mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-09-12 08:08:30 +02:00
65 lines
3.0 KiB
Lua
65 lines
3.0 KiB
Lua
|
|
-- ███ ███ █████ ██ ██ ███████ ██████ ██████
|
|
-- ████ ████ ██ ██ ██ ██ ██ ██ ██ ██
|
|
-- ██ ████ ██ ███████ █████ █████ █████ ██ ██
|
|
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
|
-- ██ ██ ██ ██ ██ ██ ███████ ███████ ███████ ██████
|
|
local wea = worldeditadditions
|
|
|
|
-- Generate a flat array of 2D noise.
|
|
-- Written with help from https://www.redblobgames.com/maps/terrain-from-noise/
|
|
-- @param size Vector An x/y vector representing the size of the noise area to generate.
|
|
-- @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.
|
|
function worldeditadditions.noise.make_2d(size, start_pos, params)
|
|
params = worldeditadditions.noise.params_apply_default(params)
|
|
|
|
local result = {}
|
|
|
|
for layer_i, layer in ipairs(params) do
|
|
local generator
|
|
if layer.algorithm == "perlin" then
|
|
generator = wea.noise.engines.Perlin.new()
|
|
elseif layer.algorithm == "perlinmt" then
|
|
generator = wea.noise.engines.PerlinMT.new()
|
|
elseif layer.algorithm == "sin" then
|
|
generator = wea.noise.engines.Sin.new()
|
|
elseif layer.algorithm == "white" then
|
|
generator = wea.noise.engines.White.new()
|
|
elseif layer.algorithm == "red" then
|
|
generator = wea.noise.engines.Red.new()
|
|
elseif layer.algorithm == "infrared" then
|
|
generator = wea.noise.engines.Infrared.new()
|
|
else -- We don't have any other generators just yet
|
|
return false, "Error: Unknown noise algorithm '"..tostring(layer.algorithm).."' in layer "..layer_i.." of "..#params.." (available algorithms: "..table.concat(wea.noise.engines.available, ", ")..")."
|
|
end
|
|
|
|
-- TODO: Optimise performance by making i count backwards in sequence
|
|
for x = 0, size.x - 1 do
|
|
for y = 0, size.z - 1 do
|
|
local i = y*size.x + x
|
|
|
|
local noise_x = (x + 100000+start_pos.x+layer.offset.x) * layer.scale.x
|
|
local noise_y = (y + 100000+start_pos.z+layer.offset.z) * layer.scale.z
|
|
local noise_value = generator:noise(noise_x, noise_y, 0)
|
|
|
|
if type(result[i]) ~= "number" then result[i] = 0 end
|
|
local result_before = result[i]
|
|
result[i] = result[i] + (noise_value ^ layer.exponent) * layer.multiply + layer.add
|
|
-- if layer_i == 1 and result[i] > 1 then
|
|
-- print("NOISE TOO BIG noise_value", noise_value, "noise_x", noise_x, "noise_y", noise_y, "i", i, "result[i]: BEFORE", result_before, "AFTER", result[i])
|
|
-- end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
print("NOISE MAKE_2D\n")
|
|
worldeditadditions.format.array_2d(result, size.x)
|
|
|
|
|
|
-- We don't round here, because otherwise when we apply it it'll be inaccurate
|
|
|
|
return true, result
|
|
end
|