Minetest-WorldEditAdditions/worldeditadditions/lib/noise/make_2d.lua

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local wea = worldeditadditions
local wea_c = worldeditadditions_core
-- ███ ███ █████ ██ ██ ███████ ██████ ██████
-- ████ ████ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ████ ██ ███████ █████ █████ █████ ██ ██
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██ ██ ██ ███████ ███████ ███████ ██████
-- 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()
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elseif layer.algorithm == "red" then
generator = wea.noise.engines.Red.new()
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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
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-- 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")
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wea_c.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