fix all the crashes with the new erosion algorithm

......but it doesn't look like it's functioning as intended just yet
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Starbeamrainbowlabs 2020-08-21 15:21:10 +01:00
parent acb288b984
commit 997eb4d101
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GPG Key ID: 1BE5172E637709C2
5 changed files with 54 additions and 34 deletions

@ -27,13 +27,14 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!" return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!"
end end
local success, msg = worldeditadditions.apply_heightmap_changes( local success, stats = worldeditadditions.apply_heightmap_changes(
pos1, pos2, area, data, pos1, pos2, area, data,
heightmap, heightmap_eroded, heightmap_size heightmap, heightmap_eroded, heightmap_size
) )
if not success then return success, msg end if not success then return success, stats end
worldedit.manip_helpers.finish(manip, data) worldedit.manip_helpers.finish(manip, data)
print("[erode] stats")
print(worldeditadditions.map_stringify(stats))
return true, stats return true, stats
end end

@ -1,46 +1,48 @@
-- Test command: //multi //fp set1 1312 5 5543 //fp set2 1336 18 5521 //erode//multi //fp set1 1312 5 5543 //fp set2 1336 18 5521 //erode
local function snowball(heightmap, normalmap, heightmap_size, startpos, params) local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
local offset = { -- Random jitter - apparently helps to avoid snowballs from entrenching too much
x = (math.random() * 2 - 1) * params.radius,
z = (math.random() * 2 - 1) * params.radius
}
local sediment = 0 local sediment = 0
local pos = { x = startpos.x, z = startpos.z } local pos = { x = startpos.x, z = startpos.z }
local pos_prev = { x = pos.x, z = pos.z } local pos_prev = { x = pos.x, z = pos.z }
local velocity = { x = 0, z = 0 } local velocity = { x = 0, z = 0 }
local heightmap_length = #heightmap local heightmap_length = #heightmap
-- print("[snowball] startpos ("..pos.x..", "..pos.z..")")
for i = 1, params.snowball_max_steps do for i = 1, params.snowball_max_steps do
local hi = math.floor(pos.z+offset.z+0.5)*heightmap_size[1] + math.floor(pos.x+offset.x+0.5) local x = pos.x
if hi > heightmap_length then break end local z = pos.z
local hi = math.floor(z+0.5)*heightmap_size[1] + math.floor(x+0.5)
-- Stop if we go out of bounds -- Stop if we go out of bounds
if offset.x < 0 or offset.z < 0 if x < 0 or z < 0
or offset.x >= heightmap[1] or offset.z >= heightmap[0] then or x >= heightmap[1]-1 or z >= heightmap[0]-1 then
break -- print("[snowball] hit edge; stopping at ("..x..", "..z.."), (bounds @ "..heightmap_size[1]..", "..heightmap_size[0]..")")
return
end end
-- print("[snowball] now at ("..x..", "..z..") (bounds @ "..heightmap_size[1]..", "..heightmap_size[0]..")")
if hi > heightmap_length then print("[snowball] out-of-bounds on the array, hi: "..hi..", heightmap_length: "..heightmap_length) return end
-- print("[snowball] sediment", sediment, "rate_deposit", params.rate_deposit, "normalmap[hi].z", normalmap[hi].z)
local step_deposit = sediment * params.rate_deposit * normalmap[hi].z 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) local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
local step_diff = step_deposit - step_erode
-- Erode / Deposit, but only if we are on a different node than we were in the last step -- Erode / Deposit, but only if we are on a different node than we were in the last step
if math.floor(pos_prev.x) ~= math.floor(pos.x) if math.floor(pos_prev.x) ~= math.floor(x)
and math.floor(pos_prev.z) ~= math.floor(pos.z) then and math.floor(pos_prev.z) ~= math.floor(z) then
heightmap[hi] = heightmap[hi] + (deposit - erosion) heightmap[hi] = heightmap[hi] + step_diff
end end
velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
pos_prev.x = pos.x pos_prev.x = x
pos_prev.z = pos.z pos_prev.z = z
pos.x = pos.x + velocity.x pos.x = pos.x + velocity.x
pos.z = pos.z + velocity.z pos.z = pos.z + velocity.z
end sediment = sediment + step_diff
-- Round everything to the nearest int, since you can't really have
-- something like .141592671 of a node
for i,v in ipairs(heightmap) do
heightmap[i] = math.floor(heightmap[i] + 0.5)
end end
end end
@ -64,12 +66,27 @@ function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
snowball_count = 50000 snowball_count = 50000
}, params) }, params)
print("[erode/snowballs] params: "..worldeditadditions.map_stringify(params))
local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size) local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
for i = 1, params.snowball_count do for i = 1, params.snowball_count do
snowball( snowball(
heightmap, normals, heightmap_size, heightmap, normals, heightmap_size,
{ x = math.random() } {
x = math.random() * (heightmap_size[1] - 1),
z = math.random() * (heightmap_size[0] - 1)
},
params
) )
end end
-- 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
for i,v in ipairs(heightmap) do
heightmap[i] = math.floor(heightmap[i] + 0.5)
end
return true, params.snowball_count.." snowballs simulated"
end end

@ -231,7 +231,7 @@ end
function worldeditadditions.map_stringify(map) function worldeditadditions.map_stringify(map)
local result = {} local result = {}
for key, value in pairs(map) do for key, value in pairs(map) do
table.insert(key.."\t"..value) table.insert(result, key.."\t"..value)
end end
return table.concat(result, "\n") return table.concat(result, "\n")
end end

@ -62,16 +62,18 @@ function worldeditadditions.calculate_normals(heightmap, heightmap_size)
if x - 1 > 0 then left = heightmap[z*heightmap_size[1] + (x-1)] end if x - 1 > 0 then left = heightmap[z*heightmap_size[1] + (x-1)] end
if x + 1 < heightmap_size[1]-1 then right = heightmap[z*heightmap_size[1] + (x+1)] end if x + 1 < heightmap_size[1]-1 then right = heightmap[z*heightmap_size[1] + (x+1)] end
print("[normals] UP | index", (z-1)*heightmap_size[1] + x, "z", z, "z-1", z - 1, "up", up, "limit", 0) -- print("[normals] UP | index", (z-1)*heightmap_size[1] + x, "z", z, "z-1", z - 1, "up", up, "limit", 0)
print("[normals] DOWN | index", (z+1)*heightmap_size[1] + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size[1]-1) -- print("[normals] DOWN | index", (z+1)*heightmap_size[1] + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size[1]-1)
print("[normals] LEFT | index", z*heightmap_size[1] + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0) -- print("[normals] LEFT | index", z*heightmap_size[1] + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0)
print("[normals] RIGHT | index", z*heightmap_size[1] + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size[1]-1) -- print("[normals] RIGHT | index", z*heightmap_size[1] + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size[1]-1)
result[hi] = worldeditadditions.vector.normalize({ result[hi] = worldeditadditions.vector.normalize({
x = left - right, x = left - right,
y = 2, -- Z & Y are flipped y = 2, -- Z & Y are flipped
z = down - up z = down - up
}) })
-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..worldeditadditions.vector.tostring(result[hi]))
end end
end end
return result return result
@ -85,9 +87,9 @@ function worldeditadditions.apply_heightmap_changes(pos1, pos2, area, data, heig
for x = heightmap_size[1], 0, -1 do for x = heightmap_size[1], 0, -1 do
local hi = z*heightmap_size[1] + x local hi = z*heightmap_size[1] + x
local height_old = heightmap[hi] local height_old = heightmap_old[hi]
local height_new = heightmap_new[hi] local height_new = heightmap_new[hi]
-- print("[conv/save] hi", hi, "height_old", heightmap[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y) -- print("[conv/save] hi", hi, "height_old", heightmap_old[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y)
-- Lua doesn't have a continue statement :-/ -- Lua doesn't have a continue statement :-/
if height_old == height_new then if height_old == height_new then

@ -37,7 +37,7 @@ worldedit.register_command("erode", {
) )
local time_taken = worldeditadditions.get_ms_time() - start_time local time_taken = worldeditadditions.get_ms_time() - start_time
minetest.log("action", name .. " used //erode "..algorithm.." at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.replaced .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s") minetest.log("action", name .. " used //erode "..algorithm.." at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", adding " .. stats.added .. " nodes and removing " .. stats.removed .. " nodes in " .. time_taken .. "s")
return true, changes.replaced .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped in " .. worldeditadditions.human_time(time_taken) return true, stats.added .. " nodes added and " .. stats.removed .. " nodes removed in " .. worldeditadditions.human_time(time_taken)
end end
}) })