From 89ffa9ea09da478852ebe24f2ae2348c6b145edd Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 16:22:53 +0000
Subject: [PATCH] #48 added perlinNoise cache

---
 Assets/Scripts/GenerateTileMap.cs |  134 +++++++++-----------------------------------
 1 files changed, 28 insertions(+), 106 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 1c01f5d..1d14849 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -6,29 +6,6 @@
 using UnityEngine;
 using UnityEngine.Tilemaps;
 
-//[Serializable]
-//public class Ore
-//{
-//    public string name;
-//    /// <summary>
-//    /// The lower the numer the higher the amount of ores that will spawn
-//    /// Higher number means less ore
-//    /// </summary>
-//    [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
-//    [Range(1, 100000)]
-//    public int weight;
-//    /// <summary>
-//    /// The lower the number the more dense the ore will spawn (big clusters
-//    /// Higher number means little clusters (more spread)
-//    /// </summary>
-//    [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
-//    [Range(10, 100000)]
-//    public int clusterWeight;
-//    public CustomRuleTile tile;
-//    public int maxSpawnHeight;
-//    public int minSpawnHeight;
-//}
-
 public class GenerateTileMap : MonoBehaviour
 {
     public int? seed;
@@ -37,13 +14,13 @@
     public static int groundDepth = 256;
     private float scale;
     private float offsetX;
-    private float offsetY;
+    private float offsetY; 
+    private NativeArray<float> perlinNoiseCache;
     Tilemap tilemap;
     public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
     private List<Generateable> generateables;
 
-    //public List<TileBase> tiles;
     public const int CHUNK_SIZE = 16; // Size of each chunk
     public int LOAD_DISTANCE = 2; // Number of chunks to load around player
 
@@ -84,14 +61,7 @@
             lastLoadedChunk = currentChunk;
         }
     }
-    // When a tile is destroyed in a chunk, update GameManager's list
-    private void AddDestroyedTile(Vector3Int tilePos)
-    {
-        if (!gameManager.destroyedTiles.Contains(tilePos))
-        {
-            gameManager.destroyedTiles.Add(tilePos);
-        }
-    }
+
 
     // When checking if a tile is destroyed, use GameManager's list
     private bool IsTileDestroyed(Vector3Int tilePos)
@@ -177,6 +147,7 @@
 
         UnityEngine.Random.state = randomState;
 
+        CachePerlinNoise();
     }
 
     private int GenerateSeed(int size)
@@ -189,6 +160,19 @@
             chars[i] = seedNumbers[rand.Next(seedNumbers.Length)];
         }
         return int.Parse(new string(chars));
+    }
+    private void CachePerlinNoise()
+    {
+        perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent);
+        for (int x = 0; x < maxWidth; x++)
+        {
+            for (int y = 0; y < maxDepth; y++)
+            {
+                float xPerlin = ((float)x / maxWidth) * scale + offsetX;
+                float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY;
+                perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin);
+            }
+        }
     }
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
@@ -244,16 +228,18 @@
             scale = scale,
             offsetX = offsetX,
             offsetY = offsetY,
-            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob)
+            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob),
+            perlinNoiseCache = perlinNoiseCache
         };
 
         // Schedule the job
         JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
 
         // Wait for the job to complete
-        groundJobHandle.Complete();
+        yield return new WaitUntil(() => groundJobHandle.IsCompleted);
 
         // Apply the results
+        groundJobHandle.Complete();
         for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
         {
             if (groundJob.groundTiles[i])
@@ -286,34 +272,6 @@
         }
     }
 
-    //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles)
-    //{
-    //    for (int x = 1; x < maxWidth; x++)
-    //    {
-    //        for (int y = -1; y > -groundDepth; y--)
-    //        {
-    //            float xPerlin = ((float)x / maxWidth) * scale + offsetX;
-    //            float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
-    //            float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
-
-    //            if (perlinNoise <= 0.7f)
-    //            {
-    //                Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-    //                if (!destroyedTiles.Contains(tileSpawnCoord))
-    //                {
-    //                    tilemap.SetTile(tileSpawnCoord, forestRuleTile);
-    //                }
-    //            }
-
-    //        }
-
-    //        // Update UI every 8 lines
-    //        if ((x % 8) == 0)
-    //        {
-    //            yield return null;
-    //        }
-    //    }
-    //}
     private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;
@@ -368,49 +326,6 @@
             }
         }
     }
-
-    //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
-    //{
-    //    foreach (Generateable generateable in generateables)
-    //    {
-    //        // Convert spawn heights to negative values if they aren't already
-    //        int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
-    //        int minY = -Mathf.Abs(generateable.minSpawnHeight);
-    //        Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}");
-    //        for (int x = 0; x < maxWidth; x++)
-    //        {
-    //            for (int y = maxY; y > minY; y--)
-    //            {
-    //                float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
-    //                float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
-    //                float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
-
-    //                if (perlinNoise <= (1f / (float)generateable.weight))
-    //                {
-    //                    Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-    //                    if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
-    //                    {
-    //                        // Check potential cluster size before placing
-    //                        int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
-    //                        if (clusterSize >= generateable.minClusterSize)
-    //                        {
-    //                            tilemap.SetTile(tileSpawnCoord, generateable.tile);
-    //                        }
-    //                        //tilemap.SetTile(tileSpawnCoord, generateable.tile);
-    //                    }
-    //                }
-
-    //            }
-
-    //            // Update UI every 8 lines
-    //            if ((x % 8) == 0)
-    //            {
-    //                yield return null;
-    //            }
-    //        }
-    //    }
-    //}
-
     private IEnumerator GenerateBorders()
     {
         // Vertical borders (going up from underground to sky)
@@ -473,6 +388,13 @@
 
         return size;
     }
+    private void OnDestroy()
+    {
+        if (perlinNoiseCache.IsCreated)
+        {
+            perlinNoiseCache.Dispose();
+        }
+    }
 #if UNITY_EDITOR
     private void OnDrawGizmos()
     {

--
Gitblit v1.9.3