Minetest-WorldEditAdditions/worldeditadditions/lib/conv/convolve.lua

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--[[
Convolves over a given 2D heightmap with a given matrix.
Note that this *mutates* the given heightmap.
Note also that the dimensions of the matrix must *only* be odd.
@param {number[]} heightmap The 2D heightmap to convolve over.
@param {[number,number]} heightmap_size The size of the heightmap as [ height, width ]
@param {number[]} matrix The matrix to convolve with.
@param {[number, number]} matrix_size The size of the convolution matrix as [ height, width ]
]]--
function worldeditadditions.conv.convolve(heightmap, heightmap_size, matrix, matrix_size)
if matrix_size[0] % 2 ~= 1 or matrix_size[1] % 2 ~= 1 then
return false, "Error: The matrix size must contain only odd numbers (even number detected)"
end
local border_size = {}
border_size[0] = (matrix_size[0]-1) / 2 -- height
border_size[1] = (matrix_size[1]-1) / 2 -- width
-- print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
-- print("[convolve] border_size", border_size[0], border_size[1])
-- print("[convolve] heightmap_size: ", heightmap_size.z, heightmap_size.x)
--
-- print("[convolve] z: from", (heightmap_size.z-border_size[0]) - 1, "to", border_size[0], "step", -1)
-- print("[convolve] x: from", (heightmap_size.x-border_size[1]) - 1, "to", border_size[1], "step", -1)
-- Convolve over only the bit that allows us to use the full convolution matrix
for z = (heightmap_size.z-border_size[0]) - 1, border_size[0], -1 do
for x = (heightmap_size.x-border_size[1]) - 1, border_size[1], -1 do
local total = 0
local hi = (z * heightmap_size.x) + x
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-- print("[convolve/internal] z", z, "x", x, "hi", hi)
-- No continue statement in Lua :-/
if heightmap[hi] ~= -1 then
for mz = matrix_size[0]-1, 0, -1 do
for mx = matrix_size[1]-1, 0, -1 do
local mi = (mz * matrix_size[1]) + mx
local cz = z + (mz - border_size[0])
local cx = x + (mx - border_size[1])
local i = (cz * heightmap_size.x) + cx
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-- A value of -1 = nothing in this column (so we should ignore it)
if heightmap[i] ~= -1 then
total = total + (matrix[mi] * heightmap[i])
end
end
end
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-- Rounding hack - ref https://stackoverflow.com/a/18313481/1460422
-- heightmap[hi] = math.floor(total + 0.5)
heightmap[hi] = math.ceil(total)
end
end
end
return true, heightmap
end