feat: add TerrainSampler with dense box-blur border smoothing

This commit is contained in:
MDietermann
2026-05-31 22:06:30 +02:00
parent 9880e4379c
commit 6196b38cc8
2 changed files with 91 additions and 0 deletions

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@@ -0,0 +1,38 @@
namespace VoxelEngine.World.WorldGen;
public sealed class TerrainSampler
{
// Box-blur radius (in blocks) applied to the biome-height field to smooth
// biome borders. A full (2R+1)x(2R+1) kernel at 1-block spacing bounds the
// per-block height change to ~maxBiomeHeightDiff / (2R+1), preventing cliffs.
// A sparse kernel does NOT bound it (axis-aligned borders flip several samples
// at once), so the kernel must be dense.
private const int BlendRadius = 6;
private readonly NoiseSource _noise;
private readonly BiomeMap _biomes;
public TerrainSampler(NoiseSource noise, BiomeMap biomes)
{
this._noise = noise;
this._biomes = biomes;
}
public int HeightAt(float worldX, float worldZ)
{
// For each kernel point find the biome THERE, but evaluate its height AT the
// column. Averaging blurs the hard biome borders into smooth transitions.
float sum = 0f;
int count = 0;
for (int dz = -TerrainSampler.BlendRadius; dz <= TerrainSampler.BlendRadius; dz++)
for (int dx = -TerrainSampler.BlendRadius; dx <= TerrainSampler.BlendRadius; dx++)
{
IBiome biome = this._biomes.BiomeAt(worldX + dx, worldZ + dz);
sum += biome.SampleHeight(this._noise, worldX, worldZ);
count++;
}
float avg = sum / count;
int h = (int)System.MathF.Round(avg);
return System.Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
}
}