39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
namespace VoxelEngine.World.WorldGen;
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public sealed class TerrainSampler
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{
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// Box-blur radius (in blocks) applied to the biome-height field to smooth
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// biome borders. A full (2R+1)x(2R+1) kernel at 1-block spacing bounds the
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// per-block height change to ~maxBiomeHeightDiff / (2R+1), preventing cliffs.
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// A sparse kernel does NOT bound it (axis-aligned borders flip several samples
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// at once), so the kernel must be dense.
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private const int BlendRadius = 6;
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private readonly NoiseSource _noise;
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private readonly BiomeMap _biomes;
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public TerrainSampler(NoiseSource noise, BiomeMap biomes)
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{
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this._noise = noise;
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this._biomes = biomes;
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}
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public int HeightAt(float worldX, float worldZ)
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{
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// For each kernel point find the biome THERE, but evaluate its height AT the
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// column. Averaging blurs the hard biome borders into smooth transitions.
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float sum = 0f;
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int count = 0;
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for (int dz = -TerrainSampler.BlendRadius; dz <= TerrainSampler.BlendRadius; dz++)
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for (int dx = -TerrainSampler.BlendRadius; dx <= TerrainSampler.BlendRadius; dx++)
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{
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IBiome biome = this._biomes.BiomeAt(worldX + dx, worldZ + dz);
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sum += biome.SampleHeight(this._noise, worldX, worldZ);
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count++;
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}
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float avg = sum / count;
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int h = (int)System.MathF.Round(avg);
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return System.Math.Clamp(h, 0, WorldConstants.WorldHeight - 1);
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}
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}
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