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--- Given a manip object and associates, generates a 2D x/z heightmap.
-- Note that pos1 and pos2 should have already been pushed through
-- worldedit.sort_pos(pos1, pos2) before passing them to this function.
-- @param pos1 Vector Position 1 of the region to operate on
-- @param pos2 Vector Position 2 of the region to operate on
-- @param manip VoxelManip The VoxelManip object.
-- @param area area The associated area object.
-- @param data table The associated data object.
-- @return table The ZERO-indexed heightmap data (as 1 single flat array).
function worldeditadditions . make_heightmap ( pos1 , pos2 , manip , area , data )
-- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here
local heightmap = { }
local hi = 0
local changes = { updated = 0 , skipped_columns = 0 }
for z = pos1.z , pos2.z , 1 do
for x = pos1.x , pos2.x , 1 do
local found_node = false
-- Scan each column top to bottom
for y = pos2.y + 1 , pos1.y , - 1 do
local i = area : index ( x , y , z )
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if not ( worldeditadditions.is_airlike ( data [ i ] ) or worldeditadditions.is_liquidlike ( data [ i ] ) ) then
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-- It's the first non-airlike node in this column
-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
heightmap [ hi ] = ( y - pos1.y ) + 1
found_node = true
break
end
end
if not found_node then heightmap [ hi ] = - 1 end
hi = hi + 1
end
end
return heightmap
end
--- Calculates a normal map for the given heightmap.
-- Caution: This method (like worldeditadditions.make_heightmap) works on
-- X AND Z, and NOT x and y. This means that the resulting 3d normal vectors
-- will have the z and y values swapped.
-- @param heightmap table A ZERO indexed flat heightmap. See worldeditadditions.make_heightmap().
-- @param heightmap_size int[] The size of the heightmap in the form [ z, x ]
-- @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.
function worldeditadditions . calculate_normals ( heightmap , heightmap_size )
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-- print("heightmap_size: "..heightmap_size[1].."x"..heightmap_size[0])
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local result = { }
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for z = heightmap_size [ 0 ] - 1 , 0 , - 1 do
for x = heightmap_size [ 1 ] - 1 , 0 , - 1 do
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-- Algorithm ref https://stackoverflow.com/a/13983431/1460422
-- Also ref Vector.mjs, which I implemented myself (available upon request)
local hi = z * heightmap_size [ 1 ] + x
-- Default to this pixel's height
local up = heightmap [ hi ]
local down = heightmap [ hi ]
local left = heightmap [ hi ]
local right = heightmap [ hi ]
if z - 1 > 0 then up = heightmap [ ( z - 1 ) * heightmap_size [ 1 ] + x ] end
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if z + 1 < heightmap_size [ 0 ] - 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 [ 1 ] - 1 then right = heightmap [ z * heightmap_size [ 1 ] + ( x + 1 ) ] end
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-- 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] 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)
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result [ hi ] = worldeditadditions.vector . normalize ( {
x = left - right ,
y = 2 , -- Z & Y are flipped
z = down - up
} )
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-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..worldeditadditions.vector.tostring(result[hi]))
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end
end
return result
end
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function worldeditadditions . apply_heightmap_changes ( pos1 , pos2 , area , data , heightmap_old , heightmap_new , heightmap_size )
local stats = { added = 0 , removed = 0 }
local node_id_air = minetest.get_content_id ( " air " )
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local node_id_ignore = minetest.get_content_id ( " ignore " )
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for z = heightmap_size [ 0 ] , 0 , - 1 do
for x = heightmap_size [ 1 ] , 0 , - 1 do
local hi = z * heightmap_size [ 1 ] + x
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local height_old = heightmap_old [ hi ]
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local height_new = heightmap_new [ hi ]
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-- print("[conv/save] hi", hi, "height_old", heightmap_old[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y)
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-- Lua doesn't have a continue statement :-/
if height_old == height_new then
-- noop
elseif height_new < height_old then
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local node_id_replace = data [ area : index (
pos1.x + x ,
pos1.y + height_old + 1 ,
pos1.z + z
) ]
-- Unlikely, but if it can happen, it *will* happen.....
if node_id_replace == node_id_ignore then
node_id_replace = node_id_air
end
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stats.removed = stats.removed + ( height_old - height_new )
local y = height_new
while y < height_old do
local ci = area : index ( pos1.x + x , pos1.y + y , pos1.z + z )
-- print("[conv/save] remove at y", y, "→", pos1.y + y, "current:", minetest.get_name_from_content_id(data[ci]))
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if data [ ci ] ~= node_id_ignore then
data [ ci ] = node_id_replace
end
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y = y + 1
end
else -- height_new > height_old
-- We subtract one because the heightmap starts at 1 (i.e. 1 = 1 node in the column), but the selected region is inclusive
local node_id = data [ area : index ( pos1.x + x , pos1.y + ( height_old - 1 ) , pos1.z + z ) ]
-- print("[conv/save] filling with ", node_id, "→", minetest.get_name_from_content_id(node_id))
stats.added = stats.added + ( height_new - height_old )
local y = height_old
while y < height_new do
local ci = area : index ( pos1.x + x , pos1.y + y , pos1.z + z )
-- print("[conv/save] add at y", y, "→", pos1.y + y, "current:", minetest.get_name_from_content_id(data[ci]))
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if data [ ci ] ~= node_id_ignore then
data [ ci ] = node_id
end
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y = y + 1
end
end
end
end
return true , stats
end