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