feat(config): add visibility + MinCaveY fields and cave-gen docs
This commit is contained in:
@@ -1,9 +1,28 @@
|
||||
namespace VoxelEngine.Core;
|
||||
|
||||
using OpenTK.Mathematics;
|
||||
|
||||
public sealed class Configuration
|
||||
{
|
||||
public int RenderDistanceHorizontal { get; set; } = 8;
|
||||
// Player-slab half-height in chunks. NOTE: repurposed by the visibility
|
||||
// rework — this is no longer a global vertical load-box. It is how many
|
||||
// chunks load above and below the player's chunk across the whole
|
||||
// horizontal region, so caves at the player's depth render to the full
|
||||
// horizontal distance.
|
||||
public int RenderDistanceVertical { get; set; } = 2;
|
||||
|
||||
// Chunks loaded below the lowest surface chunk of each column. Gives the
|
||||
// surface chunk a solid neighbor below (so its buried bottom faces cull)
|
||||
// and covers cave mouths just under the surface.
|
||||
public int SurfaceShellSkirtBelow { get; set; } = 1;
|
||||
|
||||
// Distance fog begins at this fraction of the fog-end distance (fog end is
|
||||
// derived from RenderDistanceHorizontal). 0.7 → fog starts at 70% of the edge.
|
||||
public float FogStartFraction { get; set; } = 0.7f;
|
||||
|
||||
// Sky / clear color, also the distance-fog target color.
|
||||
public Vector3 SkyColor { get; set; } = new(0.45f, 0.65f, 0.95f);
|
||||
public int SpawnReadyRadiusHorizontal { get; set; } = 1;
|
||||
|
||||
public int MaxGenerateJobsInFlight { get; set; } = 8;
|
||||
@@ -25,13 +44,26 @@ public sealed class Configuration
|
||||
public int? Seed { get; set; } = null;
|
||||
|
||||
// -- Cave generation tuning --
|
||||
|
||||
// Spatial frequency of the 3D simplex cave-density field; higher = smaller,
|
||||
// more frequent pockets.
|
||||
public float CaveNoiseFrequency { get; set; } = 0.03f;
|
||||
// Density cutoff below which a solid voxel becomes air; higher = more cave.
|
||||
public float CaveNoiseThreshold { get; set; } = -0.3f;
|
||||
// Edge length (blocks) of a worm-spawn grid cell; one worm candidate per cell.
|
||||
public int WormCellSize { get; set; } = 64;
|
||||
// Per-cell chance out of 1000 that a worm spawns; 300 = 30%.
|
||||
public int WormSpawnProbabilityPermille { get; set; } = 300;
|
||||
// Number of trace steps (≈ blocks) a worm travels.
|
||||
public int WormMaxLength { get; set; } = 80;
|
||||
// Worm tunnel radius bounds; interpolated + sine-modulated along the path
|
||||
// to form bulges/chambers.
|
||||
public float WormMinRadius { get; set; } = 1.5f;
|
||||
public float WormMaxRadius { get; set; } = 3.5f;
|
||||
// Ceiling: caves carve only at or below this world-Y ("no caves above").
|
||||
// Default 127 = world top (WorldHeight - 1) → no effective ceiling. Lower it
|
||||
// to keep caves away from the surface (removes surface cave mouths).
|
||||
public int MinCaveY { get; set; } = 127;
|
||||
|
||||
// -- Cave lighting (fog-distance darkness) --
|
||||
public float CaveDarkStartY { get; set; } = 72f; // WorldConstants.SeaLevel + 8
|
||||
|
||||
@@ -74,4 +74,15 @@ public class ConfigurationTests
|
||||
Assert.Equal(32f, c.CaveDarkEndY); // SeaLevel (64) - 32
|
||||
Assert.Equal(0.15f, c.CaveMinBrightness);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Defaults_HaveVisibilityAndCaveCeilingConstants()
|
||||
{
|
||||
var c = new Configuration();
|
||||
|
||||
Assert.Equal(1, c.SurfaceShellSkirtBelow);
|
||||
Assert.Equal(0.7f, c.FogStartFraction);
|
||||
Assert.Equal(new OpenTK.Mathematics.Vector3(0.45f, 0.65f, 0.95f), c.SkyColor);
|
||||
Assert.Equal(127, c.MinCaveY);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user