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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-30 19:13:53 +01:00
Start implementing snowball erosion algorithm.
There's still a long way to go - we're only just getting warmed up!
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@ -11,6 +11,7 @@ dofile(worldeditadditions.modpath.."/utils/strings.lua")
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dofile(worldeditadditions.modpath.."/utils/numbers.lua")
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dofile(worldeditadditions.modpath.."/utils/numbers.lua")
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dofile(worldeditadditions.modpath.."/utils/nodes.lua")
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dofile(worldeditadditions.modpath.."/utils/nodes.lua")
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dofile(worldeditadditions.modpath.."/utils/tables.lua")
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dofile(worldeditadditions.modpath.."/utils/tables.lua")
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dofile(worldeditadditions.modpath.."/utils/terrain.lua")
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dofile(worldeditadditions.modpath.."/utils/raycast_adv.lua") -- For the farwand
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dofile(worldeditadditions.modpath.."/utils/raycast_adv.lua") -- For the farwand
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dofile(worldeditadditions.modpath.."/utils.lua")
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dofile(worldeditadditions.modpath.."/utils.lua")
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@ -4,6 +4,71 @@ Note that this *mutates* the given heightmap.
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@source https://jobtalle.com/simulating_hydraulic_erosion.html
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@source https://jobtalle.com/simulating_hydraulic_erosion.html
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]]--
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]]--
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function worldeditadditions.erode.snowballs(heightmap, heightmap_size, erosion_params)
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function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
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-- Apply the default settings
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worldeditadditions.table_apply({
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rate_deposit = 0.03,
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rate_erosion = 0.04,
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friction = 0.07,
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speed = 0.15,
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radius = 0.8,
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snowball_max_steps = 80,
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scale_iterations = 0.04,
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drops_per_cell = 0.4,
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snowball_count = 50000
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}, params)
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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for i = 1, params.snowball_count do
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snowball(
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heightmap, normals, heightmap_size,
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{ x = math.random() }
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)
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end
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end
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local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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local offset = { -- Random jitter - apparently helps to avoid snowballs from entrenching too much
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x = (math.random() * 2 - 1) * params.radius,
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z = (math.random() * 2 - 1) * params.radius
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}
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local sediment = 0
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local pos = { x = startpos.x, z = startpos.z }
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local pos_prev = { x = pos.x, z = pos.z }
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local velocity = { x = 0, z = 0 }
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local heightmap_length = #heightmap
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for i = 1, params.snowball_max_steps do
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local hi = math.floor(pos.z+offset.z+0.5)*heightmap_size[1] + math.floor(pos.x+offset.x+0.5)
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if hi > heightmap_length then break end
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-- Stop if we go out of bounds
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if offset.x < 0 or offset.z < 0
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or offset.x >= heightmap[1] or offset.z >= heightmap[0] then
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break
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end
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local step_deposit = sediment * params.rate_deposit * normalmap[hi].z
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local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
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-- 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(pos.x)
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and math.floor(pos_prev.z) ~= math.floor(pos.z) then
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heightmap[hi] = heightmap[hi] + (deposit - erosion)
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end
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velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
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velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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pos_prev.x = pos.x
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pos_prev.z = pos.z
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pos.x = pos.x + velocity.x
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pos.z = pos.z + velocity.z
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end
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-- Round everything to the nearest int, since you can't really have
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-- something like .141592671 of a node
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for i,v in ipairs(heightmap) do
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heightmap[i] = math.floor(heightmap[i] + 0.5)
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end
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end
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end
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@ -4,12 +4,34 @@ function worldeditadditions.vector.tostring(v)
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return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")"
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return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")"
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end
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end
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-- Calculates the length squared of the given vector.
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-- @param v Vector The vector to operate on
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-- @return number The length of the given vector squared
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function worldeditadditions.vector.lengthsquared(v)
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function worldeditadditions.vector.lengthsquared(v)
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return v.x*v.x + v.y*v.y + v.z*v.z
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return v.x*v.x + v.y*v.y + v.z*v.z
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end
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end
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--- Normalises the given vector such that its length is 1.
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-- Also known as calculating the unit vector.
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-- This method does *not* mutate.
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-- @param v Vector The vector to calculate from.
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-- @return Vector A new normalised vector.
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function worldeditadditions.vector.normalise(v)
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local length = math.sqrt(worldeditadditions.lengthsquared(v))
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return {
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x = x / length,
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y = y / length,
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z = z / length
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}
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end
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--- Rounds the values in a vector down.
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-- Warning: This MUTATES the given vector!
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-- @param v Vector The vector to operate on
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function worldeditadditions.vector.floor(v)
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function worldeditadditions.vector.floor(v)
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v.x = math.floor(v.x)
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v.x = math.floor(v.x)
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v.y = math.floor(v.y)
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-- Some vectors are 2d, but on the x / z axes
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v.z = math.floor(v.z)
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if v.y then v.y = math.floor(v.y) end
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-- Some vectors are 2d
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if v.z then v.z = math.floor(v.z) end
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end
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end
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@ -78,41 +78,3 @@ function worldeditadditions.is_liquidlike(id)
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-- If it's not none, then it has to be a liquid as the only other values are source and flowing
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-- If it's not none, then it has to be a liquid as the only other values are source and flowing
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return true
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return true
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end
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end
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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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-- worldedit.sort_pos(pos1, pos2) before passing them to this function.
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-- @param pos1 Vector Position 1 of the region to operate on
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-- @param pos2 Vector Position 2 of the region to operate on
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-- @param manip VoxelManip The VoxelManip object.
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-- @param area area The associated area object.
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-- @param data table The associated data object.
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-- @return table The ZERO-indexed heightmap data (as 1 single flat array).
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function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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-- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here
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local heightmap = {}
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local hi = 0
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local changes = { updated = 0, skipped_columns = 0 }
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for z = pos1.z, pos2.z, 1 do
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for x = pos1.x, pos2.x, 1 do
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local found_node = false
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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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local i = area:index(x, y, z)
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if not worldeditadditions.is_airlike(data[i]) then
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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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heightmap[hi] = (y - pos1.y) + 1
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found_node = true
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break
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end
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end
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if not found_node then heightmap[hi] = -1 end
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hi = hi + 1
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end
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end
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return heightmap
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end
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@ -15,3 +15,13 @@ function worldeditadditions.shallowcopy(orig)
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end
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end
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return copy
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return copy
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end
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end
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--- SHALLOWLY applies the values in source to overwrite the equivalent keys in target.
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-- Warning: This function mutates target!
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-- @param source table The source to take values from
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-- @param target table The target to write values to
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function worldeditadditions.table_apply(source, target)
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for key, value in pairs(source) do
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target[key] = value
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end
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end
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72
worldeditadditions/utils/terrain.lua
Normal file
72
worldeditadditions/utils/terrain.lua
Normal file
@ -0,0 +1,72 @@
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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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-- worldedit.sort_pos(pos1, pos2) before passing them to this function.
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-- @param pos1 Vector Position 1 of the region to operate on
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-- @param pos2 Vector Position 2 of the region to operate on
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-- @param manip VoxelManip The VoxelManip object.
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-- @param area area The associated area object.
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-- @param data table The associated data object.
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-- @return table The ZERO-indexed heightmap data (as 1 single flat array).
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function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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-- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here
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local heightmap = {}
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local hi = 0
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local changes = { updated = 0, skipped_columns = 0 }
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for z = pos1.z, pos2.z, 1 do
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for x = pos1.x, pos2.x, 1 do
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local found_node = false
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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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local i = area:index(x, y, z)
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if not worldeditadditions.is_airlike(data[i]) then
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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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heightmap[hi] = (y - pos1.y) + 1
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found_node = true
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break
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end
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end
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if not found_node then heightmap[hi] = -1 end
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hi = hi + 1
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end
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end
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return heightmap
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end
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--- Calculates a normal map for the given heightmap.
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-- Caution: This method (like worldeditadditions.make_heightmap) works on
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-- X AND Z, and NOT x and y. This means that the resulting 3d normal vectors
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-- will have the z and y values swapped.
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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 normal map, in the same form as the input heightmap. Each element of the array is a 3D Vector (i.e. { x, y, z }) representing a normal.
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function worldeditadditions.calculate_normals(heightmap, heightmap_size)
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local result = {}
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for z = heightmap_size[0], 0, -1 do
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for x = heightmap_size[1], 0, -1 do
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-- Algorithm ref https://stackoverflow.com/a/13983431/1460422
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-- Also ref Vector.mjs, which I implemented myself (available upon request)
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local hi = z*heightmap_size[1] + x
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-- Default to this pixel's height
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local up = heightmap[hi]
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local down = heightmap[hi]
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local left = heightmap[hi]
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local right = heightmap[hi]
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if z - 1 > 0 then up = heightmap[(z-1)*heightmap_size[1] + x] end
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if z + 1 < heightmap_size[1] then down = heightmap[(z+1)*heightmap_size[1] + x] end
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if x - 1 > 0 then left = heightmap[z*heightmap_size[1] + (x-1)] end
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if x + 1 < heightmap_size[0] then right = heightmap[z*heightmap_size[1] + (x+1)] end
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result[hi] = worldeditadditions.vector.normalize({
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x = left - right,
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y = 2, -- Z & Y are flipped
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z = down - up
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})
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end
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end
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return result
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end
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