feat: add deterministic VoronoiCells partition
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60
World/WorldGen/VoronoiCells.cs
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60
World/WorldGen/VoronoiCells.cs
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namespace VoxelEngine.World.WorldGen;
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// A jittered-grid Voronoi partition. Pure integer-hash based, fully deterministic.
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public sealed class VoronoiCells
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{
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public readonly record struct Cell(int Id, float CenterX, float CenterZ);
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private readonly int _seed;
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private readonly float _cellSize;
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public VoronoiCells(int seed, float cellSize)
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{
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this._seed = seed;
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this._cellSize = cellSize;
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}
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public Cell Nearest(float x, float z)
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{
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int gx = (int)System.MathF.Floor(x / this._cellSize);
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int gz = (int)System.MathF.Floor(z / this._cellSize);
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float bestDist = float.MaxValue;
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int bestId = 0;
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float bestCx = 0f, bestCz = 0f;
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for (int oz = -1; oz <= 1; oz++)
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for (int ox = -1; ox <= 1; ox++)
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{
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int cgx = gx + ox;
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int cgz = gz + oz;
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float jitterX = VoronoiCells.Jitter(cgx, cgz, this._seed);
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float jitterZ = VoronoiCells.Jitter(cgx, cgz, this._seed + 9871);
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float cx = (cgx + jitterX) * this._cellSize;
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float cz = (cgz + jitterZ) * this._cellSize;
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float dx = cx - x, dz = cz - z;
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float dist = dx * dx + dz * dz;
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if (dist < bestDist)
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{
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bestDist = dist;
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bestId = (int)VoronoiCells.Hash(cgx, cgz, this._seed);
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bestCx = cx;
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bestCz = cz;
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}
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}
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return new Cell(bestId, bestCx, bestCz);
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}
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private static float Jitter(int x, int z, int seed)
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=> (VoronoiCells.Hash(x, z, seed) & 0xFFFFFF) / (float)0x1000000; // [0,1)
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private static uint Hash(int x, int z, int seed)
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{
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unchecked
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{
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uint h = (uint)(x * 374761393 + z * 668265263 + seed * 362437);
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h = (h ^ (h >> 13)) * 1274126177u;
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return h ^ (h >> 16);
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}
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}
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}
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