feat: add seeded NoiseSource over FastNoiseLite
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29
VoxelEngine.Tests/WorldGen/NoiseSourceTests.cs
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29
VoxelEngine.Tests/WorldGen/NoiseSourceTests.cs
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using VoxelEngine.World.WorldGen;
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using Xunit;
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namespace VoxelEngine.Tests.WorldGen;
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public class NoiseSourceTests
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{
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[Fact]
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public void SameSeed_SameCoord_IsDeterministic()
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{
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var a = new NoiseSource(42);
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var b = new NoiseSource(42);
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Assert.Equal(a.Continent(10f, 20f), b.Continent(10f, 20f));
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Assert.Equal(a.Temperature(10f, 20f), b.Temperature(10f, 20f));
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}
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[Fact]
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public void Output_InMinusOneToOneRange()
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{
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var n = new NoiseSource(7);
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for (int i = 0; i < 200; i++)
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{
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float c = n.Continent(i * 3.1f, i * 1.7f);
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float t = n.Temperature(i * 2.3f, i * 0.9f);
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Assert.InRange(c, -1.001f, 1.001f);
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Assert.InRange(t, -1.001f, 1.001f);
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}
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}
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}
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32
World/WorldGen/NoiseSource.cs
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32
World/WorldGen/NoiseSource.cs
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namespace VoxelEngine.World.WorldGen;
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// Seeded wrapper over FastNoiseLite. All Get* methods return roughly [-1, 1].
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public sealed class NoiseSource
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{
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private readonly FastNoiseLite _continent;
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private readonly FastNoiseLite _temperature;
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private readonly FastNoiseLite _forest;
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public NoiseSource(int seed)
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{
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this._continent = new FastNoiseLite(seed);
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this._continent.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
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this._continent.SetFractalType(FastNoiseLite.FractalType.FBm);
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this._continent.SetFractalOctaves(4);
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this._continent.SetFrequency(0.0035f);
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this._temperature = new FastNoiseLite(seed + 1);
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this._temperature.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
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this._temperature.SetFractalType(FastNoiseLite.FractalType.FBm);
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this._temperature.SetFractalOctaves(3);
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this._temperature.SetFrequency(0.0015f);
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this._forest = new FastNoiseLite(seed + 2);
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this._forest.SetNoiseType(FastNoiseLite.NoiseType.OpenSimplex2);
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this._forest.SetFrequency(0.02f);
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}
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public float Continent(float x, float z) => this._continent.GetNoise(x, z);
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public float Temperature(float x, float z) => this._temperature.GetNoise(x, z);
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public float Forest(float x, float z) => this._forest.GetNoise(x, z);
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}
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