diff --git a/worldeditadditions/init.lua b/worldeditadditions/init.lua index d391094..ab628ec 100644 --- a/worldeditadditions/init.lua +++ b/worldeditadditions/init.lua @@ -23,6 +23,7 @@ wea.io = dofile(wea.modpath.."/utils/io.lua") wea.bit = dofile(wea.modpath.."/utils/bit.lua") +wea.terrain = dofile(wea.modpath.."/utils/terrain.lua") dofile(wea.modpath.."/utils/vector.lua") dofile(wea.modpath.."/utils/strings/init.lua") @@ -33,7 +34,7 @@ dofile(wea.modpath.."/utils/tables/init.lua") dofile(wea.modpath.."/utils/numbers.lua") dofile(wea.modpath.."/utils/nodes.lua") dofile(wea.modpath.."/utils/node_identification.lua") -dofile(wea.modpath.."/utils/terrain.lua") + dofile(wea.modpath.."/utils/raycast_adv.lua") -- For the farwand dofile(wea.modpath.."/utils/player.lua") -- Player info functions diff --git a/worldeditadditions/lib/conv/conv.lua b/worldeditadditions/lib/conv/conv.lua index b374fea..eec69b3 100644 --- a/worldeditadditions/lib/conv/conv.lua +++ b/worldeditadditions/lib/conv/conv.lua @@ -1,11 +1,12 @@ -local Vector3 = worldeditadditions.Vector3 +local wea = worldeditadditions +local Vector3 = wea.Vector3 -worldeditadditions.conv = {} +wea.conv = {} -dofile(worldeditadditions.modpath.."/lib/conv/kernels.lua") -dofile(worldeditadditions.modpath.."/lib/conv/kernel_gaussian.lua") +dofile(wea.modpath.."/lib/conv/kernels.lua") +dofile(wea.modpath.."/lib/conv/kernel_gaussian.lua") -dofile(worldeditadditions.modpath.."/lib/conv/convolve.lua") +dofile(wea.modpath.."/lib/conv/convolve.lua") --- Creates a new kernel. -- Note that the gaussian kernel only allows for creating a square kernel. @@ -14,7 +15,7 @@ dofile(worldeditadditions.modpath.."/lib/conv/convolve.lua") -- @param width number The width of the kernel to create (must be an odd integer). -- @param height number The height of the kernel to create (must be an odd integer). -- @param arg number The argument to pass when creating the kernel. Currently only used by gaussian kernel as the sigma value. -function worldeditadditions.get_conv_kernel(name, width, height, arg) +function wea.get_conv_kernel(name, width, height, arg) if width % 2 ~= 1 then return false, "Error: The width must be an odd integer."; end @@ -23,16 +24,16 @@ function worldeditadditions.get_conv_kernel(name, width, height, arg) end if name == "box" then - return true, worldeditadditions.conv.kernel_box(width, height) + return true, wea.conv.kernel_box(width, height) elseif name == "pascal" then - return true, worldeditadditions.conv.kernel_pascal(width, height, true) + return true, wea.conv.kernel_pascal(width, height, true) elseif name == "gaussian" then if width ~= height then return false, "Error: When using a gaussian kernel the width and height must be identical." end -- Default to sigma = 2 if arg == nil then arg = 2 end - local success, result = worldeditadditions.conv.kernel_gaussian(width, arg) + local success, result = wea.conv.kernel_gaussian(width, arg) return success, result end @@ -40,7 +41,7 @@ function worldeditadditions.get_conv_kernel(name, width, height, arg) end -function worldeditadditions.convolve(pos1, pos2, kernel, kernel_size) +function wea.convolve(pos1, pos2, kernel, kernel_size) pos1, pos2 = worldedit.sort_pos(pos1, pos2) local border_size = Vector3.new( @@ -61,10 +62,10 @@ function worldeditadditions.convolve(pos1, pos2, kernel, kernel_size) local node_id_air = minetest.get_content_id("air") - local heightmap, heightmap_size = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data) - local heightmap_conv = worldeditadditions.table.shallowcopy(heightmap) + local heightmap, heightmap_size = wea.terrain.make_heightmap(pos1, pos2, manip, area, data) + local heightmap_conv = wea.table.shallowcopy(heightmap) - worldeditadditions.conv.convolve( + wea.conv.convolve( heightmap_conv, heightmap_size, kernel, @@ -72,11 +73,11 @@ function worldeditadditions.convolve(pos1, pos2, kernel, kernel_size) ) -- print("original") - -- worldeditadditions.format.array_2d(heightmap, (pos2.z - pos1.z) + 1) + -- wea.format.array_2d(heightmap, (pos2.z - pos1.z) + 1) -- print("transformed") - -- worldeditadditions.format.array_2d(heightmap_conv, (pos2.z - pos1.z) + 1) + -- wea.format.array_2d(heightmap_conv, (pos2.z - pos1.z) + 1) - worldeditadditions.apply_heightmap_changes( + wea.terrain.apply_heightmap_changes( pos1, pos2, area, data, heightmap, heightmap_conv, heightmap_size ) diff --git a/worldeditadditions/lib/erode/erode.lua b/worldeditadditions/lib/erode/erode.lua index 7c263b6..be16a9a 100644 --- a/worldeditadditions/lib/erode/erode.lua +++ b/worldeditadditions/lib/erode/erode.lua @@ -1,10 +1,11 @@ -worldeditadditions.erode = {} +local wea = worldeditadditions +wea.erode = {} -dofile(worldeditadditions.modpath.."/lib/erode/snowballs.lua") -dofile(worldeditadditions.modpath.."/lib/erode/river.lua") +dofile(wea.modpath.."/lib/erode/snowballs.lua") +dofile(wea.modpath.."/lib/erode/river.lua") -function worldeditadditions.erode.run(pos1, pos2, algorithm, params) +function wea.erode.run(pos1, pos2, algorithm, params) pos1, pos2 = worldedit.sort_pos(pos1, pos2) local manip, area = worldedit.manip_helpers.init(pos1, pos2) @@ -17,15 +18,15 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params) local region_height = (pos2.y - pos1.y) + 1 - local heightmap = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data) - local heightmap_eroded = worldeditadditions.table.shallowcopy(heightmap) + local heightmap = wea.terrain.make_heightmap(pos1, pos2, manip, area, data) + local heightmap_eroded = wea.table.shallowcopy(heightmap) -- print("[erode.run] algorithm: "..algorithm..", params:"); - -- print(worldeditadditions.format.map(params)) - -- worldeditadditions.format.array_2d(heightmap, heightmap_size.x) + -- print(wea.format.map(params)) + -- wea.format.array_2d(heightmap, heightmap_size.x) local success, msg, stats if algorithm == "snowballs" then - success, msg = worldeditadditions.erode.snowballs( + success, msg = wea.erode.snowballs( heightmap, heightmap_eroded, heightmap_size, region_height, @@ -33,7 +34,7 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params) ) if not success then return success, msg end elseif algorithm == "river" then - success, msg = worldeditadditions.erode.river( + success, msg = wea.erode.river( heightmap, heightmap_eroded, heightmap_size, region_height, @@ -48,7 +49,7 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params) return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like), river (2d; cellular automata-like; fills potholes and lowers towers). Ideas for algorithms to implement are welcome!" end - success, stats = worldeditadditions.apply_heightmap_changes( + success, stats = wea.terrain.apply_heightmap_changes( pos1, pos2, area, data, heightmap, heightmap_eroded, heightmap_size ) diff --git a/worldeditadditions/lib/erode/snowballs.lua b/worldeditadditions/lib/erode/snowballs.lua index 29853a5..cc10ba5 100644 --- a/worldeditadditions/lib/erode/snowballs.lua +++ b/worldeditadditions/lib/erode/snowballs.lua @@ -1,4 +1,5 @@ -local Vector3 = worldeditadditions.Vector3 +local wea = worldeditadditions +local Vector3 = wea.Vector3 -- Test command: //multi //fp set1 1313 6 5540 //fp set2 1338 17 5521 //erode snowballs @@ -28,7 +29,7 @@ local function snowball(heightmap, normalmap, heightmap_size, startpos, params) end if #hist_velocity > 0 and i > 5 - and worldeditadditions.average(hist_velocity) < 0.03 then + and wea.average(hist_velocity) < 0.03 then -- print("[snowball] It looks like we've stopped") return true, i end @@ -51,11 +52,11 @@ local function snowball(heightmap, normalmap, heightmap_size, startpos, params) velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed - -- print("[snowball] now at ("..x..", "..z..") velocity "..worldeditadditions.vector.lengthsquared(velocity)..", sediment "..sediment) - local new_vel_sq = worldeditadditions.vector.lengthsquared(velocity) + -- print("[snowball] now at ("..x..", "..z..") velocity "..wea.vector.lengthsquared(velocity)..", sediment "..sediment) + local new_vel_sq = wea.vector.lengthsquared(velocity) if new_vel_sq > 1 then -- print("[snowball] velocity squared over 1, normalising") - velocity = worldeditadditions.vector.normalize(velocity) + velocity = wea.vector.normalize(velocity) end table.insert(hist_velocity, new_vel_sq) if #hist_velocity > params.velocity_hist_count then table.remove(hist_velocity, 1) end @@ -74,7 +75,7 @@ Note that this *mutates* the given heightmap. @source https://jobtalle.com/simulating_hydraulic_erosion.html ]]-- -function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, heightmap_size, region_height, params_custom) +function wea.erode.snowballs(heightmap_initial, heightmap, heightmap_size, region_height, params_custom) local params = { rate_deposit = 0.03, -- 0.03 rate_erosion = 0.04, -- 0.04 @@ -88,12 +89,12 @@ function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, height count = 25000 } -- Apply the custom settings - worldeditadditions.table.apply(params_custom, params) + wea.table.apply(params_custom, params) -- print("[erode/snowballs] params: ") - -- print(worldeditadditions.format.map(params)) + -- print(wea.format.map(params)) - local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size) + local normals = wea.terrain.calculate_normals(heightmap, heightmap_size) local stats_steps = {} for i = 1, params.count do @@ -111,7 +112,7 @@ function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, height if not success then return false, "Error: Failed at snowball "..i..":"..steps end end - -- print("[snowballs] "..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps, averaged ~"..worldeditadditions.average(stats_steps).."") + -- print("[snowballs] "..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps, averaged ~"..wea.average(stats_steps).."") -- Round everything to the nearest int, since you can't really have -- something like .141592671 of a node @@ -131,15 +132,15 @@ function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, height end if not params.noconv then - local success, matrix = worldeditadditions.get_conv_kernel("gaussian", 3, 3) + local success, matrix = wea.get_conv_kernel("gaussian", 3, 3) if not success then return success, matrix end local matrix_size = Vector3.new(3, 0, 3) - worldeditadditions.conv.convolve( + wea.conv.convolve( heightmap, heightmap_size, matrix, matrix_size ) end - return true, ""..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps (averaged ~"..worldeditadditions.average(stats_steps).." steps)" + return true, ""..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps (averaged ~"..wea.average(stats_steps).." steps)" end diff --git a/worldeditadditions/lib/layers.lua b/worldeditadditions/lib/layers.lua index 80fef4e..8ace75f 100644 --- a/worldeditadditions/lib/layers.lua +++ b/worldeditadditions/lib/layers.lua @@ -35,11 +35,11 @@ function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slop local node_ids, node_ids_count = wea.unwind_node_list(node_weights) - local heightmap, heightmap_size = wea.make_heightmap( + local heightmap, heightmap_size = wea.terrain.make_heightmap( pos1, pos2, manip, area, data ) - local slopemap = wea.calculate_slopes(heightmap, heightmap_size) + local slopemap = wea.terrain.calculate_slopes(heightmap, heightmap_size) -- worldeditadditions.format.array_2d(heightmap, heightmap_size.x) -- print_slopes(slopemap, heightmap_size.x) --luacheck:ignore 311 diff --git a/worldeditadditions/lib/noise/apply_2d.lua b/worldeditadditions/lib/noise/apply_2d.lua index d0cd7eb..1885871 100644 --- a/worldeditadditions/lib/noise/apply_2d.lua +++ b/worldeditadditions/lib/noise/apply_2d.lua @@ -3,13 +3,13 @@ local wea = worldeditadditions --- Applies the given noise field to the given heightmap. -- Mutates the given heightmap. --- @param heightmap number[] A table of ZERO indexed numbers representing the heghtmap - see worldeditadditions.make_heightmap(). +-- @param heightmap number[] A table of ZERO indexed numbers representing the heghtmap - see worldeditadditions.terrain.make_heightmap(). -- @param noise number[] An table identical in structure to the heightmap containing the noise values to apply. -- @param heightmap_size {x:number,z:number} A 2d vector representing the size of the heightmap. -- @param region_height number The height of the defined region. -- @param apply_mode string The apply mode to use to apply the noise to the heightmap. -- @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. -function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, pos1, pos2, apply_mode) +function wea.noise.apply_2d(heightmap, noise, heightmap_size, pos1, pos2, apply_mode) if type(apply_mode) ~= "string" and type(apply_mode) ~= "number" then return false, "Error: Expected value of type string or number for apply_mode, but received value of type "..type(apply_mode) end @@ -17,12 +17,12 @@ function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, pos local region_height = pos2.y - pos1.y - print("NOISE APPLY_2D\n") - worldeditadditions.format.array_2d(noise, heightmap_size.x) + -- print("NOISE APPLY_2D\n") + wea.format.array_2d(noise, heightmap_size.x) local height = tonumber(apply_mode) - print("DEBUG apply_mode", apply_mode, "as height", height) + -- print("DEBUG apply_mode", apply_mode, "as height", height) for z = heightmap_size.z - 1, 0, -1 do for x = heightmap_size.x - 1, 0, -1 do @@ -53,8 +53,8 @@ function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, pos -- heightmap[(z * heightmap_size.x) + x] = z -- end - print("HEIGHTMAP\n") - worldeditadditions.format.array_2d(heightmap, heightmap_size.x) + -- print("HEIGHTMAP\n") + -- worldeditadditions.format.array_2d(heightmap, heightmap_size.x) return true diff --git a/worldeditadditions/lib/noise/run2d.lua b/worldeditadditions/lib/noise/run2d.lua index 001f8ce..c08657a 100644 --- a/worldeditadditions/lib/noise/run2d.lua +++ b/worldeditadditions/lib/noise/run2d.lua @@ -12,25 +12,25 @@ local wea = worldeditadditions -- @param pos1 Vector pos1 of the defined region -- @param pos2 Vector pos2 of the defined region -- @param noise_params table A noise parameters table. -function worldeditadditions.noise.run2d(pos1, pos2, noise_params) +function wea.noise.run2d(pos1, pos2, noise_params) pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- pos2 will always have the highest co-ordinates now -- Fill in the default params -- print("DEBUG noise_params_custom ", wea.format.map(noise_params)) - noise_params = worldeditadditions.noise.params_apply_default(noise_params) + noise_params = wea.noise.params_apply_default(noise_params) -- print("DEBUG noise_params[1] ", wea.format.map(noise_params[1])) -- Fetch the nodes in the specified area local manip, area = worldedit.manip_helpers.init(pos1, pos2) local data = manip:get_data() - local heightmap_old, heightmap_size = worldeditadditions.make_heightmap( + local heightmap_old, heightmap_size = wea.terrain.make_heightmap( pos1, pos2, manip, area, data ) - local heightmap_new = worldeditadditions.table.shallowcopy(heightmap_old) + local heightmap_new = wea.table.shallowcopy(heightmap_old) local success, noisemap = wea.noise.make_2d( heightmap_size, @@ -49,7 +49,7 @@ function worldeditadditions.noise.run2d(pos1, pos2, noise_params) if not success then return success, message end local stats - success, stats = wea.apply_heightmap_changes( + success, stats = wea.terrain.apply_heightmap_changes( pos1, pos2, area, data, heightmap_old, heightmap_new, diff --git a/worldeditadditions/lib/sculpt/apply.lua b/worldeditadditions/lib/sculpt/apply.lua index 6887c0f..c2da299 100644 --- a/worldeditadditions/lib/sculpt/apply.lua +++ b/worldeditadditions/lib/sculpt/apply.lua @@ -36,7 +36,7 @@ local function apply(pos1, brush_name, height, brush_size) local manip, area = worldedit.manip_helpers.init(pos1_compute, pos2_compute) local data = manip:get_data() - local heightmap, heightmap_size = wea.make_heightmap( + local heightmap, heightmap_size = wea.terrain.make_heightmap( pos1_compute, pos2_compute, manip, area, data @@ -52,7 +52,7 @@ local function apply(pos1, brush_name, height, brush_size) if not success2 then return success2, added end -- 3: Save back to disk & return - local success3, stats = wea.apply_heightmap_changes( + local success3, stats = wea.terrain.apply_heightmap_changes( pos1_compute, pos2_compute, area, data, heightmap_orig, heightmap, diff --git a/worldeditadditions/utils/terrain.lua b/worldeditadditions/utils/terrain.lua deleted file mode 100644 index 8649871..0000000 --- a/worldeditadditions/utils/terrain.lua +++ /dev/null @@ -1,180 +0,0 @@ -local wea = worldeditadditions -local Vector3 = wea.Vector3 - ---- 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,table The ZERO-indexed heightmap data (as 1 single flat array), followed by the size of the heightmap in the form { z = size_z, x = size_x }. -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) - if not (wea.is_airlike(data[i]) or wea.is_liquidlike(data[i])) then - -- 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 - - local heightmap_size = Vector3.new( - (pos2.x - pos1.x) + 1, -- x - 0, -- y - (pos2.z - pos1.z) + 1 -- z - ) - - return heightmap, heightmap_size -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 Vector3 instance representing a normal. -function worldeditadditions.calculate_normals(heightmap, heightmap_size) - -- print("heightmap_size: "..heightmap_size.x.."x"..heightmap_size.z) - local result = {} - for z = heightmap_size.z-1, 0, -1 do - for x = heightmap_size.x-1, 0, -1 do - -- Algorithm ref https://stackoverflow.com/a/13983431/1460422 - -- Also ref Vector.mjs, which I implemented myself (available upon request) - local hi = z*heightmap_size.x + 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.x + x] end - if z + 1 < heightmap_size.z-1 then down = heightmap[(z+1)*heightmap_size.x + x] end - if x - 1 > 0 then left = heightmap[z*heightmap_size.x + (x-1)] end - if x + 1 < heightmap_size.x-1 then right = heightmap[z*heightmap_size.x + (x+1)] end - - -- print("[normals] UP | index", (z-1)*heightmap_size.x + x, "z", z, "z-1", z - 1, "up", up, "limit", 0) - -- print("[normals] DOWN | index", (z+1)*heightmap_size.x + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size.x-1) - -- print("[normals] LEFT | index", z*heightmap_size.x + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0) - -- print("[normals] RIGHT | index", z*heightmap_size.x + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size.x-1) - - result[hi] = wea.Vector3.new( - left - right, -- x - 2, -- y - Z & Y are flipped - down - up -- z - ):normalise() - - -- print("[normals] at "..hi.." ("..x..", "..z..") normal "..result[hi]) - end - end - return result -end - ---- Converts a 2d heightmap into slope values in radians. --- Convert a radians to degrees by doing (radians*math.pi) / 180 for display, --- but it is STRONGLY recommended to keep all internal calculations in radians. --- @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 slope map, in the same form as the input heightmap. Each element of the array is a (floating-point) number representing the slope in that cell in radians. -function worldeditadditions.calculate_slopes(heightmap, heightmap_size) - local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size) - local slopes = { } - - local up = wea.Vector3.new(0, 1, 0) -- Z & Y are flipped - - for z = heightmap_size.z-1, 0, -1 do - for x = heightmap_size.x-1, 0, -1 do - local hi = z*heightmap_size.x + x - - -- Ref https://stackoverflow.com/a/16669463/1460422 - -- slopes[hi] = wea.Vector3.dot_product(normals[hi], up) - slopes[hi] = math.acos(normals[hi].y) - end - end - - return slopes -end - ---- Applies changes to a heightmap to a Voxel Manipulator data block. --- @param pos1 vector Position 1 of the defined region --- @param pos2 vector Position 2 of the defined region --- @param area VoxelArea The VoxelArea object (see worldedit.manip_helpers.init) --- @param data number[] The node ids data array containing the slice of the Minetest world extracted using the Voxel Manipulator. --- @param heightmap_old number[] The original heightmap from worldeditadditions.make_heightmap. --- @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. --- @param heightmap_size vector The x / z size of the heightmap. Any y value set in the vector is ignored. --- @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). -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") - local node_id_ignore = minetest.get_content_id("ignore") - - for z = heightmap_size.z - 1, 0, -1 do - for x = heightmap_size.x - 1, 0, -1 do - local hi = z*heightmap_size.x + x - - local height_old = heightmap_old[hi] - local height_new = heightmap_new[hi] - -- print("[conv/save] hi", hi, "height_old", heightmap_old[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y) - - -- Lua doesn't have a continue statement :-/ - if height_old == height_new then - -- noop - elseif height_new < height_old then - 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 - 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])) - if data[ci] ~= node_id_ignore then - data[ci] = node_id_replace - end - 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])) - if data[ci] ~= node_id_ignore then - data[ci] = node_id - end - y = y + 1 - end - end - end - end - - return true, stats -end diff --git a/worldeditadditions/utils/terrain/apply_heightmap_changes.lua b/worldeditadditions/utils/terrain/apply_heightmap_changes.lua new file mode 100644 index 0000000..fc1e1d1 --- /dev/null +++ b/worldeditadditions/utils/terrain/apply_heightmap_changes.lua @@ -0,0 +1,71 @@ +local wea = worldeditadditions +local Vector3 = wea.Vector3 + +--- Applies changes to a heightmap to a Voxel Manipulator data block. +-- @param pos1 vector Position 1 of the defined region +-- @param pos2 vector Position 2 of the defined region +-- @param area VoxelArea The VoxelArea object (see worldedit.manip_helpers.init) +-- @param data number[] The node ids data array containing the slice of the Minetest world extracted using the Voxel Manipulator. +-- @param heightmap_old number[] The original heightmap from worldeditadditions.make_heightmap. +-- @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. +-- @param heightmap_size vector The x / z size of the heightmap. Any y value set in the vector is ignored. +-- @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). +local function 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") + local node_id_ignore = minetest.get_content_id("ignore") + + for z = heightmap_size.z - 1, 0, -1 do + for x = heightmap_size.x - 1, 0, -1 do + local hi = z*heightmap_size.x + x + + local height_old = heightmap_old[hi] + local height_new = heightmap_new[hi] + -- print("[conv/save] hi", hi, "height_old", heightmap_old[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y) + + -- Lua doesn't have a continue statement :-/ + if height_old == height_new then + -- noop + elseif height_new < height_old then + 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 + 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])) + if data[ci] ~= node_id_ignore then + data[ci] = node_id_replace + end + 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])) + if data[ci] ~= node_id_ignore then + data[ci] = node_id + end + y = y + 1 + end + end + end + end + + return true, stats +end + +return apply_heightmap_changes diff --git a/worldeditadditions/utils/terrain/calculate_normals.lua b/worldeditadditions/utils/terrain/calculate_normals.lua new file mode 100644 index 0000000..fbadf11 --- /dev/null +++ b/worldeditadditions/utils/terrain/calculate_normals.lua @@ -0,0 +1,47 @@ +local wea = worldeditadditions +local Vector3 = wea.Vector3 + + +--- 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.terrain.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 Vector3 instance representing a normal. +local function calculate_normals(heightmap, heightmap_size) + -- print("heightmap_size: "..heightmap_size.x.."x"..heightmap_size.z) + local result = {} + for z = heightmap_size.z-1, 0, -1 do + for x = heightmap_size.x-1, 0, -1 do + -- Algorithm ref https://stackoverflow.com/a/13983431/1460422 + -- Also ref Vector.mjs, which I implemented myself (available upon request) + local hi = z*heightmap_size.x + 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.x + x] end + if z + 1 < heightmap_size.z-1 then down = heightmap[(z+1)*heightmap_size.x + x] end + if x - 1 > 0 then left = heightmap[z*heightmap_size.x + (x-1)] end + if x + 1 < heightmap_size.x-1 then right = heightmap[z*heightmap_size.x + (x+1)] end + + -- print("[normals] UP | index", (z-1)*heightmap_size.x + x, "z", z, "z-1", z - 1, "up", up, "limit", 0) + -- print("[normals] DOWN | index", (z+1)*heightmap_size.x + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size.x-1) + -- print("[normals] LEFT | index", z*heightmap_size.x + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0) + -- print("[normals] RIGHT | index", z*heightmap_size.x + (x+1), "x", x, "x+1", x + 1, "right", right, "limit", heightmap_size.x-1) + + result[hi] = Vector3.new( + left - right, -- x + 2, -- y - Z & Y are flipped + down - up -- z + ):normalise() + + -- print("[normals] at "..hi.." ("..x..", "..z..") normal "..result[hi]) + end + end + return result +end + +return calculate_normals diff --git a/worldeditadditions/utils/terrain/calculate_slopes.lua b/worldeditadditions/utils/terrain/calculate_slopes.lua new file mode 100644 index 0000000..8da99eb --- /dev/null +++ b/worldeditadditions/utils/terrain/calculate_slopes.lua @@ -0,0 +1,30 @@ +local wea = worldeditadditions +local Vector3 = wea.Vector3 + + +--- Converts a 2d heightmap into slope values in radians. +-- Convert a radians to degrees by doing (radians*math.pi) / 180 for display, +-- but it is STRONGLY recommended to keep all internal calculations in radians. +-- @param heightmap table A ZERO indexed flat heightmap. See worldeditadditions.terrain.make_heightmap(). +-- @param heightmap_size int[] The size of the heightmap in the form [ z, x ] +-- @return Vector[] The calculated slope map, in the same form as the input heightmap. Each element of the array is a (floating-point) number representing the slope in that cell in radians. +local function calculate_slopes(heightmap, heightmap_size) + local normals = wea.terrain.calculate_normals(heightmap, heightmap_size) + local slopes = { } + + local up = wea.Vector3.new(0, 1, 0) -- Z & Y are flipped + + for z = heightmap_size.z-1, 0, -1 do + for x = heightmap_size.x-1, 0, -1 do + local hi = z*heightmap_size.x + x + + -- Ref https://stackoverflow.com/a/16669463/1460422 + -- slopes[hi] = wea.Vector3.dot_product(normals[hi], up) + slopes[hi] = math.acos(normals[hi].y) + end + end + + return slopes +end + +return calculate_slopes diff --git a/worldeditadditions/utils/terrain/init.lua b/worldeditadditions/utils/terrain/init.lua new file mode 100644 index 0000000..c83577e --- /dev/null +++ b/worldeditadditions/utils/terrain/init.lua @@ -0,0 +1,12 @@ +local wea = worldeditadditions +local Vector3 = wea.Vector3 + + +local terrain = { + make_heightmap = dofile(wea.modpath.."/utils/terrain/make_heightmap.lua"), + calculate_normals = dofile(wea.modpath.."/utils/terrain/calculate_normals.lua"), + calculate_slopes = dofile(wea.modpath.."/utils/terrain/calculate_slopes.lua"), + apply_heightmap_changes = dofile(wea.modpath.."/utils/terrain/apply_heightmap_changes.lua") +} + +return terrain diff --git a/worldeditadditions/utils/terrain/make_heightmap.lua b/worldeditadditions/utils/terrain/make_heightmap.lua new file mode 100644 index 0000000..1b3c67b --- /dev/null +++ b/worldeditadditions/utils/terrain/make_heightmap.lua @@ -0,0 +1,50 @@ +local wea = worldeditadditions +local Vector3 = wea.Vector3 + + +--- 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,table The ZERO-indexed heightmap data (as 1 single flat array), followed by the size of the heightmap in the form { z = size_z, x = size_x }. +local function 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) + if not (wea.is_airlike(data[i]) or wea.is_liquidlike(data[i])) then + -- 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 + + local heightmap_size = Vector3.new( + (pos2.x - pos1.x) + 1, -- x + 0, -- y + (pos2.z - pos1.z) + 1 -- z + ) + + return heightmap, heightmap_size +end + + +return make_heightmap