feat: add TerrainSampler with dense box-blur border smoothing
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53
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
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53
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
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using VoxelEngine.World.Blocks;
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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 TerrainSamplerTests
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{
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private static TerrainSampler Build(int seed = 42)
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(seed, blocks);
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var noise = new NoiseSource(seed);
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var cells = new VoronoiCells(seed, 96f);
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var map = new BiomeMap(noise, cells, biomes);
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return new TerrainSampler(noise, map);
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}
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[Fact]
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public void Height_StaysWithinWorldBounds()
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{
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var sampler = Build();
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for (int x = -300; x < 300; x += 7)
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for (int z = -300; z < 300; z += 7)
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{
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int h = sampler.HeightAt(x, z);
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Assert.InRange(h, 0, WorldConstants.WorldHeight - 1);
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}
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}
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[Fact]
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public void Height_IsDeterministic()
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{
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var a = Build();
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var b = Build();
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Assert.Equal(a.HeightAt(120, 240), b.HeightAt(120, 240));
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}
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[Fact]
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public void AdjacentColumns_DoNotCliff()
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{
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var sampler = Build();
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for (int x = -200; x < 200; x += 3)
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for (int z = -200; z < 200; z += 3)
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{
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// The dense blur removes inter-biome cliffs (those would be 25+ blocks).
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// Remaining deltas are rugged intra-Mountains ridged slopes (~9), which
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// are intended terrain, not cliffs; 16 separates the two.
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int dx = System.Math.Abs(sampler.HeightAt(x, z) - sampler.HeightAt(x + 1, z));
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Assert.True(dx <= 16, $"height jump {dx} at ({x},{z})");
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}
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}
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}
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38
World/WorldGen/TerrainSampler.cs
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38
World/WorldGen/TerrainSampler.cs
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namespace VoxelEngine.World.WorldGen;
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public sealed class TerrainSampler
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{
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// Box-blur radius (in blocks) applied to the biome-height field to smooth
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// biome borders. A full (2R+1)x(2R+1) kernel at 1-block spacing bounds the
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// per-block height change to ~maxBiomeHeightDiff / (2R+1), preventing cliffs.
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// A sparse kernel does NOT bound it (axis-aligned borders flip several samples
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// at once), so the kernel must be dense.
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private const int BlendRadius = 6;
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private readonly NoiseSource _noise;
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private readonly BiomeMap _biomes;
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public TerrainSampler(NoiseSource noise, BiomeMap biomes)
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{
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this._noise = noise;
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this._biomes = biomes;
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}
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public int HeightAt(float worldX, float worldZ)
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{
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// For each kernel point find the biome THERE, but evaluate its height AT the
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// column. Averaging blurs the hard biome borders into smooth transitions.
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float sum = 0f;
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int count = 0;
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for (int dz = -TerrainSampler.BlendRadius; dz <= TerrainSampler.BlendRadius; dz++)
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for (int dx = -TerrainSampler.BlendRadius; dx <= TerrainSampler.BlendRadius; dx++)
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{
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IBiome biome = this._biomes.BiomeAt(worldX + dx, worldZ + dz);
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sum += biome.SampleHeight(this._noise, worldX, worldZ);
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count++;
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}
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float avg = sum / count;
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int h = (int)System.MathF.Round(avg);
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return System.Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
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}
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}
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