x - 1, y - 1, z - 1));
y1 = Lerp(v, x0, x1);
return Lerp(w, y0, y1);