feat(world-gen): implement worm cave pass in CaveCarver

This commit is contained in:
2026-06-01 15:32:56 +02:00
parent 070bdfeac1
commit 15be8f6059
2 changed files with 186 additions and 1 deletions

View File

@@ -14,6 +14,7 @@ public sealed class CaveCarver
private readonly BlockRegistry _blocks;
private readonly Configuration _cfg;
private readonly FastNoiseLite _caveNoise;
private readonly FastNoiseLite _wormDirNoise;
public CaveCarver(int seed, BlockRegistry blocks, Configuration cfg)
{
@@ -24,12 +25,16 @@ public sealed class CaveCarver
this._caveNoise = new FastNoiseLite(seed + 100);
this._caveNoise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
this._caveNoise.SetFrequency(cfg.CaveNoiseFrequency);
this._wormDirNoise = new FastNoiseLite(seed + 200);
this._wormDirNoise.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
this._wormDirNoise.SetFrequency(0.05f);
}
public void Carve(VoxelChunk chunk, Vector3i chunkPos)
{
this.CarveNoiseCaves(chunk, chunkPos);
// Worm pass added in Task 6.
this.CarveWormCaves(chunk, chunkPos);
}
// Per-voxel 3D simplex threshold. Public for direct testability,
@@ -58,4 +63,116 @@ public sealed class CaveCarver
}
}
}
public void CarveWormCaves(VoxelChunk chunk, Vector3i chunkPos)
{
int cellSize = this._cfg.WormCellSize;
int radius = (int)Math.Ceiling((double)this._cfg.WormMaxLength / cellSize) + 1;
int chunkBaseX = chunkPos.X * VoxelChunk.Size;
int chunkBaseY = chunkPos.Y * VoxelChunk.Size;
int chunkBaseZ = chunkPos.Z * VoxelChunk.Size;
int chunkCellX = CaveCarver.FloorDiv(chunkBaseX, cellSize);
int chunkCellY = CaveCarver.FloorDiv(chunkBaseY, cellSize);
int chunkCellZ = CaveCarver.FloorDiv(chunkBaseZ, cellSize);
for (int cdx = -radius; cdx <= radius; cdx++)
for (int cdy = -radius; cdy <= radius; cdy++)
for (int cdz = -radius; cdz <= radius; cdz++)
{
int cellX = chunkCellX + cdx;
int cellY = chunkCellY + cdy;
int cellZ = chunkCellZ + cdz;
uint h = WormHash.Hash(cellX, cellY, cellZ, this._seed);
if ((h % 1000) >= (uint)this._cfg.WormSpawnProbabilityPermille) continue;
// Hash bit layout: [ox:6][oy:6][oz:6][theta:8][phi:6] = 32 bits
float ox = (h & 0x3F) / 64f * cellSize;
float oy = ((h >> 6) & 0x3F) / 64f * cellSize;
float oz = ((h >> 12) & 0x3F) / 64f * cellSize;
Vector3 pos = new(cellX * cellSize + ox,
cellY * cellSize + oy,
cellZ * cellSize + oz);
float theta = ((h >> 18) & 0xFF) / 255f * MathF.Tau;
float phi = (((h >> 26) & 0x3F) / 63f * 2f - 1f) * 0.3f * MathF.PI;
Vector3 dir = new(
MathF.Cos(theta) * MathF.Cos(phi),
MathF.Sin(phi),
MathF.Sin(theta) * MathF.Cos(phi));
dir = Vector3.Normalize(dir);
this.TraceAndCarveWorm(chunk, chunkPos, pos, dir);
}
}
private void TraceAndCarveWorm(VoxelChunk chunk, Vector3i chunkPos,
Vector3 startPos, Vector3 startDir)
{
int maxLen = this._cfg.WormMaxLength;
float minR = this._cfg.WormMinRadius;
float maxR = this._cfg.WormMaxRadius;
Vector3 pos = startPos;
Vector3 dir = startDir;
for (int step = 0; step < maxLen; step++)
{
float t = step / (float)maxLen;
float bulgeT = 0.5f + 0.5f * MathF.Sin(t * MathF.Tau * 3f);
float r = minR + (maxR - minR) * bulgeT;
this.CarveSphere(chunk, chunkPos, pos, r);
float px = this._wormDirNoise.GetNoise(pos.X, pos.Y, pos.Z);
float py = this._wormDirNoise.GetNoise(pos.X + 100f, pos.Y, pos.Z);
float pz = this._wormDirNoise.GetNoise(pos.X, pos.Y, pos.Z + 100f);
Vector3 perturbation = new(px, py, pz);
dir = Vector3.Normalize(dir + perturbation * 0.3f);
dir = new Vector3(dir.X, dir.Y * 0.7f, dir.Z);
dir = Vector3.Normalize(dir);
pos += dir;
}
}
private void CarveSphere(VoxelChunk chunk, Vector3i chunkPos, Vector3 center, float r)
{
int baseX = chunkPos.X * VoxelChunk.Size;
int baseY = chunkPos.Y * VoxelChunk.Size;
int baseZ = chunkPos.Z * VoxelChunk.Size;
int xMin = Math.Max(0, (int)MathF.Floor(center.X - r) - baseX);
int xMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.X + r) - baseX);
int yMin = Math.Max(0, (int)MathF.Floor(center.Y - r) - baseY);
int yMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.Y + r) - baseY);
int zMin = Math.Max(0, (int)MathF.Floor(center.Z - r) - baseZ);
int zMax = Math.Min(VoxelChunk.Size - 1, (int)MathF.Ceiling(center.Z + r) - baseZ);
float r2 = r * r;
for (int x = xMin; x <= xMax; x++)
for (int y = yMin; y <= yMax; y++)
for (int z = zMin; z <= zMax; z++)
{
int worldY = baseY + y;
if (worldY <= 0) continue;
float vx = baseX + x + 0.5f;
float vy = baseY + y + 0.5f;
float vz = baseZ + z + 0.5f;
float dx = vx - center.X, dy = vy - center.Y, dz = vz - center.Z;
if (dx * dx + dy * dy + dz * dz > r2) continue;
ushort id = chunk[x, y, z];
if (id == this._blocks.Air.Id) continue;
if (id == this._blocks.Water.Id) continue;
chunk[x, y, z] = this._blocks.Air.Id;
}
}
private static int FloorDiv(int a, int b) => a >= 0 ? a / b : -(((-a) + b - 1) / b);
}