feat: add BiomeMap with per-cell climate classification
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54
VoxelEngine.Tests/WorldGen/BiomeMapTests.cs
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54
VoxelEngine.Tests/WorldGen/BiomeMapTests.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 BiomeMapTests
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{
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private static (BiomeMap map, BiomeRegistry biomes) 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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return (new BiomeMap(noise, cells, biomes), biomes);
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}
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[Fact]
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public void Classify_HighElevation_IsMountains()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes));
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}
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[Fact]
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public void Classify_HotLowElevation_IsDesert()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes));
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}
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[Fact]
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public void Classify_TemperateWooded_IsForest()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes));
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}
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[Fact]
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public void Classify_ColdLow_IsPlains()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes));
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}
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[Fact]
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public void BiomeAt_IsConstantWithinACell()
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{
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var (map, _) = Build();
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IBiome a = map.BiomeAt(500f, 500f);
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IBiome b = map.BiomeAt(500.01f, 500.01f); // same cell
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Assert.Same(a, b);
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}
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}
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36
World/WorldGen/BiomeMap.cs
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36
World/WorldGen/BiomeMap.cs
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namespace VoxelEngine.World.WorldGen;
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public sealed class BiomeMap
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{
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private readonly NoiseSource _noise;
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private readonly VoronoiCells _cells;
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private readonly BiomeRegistry _biomes;
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public BiomeMap(NoiseSource noise, VoronoiCells cells, BiomeRegistry biomes)
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{
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this._noise = noise;
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this._cells = cells;
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this._biomes = biomes;
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}
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public int CellId(float worldX, float worldZ) => this._cells.Nearest(worldX, worldZ).Id;
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public IBiome BiomeAt(float worldX, float worldZ)
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{
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VoronoiCells.Cell cell = this._cells.Nearest(worldX, worldZ);
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// Sample climate at the cell center so the biome is constant across the cell.
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float temperature = this._noise.Temperature(cell.CenterX, cell.CenterZ);
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float elevation = this._noise.Continent(cell.CenterX, cell.CenterZ);
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float forest = this._noise.Forest(cell.CenterX, cell.CenterZ);
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return BiomeMap.Classify(temperature, elevation, forest, this._biomes);
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}
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// Pure climate -> biome lookup. Thresholds in noise units (~[-1,1]).
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public static IBiome Classify(float temperature, float elevation, float forest, BiomeRegistry biomes)
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{
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if (elevation > 0.25f) return biomes.Mountains; // high ground
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if (temperature > 0.33f) return biomes.Desert; // hot, low
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if (temperature > -0.33f && forest > 0f) return biomes.Forest; // temperate, wooded
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return biomes.Plains; // temperate/cold, low
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}
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}
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