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local Vector3 = worldeditadditions.Vector3
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-- Test command: //multi //fp set1 1313 6 5540 //fp set2 1338 17 5521 //erode snowballs
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local function snowball ( heightmap , normalmap , heightmap_size , startpos , params )
local sediment = 0
local pos = { x = startpos.x , z = startpos.z }
local pos_prev = { x = pos.x , z = pos.z }
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local velocity = {
x = ( math.random ( ) * 2 - 1 ) * params.init_velocity ,
z = ( math.random ( ) * 2 - 1 ) * params.init_velocity
}
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local heightmap_length = # heightmap
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-- print("[snowball] startpos ("..pos.x..", "..pos.z.."), velocity: ("..velocity.x..", "..velocity.z..")")
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local hist_velocity = { }
for i = 1 , params.max_steps do
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local x = pos.x
local z = pos.z
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local hi = math.floor ( z + 0.5 ) * heightmap_size.x + math.floor ( x + 0.5 )
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-- Stop if we go out of bounds
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if x < 0 or z < 0
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or x >= heightmap_size.x - 1 or z >= heightmap_size.z - 1 then
-- print("[snowball] hit edge; stopping at ("..x..", "..z.."), (bounds @ "..(heightmap_size.x-1)..", "..(heightmap_size.z-1)..")", "x", x, "/", heightmap_size.x-1, "z", z, "/", heightmap_size.z-1)
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return true , i
end
if # hist_velocity > 0 and i > 5
and worldeditadditions.average ( hist_velocity ) < 0.03 then
-- print("[snowball] It looks like we've stopped")
return true , i
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end
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if normalmap [ hi ] . y == 1 then return true , i end
if hi > heightmap_length then return false , " Out-of-bounds on the array, hi: " .. hi .. " , heightmap_length: " .. heightmap_length end
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-- NOTE: We need to decide whether we want to keep the precomputed normals as we have now, or whether we want to dynamically compute them at the time of request.
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-- print("[snowball] sediment", sediment, "rate_deposit", params.rate_deposit, "normalmap[hi].z", normalmap[hi].z)
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local step_deposit = sediment * params.rate_deposit * normalmap [ hi ] . z
local step_erode = params.rate_erosion * ( 1 - normalmap [ hi ] . z ) * math.min ( 1 , i * params.scale_iterations )
-- Erode / Deposit, but only if we are on a different node than we were in the last step
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if math.floor ( pos_prev.x ) ~= math.floor ( x )
and math.floor ( pos_prev.z ) ~= math.floor ( z ) then
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heightmap [ hi ] = heightmap [ hi ] + ( step_deposit - step_erode )
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end
velocity.x = params.friction * velocity.x + normalmap [ hi ] . x * params.speed
velocity.z = params.friction * velocity.z + normalmap [ hi ] . y * params.speed
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-- print("[snowball] now at ("..x..", "..z..") velocity "..worldeditadditions.vector.lengthsquared(velocity)..", sediment "..sediment)
local new_vel_sq = worldeditadditions.vector . lengthsquared ( velocity )
if new_vel_sq > 1 then
-- print("[snowball] velocity squared over 1, normalising")
velocity = worldeditadditions.vector . normalize ( velocity )
end
table.insert ( hist_velocity , new_vel_sq )
if # hist_velocity > params.velocity_hist_count then table.remove ( hist_velocity , 1 ) end
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pos_prev.x = x
pos_prev.z = z
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pos.x = pos.x + velocity.x
pos.z = pos.z + velocity.z
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sediment = sediment + ( step_erode - step_deposit ) -- Needs to be erosion - deposit, which is the opposite to the above
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end
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return true , params.max_steps
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end
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--[[
2 D erosion algorithm based on snowballs
Note that this * mutates * the given heightmap .
@ source https : // jobtalle.com / simulating_hydraulic_erosion.html
] ] --
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function worldeditadditions . erode . snowballs ( heightmap_initial , heightmap , heightmap_size , region_height , params_custom )
local params = {
rate_deposit = 0.03 , -- 0.03
rate_erosion = 0.04 , -- 0.04
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friction = 0.07 ,
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speed = 1 ,
max_steps = 80 ,
velocity_hist_count = 3 ,
init_velocity = 0.25 ,
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scale_iterations = 0.04 ,
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maxdiff = 0.4 ,
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count = 25000
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}
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-- Apply the custom settings
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worldeditadditions.table . apply ( params_custom , params )
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-- print("[erode/snowballs] params: ")
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-- print(worldeditadditions.format.map(params))
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local normals = worldeditadditions.calculate_normals ( heightmap , heightmap_size )
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local stats_steps = { }
for i = 1 , params.count do
-- print("[snowballs] starting snowball ", i)
local success , steps = snowball (
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heightmap , normals , heightmap_size ,
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{
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x = math.random ( ) * ( heightmap_size.x - 1 ) ,
z = math.random ( ) * ( heightmap_size.z - 1 )
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} ,
params
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)
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table.insert ( stats_steps , steps )
if not success then return false , " Error: Failed at snowball " .. i .. " : " .. steps end
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end
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-- print("[snowballs] "..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps, averaged ~"..worldeditadditions.average(stats_steps).."")
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-- Round everything to the nearest int, since you can't really have
-- something like .141592671 of a node
-- Note that we do this after *all* the erosion is complete
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local clamp_limit = math.floor ( region_height * params.maxdiff + 0.5 )
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for i , v in ipairs ( heightmap ) do
heightmap [ i ] = math.floor ( heightmap [ i ] + 0.5 )
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if heightmap [ i ] < 0 then heightmap [ i ] = 0 end
-- Limit the distance to params.maxdiff% of the region height
if math.abs ( heightmap_initial [ i ] - heightmap [ i ] ) > region_height * params.maxdiff then
if heightmap_initial [ i ] - heightmap [ i ] > 0 then
heightmap [ i ] = heightmap_initial [ i ] - clamp_limit
else
heightmap [ i ] = heightmap_initial [ i ] + clamp_limit
end
end
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end
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if not params.noconv then
local success , matrix = worldeditadditions.get_conv_kernel ( " gaussian " , 3 , 3 )
if not success then return success , matrix end
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local matrix_size = Vector3.new ( 3 , 0 , 3 )
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worldeditadditions.conv . convolve (
heightmap , heightmap_size ,
matrix ,
matrix_size
)
end
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return true , " " .. # stats_steps .. " snowballs simulated, max " .. params.max_steps .. " steps (averaged ~ " .. worldeditadditions.average ( stats_steps ) .. " steps) "
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end