feat: add BiomeMap with per-cell climate classification

This commit is contained in:
MDietermann
2026-05-31 21:58:34 +02:00
parent 589904beec
commit 9880e4379c
2 changed files with 90 additions and 0 deletions

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using VoxelEngine.World.Blocks;
using VoxelEngine.World.WorldGen;
using Xunit;
namespace VoxelEngine.Tests.WorldGen;
public class BiomeMapTests
{
private static (BiomeMap map, BiomeRegistry biomes) Build(int seed = 42)
{
var blocks = new BlockRegistry();
var biomes = new BiomeRegistry(seed, blocks);
var noise = new NoiseSource(seed);
var cells = new VoronoiCells(seed, 96f);
return (new BiomeMap(noise, cells, biomes), biomes);
}
[Fact]
public void Classify_HighElevation_IsMountains()
{
var (_, biomes) = Build();
Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes));
}
[Fact]
public void Classify_HotLowElevation_IsDesert()
{
var (_, biomes) = Build();
Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes));
}
[Fact]
public void Classify_TemperateWooded_IsForest()
{
var (_, biomes) = Build();
Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes));
}
[Fact]
public void Classify_ColdLow_IsPlains()
{
var (_, biomes) = Build();
Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes));
}
[Fact]
public void BiomeAt_IsConstantWithinACell()
{
var (map, _) = Build();
IBiome a = map.BiomeAt(500f, 500f);
IBiome b = map.BiomeAt(500.01f, 500.01f); // same cell
Assert.Same(a, b);
}
}

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namespace VoxelEngine.World.WorldGen;
public sealed class BiomeMap
{
private readonly NoiseSource _noise;
private readonly VoronoiCells _cells;
private readonly BiomeRegistry _biomes;
public BiomeMap(NoiseSource noise, VoronoiCells cells, BiomeRegistry biomes)
{
this._noise = noise;
this._cells = cells;
this._biomes = biomes;
}
public int CellId(float worldX, float worldZ) => this._cells.Nearest(worldX, worldZ).Id;
public IBiome BiomeAt(float worldX, float worldZ)
{
VoronoiCells.Cell cell = this._cells.Nearest(worldX, worldZ);
// Sample climate at the cell center so the biome is constant across the cell.
float temperature = this._noise.Temperature(cell.CenterX, cell.CenterZ);
float elevation = this._noise.Continent(cell.CenterX, cell.CenterZ);
float forest = this._noise.Forest(cell.CenterX, cell.CenterZ);
return BiomeMap.Classify(temperature, elevation, forest, this._biomes);
}
// Pure climate -> biome lookup. Thresholds in noise units (~[-1,1]).
public static IBiome Classify(float temperature, float elevation, float forest, BiomeRegistry biomes)
{
if (elevation > 0.25f) return biomes.Mountains; // high ground
if (temperature > 0.33f) return biomes.Desert; // hot, low
if (temperature > -0.33f && forest > 0f) return biomes.Forest; // temperate, wooded
return biomes.Plains; // temperate/cold, low
}
}