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terrain.lua: add wea.calculate_slope()
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@ -1,3 +1,4 @@
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local wea = worldeditadditions
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--- Given a manip object and associates, generates a 2D x/z heightmap.
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--- Given a manip object and associates, generates a 2D x/z heightmap.
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-- Note that pos1 and pos2 should have already been pushed through
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-- Note that pos1 and pos2 should have already been pushed through
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@ -20,7 +21,7 @@ function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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-- Scan each column top to bottom
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-- Scan each column top to bottom
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for y = pos2.y+1, pos1.y, -1 do
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for y = pos2.y+1, pos1.y, -1 do
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local i = area:index(x, y, z)
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local i = area:index(x, y, z)
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if not (worldeditadditions.is_airlike(data[i]) or worldeditadditions.is_liquidlike(data[i])) then
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if not (wea.is_airlike(data[i]) or wea.is_liquidlike(data[i])) then
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-- It's the first non-airlike node in this column
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-- It's the first non-airlike node in this column
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-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
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-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
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heightmap[hi] = (y - pos1.y) + 1
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heightmap[hi] = (y - pos1.y) + 1
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@ -72,18 +73,42 @@ function worldeditadditions.calculate_normals(heightmap, heightmap_size)
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-- print("[normals] LEFT | index", z*heightmap_size.x + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0)
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-- print("[normals] LEFT | index", z*heightmap_size.x + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0)
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-- print("[normals] RIGHT | index", z*heightmap_size.x + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size.x-1)
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-- print("[normals] RIGHT | index", z*heightmap_size.x + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size.x-1)
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result[hi] = worldeditadditions.vector.normalize({
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result[hi] = wea.vector3.new(
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x = left - right,
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left - right, -- x
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y = 2, -- Z & Y are flipped
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2, -- y - Z & Y are flipped
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z = down - up
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down - up -- z
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})
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):normalise()
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-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..worldeditadditions.vector.tostring(result[hi]))
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-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..result[hi])
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end
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end
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end
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end
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return result
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return result
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end
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end
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--- Converts a 2d heightmap into slope values in radians.
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-- Convert a radians to degrees by doing (radians*math.pi) / 180 for display,
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-- but it is STRONGLY recommended to keep all internal calculations in radians.
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-- @param heightmap table A ZERO indexed flat heightmap. See worldeditadditions.make_heightmap().
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-- @param heightmap_size int[] The size of the heightmap in the form [ z, x ]
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-- @return Vector[] The calculated slope map, in the same form as the input heightmap. Each element of the array is a (floating-point) number representing the slope in that cell in radians.
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function worldeditadditions.calculate_slope(heightmap, heightmap_size)
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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local slopes = { }
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local up = wea.vector3(0, 1, 0) -- Z & Y are flipped
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for z = heightmap_size.z-1, 0, -1 do
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for x = heightmap_size.x-1, 0, -1 do
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local hi = z*heightmap_size.x + x
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-- Ref https://stackoverflow.com/a/16669463/1460422
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slopes[hi] = wea.vector3.dot_product(normals[hi], up)
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end
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end
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return slopes
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end
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--- Applies changes to a heightmap to a Voxel Manipulator data block.
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--- Applies changes to a heightmap to a Voxel Manipulator data block.
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-- @param pos1 vector Position 1 of the defined region
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-- @param pos1 vector Position 1 of the defined region
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-- @param pos2 vector Position 2 of the defined region
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-- @param pos2 vector Position 2 of the defined region
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