Terrain feel: biome regions ~10x larger (Voronoi cell size 96->960); terrain height now eases across biome borders via a Voronoi distance blend (smooth, and ~25x cheaper than the old 169-sample box blur); mountains capped to ~2/3 world height and gentled (ridged amplitude/frequency lowered), snow line lowered to match. Centralization: ~27 world-gen/render tuning constants (biome amplitudes & frequencies, climate-noise frequencies/octaves, biome-selection thresholds, blend width, cell size, filler depth, snow line, camera near plane, spawn offset, overlay scale) hoisted from scattered literals into a region-organized, fully-commented Configuration. Configuration is threaded into NoiseSource, the biomes, BiomeRegistry, BiomeMap (+Classify), TerrainSampler, WorldGenerator (+BlockAt filler depth), and Camera via Player. Defaults equal the prior values, so generation is unchanged; worldgen tests updated for the new constructor signatures.
57 lines
2.0 KiB
C#
57 lines
2.0 KiB
C#
using OpenTK.Mathematics;
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namespace VoxelEngine.Rendering;
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public sealed class Camera
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{
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private static readonly Vector3 WorldUp = Vector3.UnitY;
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public Vector3 Position { get; private set; }
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public float Yaw { get; private set; } = -90f; // degrees; -90 looks down -Z
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public float Pitch { get; private set; } // degrees
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public float Fov { get; set; } = 60f; // degrees
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public float NearPlane { get; set; } = 0.1f; // world units
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public float FarPlane { get; set; } = 100f; // world units
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public float AspectRatio { get; set; }
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public Vector3 Front { get; private set; } = -Vector3.UnitZ;
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public Vector3 Right { get; private set; } = Vector3.UnitX;
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public Vector3 Up { get; private set; } = Vector3.UnitY;
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public Camera(Vector3 position, float aspectRatio)
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{
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this.Position = position;
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this.AspectRatio = aspectRatio;
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this.UpdateVectors();
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}
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public void Move(Vector3 delta) => this.Position += delta;
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public void AddRotation(float yawDelta, float pitchDelta)
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{
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this.Yaw += yawDelta;
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this.Pitch = MathHelper.Clamp(this.Pitch + pitchDelta, -89f, 89f);
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this.UpdateVectors();
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}
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public Matrix4 GetViewMatrix() => Matrix4.LookAt(this.Position, this.Position + this.Front, this.Up);
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public Matrix4 GetProjectionMatrix() =>
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Matrix4.CreatePerspectiveFieldOfView(
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MathHelper.DegreesToRadians(this.Fov), this.AspectRatio, this.NearPlane, this.FarPlane);
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private void UpdateVectors()
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{
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float yaw = MathHelper.DegreesToRadians(this.Yaw);
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float pitch = MathHelper.DegreesToRadians(this.Pitch);
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this.Front = Vector3.Normalize(new Vector3(
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MathF.Cos(yaw) * MathF.Cos(pitch),
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MathF.Sin(pitch),
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MathF.Sin(yaw) * MathF.Cos(pitch)));
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this.Right = Vector3.Normalize(Vector3.Cross(this.Front, WorldUp));
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this.Up = Vector3.Normalize(Vector3.Cross(this.Right, this.Front));
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}
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}
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