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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-08-20 21:44:06 +02:00
Implement more of the noise command backend
It's still not hooked up yet though, and there's no command parsing logic either
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worldeditadditions/lib/noise/apply_2d.lua
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38
worldeditadditions/lib/noise/apply_2d.lua
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@ -0,0 +1,38 @@
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--- Applies the given noise field to the given heightmap.
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-- Mutates the given heightmap.
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-- @param heightmap number[] A table of ZERO indexed numbers representing the heghtmap - see worldeditadditions.make_heightmap().
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-- @param noise number[] An table identical in structure to the heightmap containing the noise values to apply.
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-- @param heightmap_size {x:number,z:number} A 2d vector representing the size of the heightmap.
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-- @param region_height number The height of the defined region.
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-- @param apply_mode string The apply mode to use to apply the noise to the heightmap.
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-- @returns bool[,string] A boolean value representing whether the application was successful or not. If false, then an error message as a string is also returned describing the error that occurred.
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function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, region_height, apply_mode)
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if type(apply_mode) ~= "string" then
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return false, "Error: Expected string value for apply_mode, but received value of type "..type(apply_mode)
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end
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local percent = tonumber(apply_mode:match("^(%d+)%%$"))
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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 i = (z * heightmap_size.x) + x
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if apply_mode == "add" then
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heightmap[i] = heightmap[i] + noise[i]
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elseif apply_mode == "multiply" then
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heightmap[i] = heightmap[i] * noise[i]
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elseif percent then
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-- Rescale from 0 - 1 to -1 - +1
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local rescaled = (noise[i] * 2) - 1
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-- Rescale to match the percentage specified
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rescaled = rescaled * region_height * percent
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heightmap[i] = rescaled
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else
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return false, "Error: Unknown apply_mode '"..apply_mode.."'"
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end
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end
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end
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return true
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end
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@ -1,8 +1,5 @@
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local wea = worldeditadditions
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-- original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
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-- Port from this StackOverflow answer: https://stackoverflow.com/a/33425812/1460422
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local function BitAND(a, b) --Bitwise and
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local p, c = 1, 0
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@ -29,10 +26,15 @@ local function grad(hash, x, y, z)
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return ((h and 1) == 0 and u or - u) + ((h and 2) == 0 and v or - v)
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end
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--- Perlin noise generation engine.
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-- Original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
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-- Port from this StackOverflow answer: https://stackoverflow.com/a/33425812/1460422
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-- @class
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local Perlin = {}
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Perlin.__index = Perlin
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wea.noise.perlin = {}
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wea.noise.perlin.p = {}
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wea.noise.perlin.permutation = {
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Perlin.p = {}
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Perlin.permutation = {
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151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140,
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36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120,
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234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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@ -50,28 +52,36 @@ wea.noise.perlin.permutation = {
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115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29,
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24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
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}
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wea.noise.perlin.size = 256
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wea.noise.perlin.gx = {}
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wea.noise.perlin.gy = {}
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wea.noise.perlin.randMax = 256
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Perlin.size = 256
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Perlin.gx = {}
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Perlin.gy = {}
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Perlin.randMax = 256
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--- Creates a new perlin instance.
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-- @return perlin A new perlin instance.
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function wea.noise.perlin.new()
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--- Creates a new Perlin instance.
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-- @return Perlin A new perlin instance.
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function Perlin.new()
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local instance = {}
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setmetatable(instance, wea.noise.perlin)
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setmetatable(instance, Perlin)
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instance:load()
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return instance
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end
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function wea.noise.perlin:load()
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--- Initialises this Perlin instance.
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-- Called automatically by the constructor - you do NOT need to call this
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-- yourself.
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function Perlin:load()
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for i = 1, self.size do
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self.p[i] = self.permutation[i]
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self.p[255 + i] = self.p[i]
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end
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end
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function wea.noise.perlin:noise( x, y, z )
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--- Returns a noise value for a given point in 3D space.
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-- @param x number The x co-ordinate.
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-- @param y number The y co-ordinate.
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-- @param z number The z co-ordinate.
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-- @returns number The calculated noise value.
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function Perlin:noise( x, y, z )
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local X = BitAND(math.floor(x), 255) + 1
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local Y = BitAND(math.floor(y), 255) + 1
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local Z = BitAND(math.floor(z), 255) + 1
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@ -98,3 +108,5 @@ function wea.noise.perlin:noise( x, y, z )
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lerp(u, grad(self.p[AB + 1], x, y - 1, z - 1),
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grad(self.p[BB + 1], x - 1, y - 1, z - 1))))
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end
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return Perlin
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12
worldeditadditions/lib/noise/init.lua
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12
worldeditadditions/lib/noise/init.lua
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@ -0,0 +1,12 @@
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worldeditadditions.noise = {}
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-- The command itself
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dofile(worldeditadditions.modpath.."/lib/noise/noise2d.lua")
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-- Dependencies
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dofile(worldeditadditions.modpath.."/lib/noise/apply_2d.lua")
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dofile(worldeditadditions.modpath.."/lib/noise/make_2d.lua")
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dofile(worldeditadditions.modpath.."/lib/noise/params_apply_default.lua")
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-- Noise generation engines
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dofile(worldeditadditions.modpath.."/lib/noise/engines/perlin.lua")
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@ -11,15 +11,13 @@
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-- @param size Vector An x/y vector representing the size of the noise area to generate.
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-- @param params table|table<table> A table of noise params to use to generate the noise. Values that aren't specified are filled in automatically. If a table of tables is specified, it is interpreted as multiple octaves of noise to apply in sequence.
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function worldeditadditions.noise.make_2d(size, params)
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params = worldeditadditions.noise.params_apply_default(params)
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local result = {}
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local generator;
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if params.algorithm == "perlin" then
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generator = worldeditadditions.noise.perlin.new()
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else -- We don't have any other generators just yet
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return false, "Error: Unknown noise algorithm '"..params.."'."
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return false, "Error: Unknown noise algorithm '"..params.."' (available algorithms: perlin)."
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end
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for x=params.offset.x, params.offset.x+size.x do
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@ -1,5 +0,0 @@
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worldeditadditions.noise = {}
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dofile(worldeditadditions.modpath.."/lib/noise/noise_params.lua")
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dofile(worldeditadditions.modpath.."/lib/noise/make_2d.lua")
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dofile(worldeditadditions.modpath.."/lib/noise/engines/perlin.lua")
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@ -1,6 +1,8 @@
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--- Applies a layer of 2D noise over the terrain in the defined region.
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-- @module worldeditadditions.noise2d
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local wea = worldeditadditions
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-- ███ ██ ██████ ██ ███████ ███████ ██████ ██████
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-- ████ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ███████ █████ █████ ██ ██
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@ -10,10 +12,14 @@
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-- @param pos1 Vector pos1 of the defined region
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-- @param pos2 Vector pos2 of the defined region
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-- @param noise_params table A noise parameters table. Will be passed unmodified to PerlinNoise() from the Minetest API.
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function worldeditadditions.noise2d(pos1, pos2, noise_params)
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function worldeditadditions.noise.noise2d(pos1, pos2, noise_params)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local region_height = pos1.y - pos2.y
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-- pos2 will always have the highest co-ordinates now
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-- Fill in the default params
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noise_params = worldeditadditions.noise.params_apply_default(noise_params)
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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@ -25,14 +31,25 @@ function worldeditadditions.noise2d(pos1, pos2, noise_params)
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)
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local heightmap_new = worldeditadditions.table.shallowcopy(heightmap_old)
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local perlin_map = PerlinNoiseMap(noise_params, heightmap_size)
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local noisemap = wea.noise.make_2d(noise_params, heightmap_size)
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-- TODO: apply the perlin noise map here
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wea.noise.apply_2d(
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heightmap_new,
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noisemap,
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heightmap_size,
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region_height,
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noise_params.apply
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)
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local stats = { added = 0, removed = 0 }
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local success, stats = wea.apply_heightmap_changes(
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pos1, pos2,
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area, data,
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heightmap_old, heightmap_new,
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heightmap_size
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)
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if not success then return success, stats end
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-- Save the modified nodes back to disk & return
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-- No need to save - this function doesn't actually change anything
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worldedit.manip_helpers.finish(manip, data)
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return true, stats
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@ -1,14 +1,23 @@
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local wea = worldeditadditions
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--- Makes sure that the default settings are all present in the given params table.
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-- This way not all params have to be specified by the user.
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-- @param params table The params table generated from the user's input.
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-- @return table A NEW table with all the missing properties filled in with the default values.
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function worldeditadditions.noise.params_apply_default(params)
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local params_default = {
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-- How to apply the noise to the heightmap. Different values result in
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-- different effects:
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-- - The exact string "add": Noise values are added to each heightmap pixel.
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-- - The exact string "multiply": Each heightmap pixel is multiplied by the corresponding noise value.
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-- - A string in the form of digits followed by a percent sign (e.g. "40%"), then the noise will is remapped from the range 0 - 1 to the range -1 - +1, and then for each pixel in the heightmap will be altered at most the given percentage of the total height of the defined region.
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apply = "40%",
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-- The backend noise algorithm to use
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algorithm = "perlin",
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-- Zooms in and out
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scale = vector.new(1, 1, 1),
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scale = wea.Vector3.new(1, 1, 1),
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-- Offset the generated noise by this vector.
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offset = vector.new(0, 0, 0),
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offset = wea.Vector3.new(0, 0, 0),
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-- Apply this exponent to the resulting noise value
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exponent = 1,
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-- Multiply the resulting noise value by this number. Changes the "strength" of the noise
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@ -92,7 +92,7 @@ end
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-- @param heightmap_old number[] The original heightmap from worldeditadditions.make_heightmap.
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-- @param heightmap_new number[] The new heightmap containing the altered updated values. It is expected that worldeditadditions.table.shallowcopy be used to make a COPY of the data worldeditadditions.make_heightmap for this purpose. Both heightmap_old AND heightmap_new are REQUIRED in order for this function to work.
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-- @param heightmap_size vector The x / z size of the heightmap. Any y value set in the vector is ignored.
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--
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-- @returns bool, string|{ added: number, removed: number } A bool indicating whether the operation was successful or not, followed by either an error message as a string (if it was not successful) or a table of statistics (if it was successful).
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function worldeditadditions.apply_heightmap_changes(pos1, pos2, area, data, heightmap_old, heightmap_new, heightmap_size)
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local stats = { added = 0, removed = 0 }
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local node_id_air = minetest.get_content_id("air")
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