Merge pull request #22 from sbrl/erosion

Merge new //erode command
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Starbeamrainbowlabs 2020-08-21 21:37:58 +01:00 committed by GitHub
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15 changed files with 490 additions and 100 deletions

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@ -4,6 +4,7 @@ It's about time I started a changelog! This will serve from now on as the master
## v1.9 (unreleased)
- Add `//many` for executing a command many times in a row
- Add **experimental** `//erode` command
## v1.8: The Quality of Life Update (17th July 2020)

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@ -27,6 +27,7 @@ If you can dream of it, it probably belongs here!
- [`//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`](#overlay-node_name_a-chance_a-node_name_b-chance_b-node_name_n-chance_n-)
- [`//layers [<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ...`](#layers-node_name_1-layer_count_1-node_name_2-layer_count_2-)
- [`//convolve <kernel> [<width>[,<height>]] [<sigma>]`](#convolve-kernel-widthheight-sigma)
- [`//erode [<snowballs|...> [<key_1> [<value_1>]] [<key_2> [<value_2>]] ...]`](#erode-snowballs-key_1-value_1-key_2-value_2-) **experimental**
### Statistics
- [`//count`](#count)
@ -53,7 +54,7 @@ Floods all connected nodes of the same type starting at _pos1_ with <replace_nod
//floodfill glass 25
```
### `//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
### `//overlay <node_name_a> [<chance[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`
Places `<node_name_a>` in the last contiguous air space encountered above the first non-air node. In other words, overlays all top-most nodes in the specified area with `<node_name_a>`. Optionally supports a mix of node names and chances, as `//mix` (WorldEdit) and `//replacemix` (WorldEditAdditions) does.
Will also work in caves, as it scans columns of nodes from top to bottom, skipping every non-air node until it finds one - and only then will it start searching for a node to place the target node on top of.
@ -256,6 +257,43 @@ The sigma value is only applicable to the `gaussian` kernel, and can be thought
//convolve gaussian 5 0.2
```
## `//erode [<snowballs|...> [<key_1> [<value_1>]] [<key_2> [<value_2>]] ...]`
Runs an erosion algorithm over the defined region, optionally passing a number of key - value pairs representing parameters that are passed to the chosen algorithm. This command is **experimental**, as the author is currently on-the-fence about the effects it produces.
Currently implemented algorithms:
Algorithm | Mode | Description
------------|-------|-------------------
`snowballs` | 2D | The default. Simulates snowballs rolling across the terrain, eroding & depositing material. Then runs a 3x3 gaussian kernel over the result (i.e. like the `//conv` / `//smoothadv` command).
Usage examples:
```
//erode
//erode snowballs
//erode snowballs count 25000
```
Each of the algorithms above have 1 or more parameters that they support. These are detailed below.
### Parameters: snowballs
Parameter | Type | Default Value | Description
--------------------|-----------|-------------------|------------------------
rate_deposit | `float` | 0.03 | The rate at which snowballs will deposit material
rate_erosion | `float` | 0.04 | The rate at which snowballs will erode material
friction | `float` | 0.07 | More friction slows snowballs down more.
speed | `float` | 1 | Speed multiplier to apply to snowballs at each step.
max_steps | `float` | 80 | The maximum number of steps to simulate each snowball for.
velocity_hist_count | `float` | 3 | The number of previous history values to average when detecting whether a snowball has stopped or not
init_velocity | `float` | 0.25 | The maximum random initial velocity of a snowball for each component of the velocity vector.
scale_iterations | `float` | 0.04 | How much to scale erosion by as time goes on. Higher values mean that any given snowball will erode more later on as more steps pass.
maxdiff | `float` | 0.4 | The maximum difference in height (between 0 and 1) that is acceptable as a percentage of the defined region's height.
count | `float` | 50000 | The number of snowballs to simulate.
If you find any good combinations of these parameters, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) (or a PR!) and let me know! I'll include good combinations here.
### `//count`
Counts all the nodes in the defined region and returns the result along with calculated percentages (note that if the chat window used a monospace font, the returned result would be a perfect table. If someone has a ~~hack~~ solution to make the columns line up neatly, please [open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new) :D)

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@ -7,13 +7,14 @@
worldeditadditions = {}
worldeditadditions.modpath = minetest.get_modpath("worldeditadditions")
dofile(worldeditadditions.modpath.."/utils/vector.lua")
dofile(worldeditadditions.modpath.."/utils/strings.lua")
dofile(worldeditadditions.modpath.."/utils/numbers.lua")
dofile(worldeditadditions.modpath.."/utils/nodes.lua")
dofile(worldeditadditions.modpath.."/utils/tables.lua")
dofile(worldeditadditions.modpath.."/utils/terrain.lua")
dofile(worldeditadditions.modpath.."/utils/raycast_adv.lua") -- For the farwand
dofile(worldeditadditions.modpath.."/utils.lua")
dofile(worldeditadditions.modpath.."/lib/floodfill.lua")
dofile(worldeditadditions.modpath.."/lib/overlay.lua")
dofile(worldeditadditions.modpath.."/lib/layers.lua")
@ -23,7 +24,8 @@ dofile(worldeditadditions.modpath.."/lib/walls.lua")
dofile(worldeditadditions.modpath.."/lib/replacemix.lua")
dofile(worldeditadditions.modpath.."/lib/maze2d.lua")
dofile(worldeditadditions.modpath.."/lib/maze3d.lua")
dofile(worldeditadditions.modpath.."/lib/conv/convolution.lua")
dofile(worldeditadditions.modpath.."/lib/conv/conv.lua")
dofile(worldeditadditions.modpath.."/lib/erode/erode.lua")
dofile(worldeditadditions.modpath.."/lib/count.lua")

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@ -75,45 +75,11 @@ function worldeditadditions.convolve(pos1, pos2, kernel, kernel_size)
-- worldeditadditions.print_2d(heightmap, (pos2.z - pos1.z) + 1)
-- print("transformed")
-- worldeditadditions.print_2d(heightmap_conv, (pos2.z - pos1.z) + 1)
-- It seems to be convolving as intended, but something's probably getting lost in translation below
for z = heightmap_size[0], 0, -1 do
for x = heightmap_size[1], 0, -1 do
local hi = z*heightmap_size[1] + x
local height_old = heightmap[hi]
local height_new = heightmap_conv[hi]
-- print("[conv/save] hi", hi, "height_old", heightmap[hi], "height_new", heightmap_conv[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
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]))
data[ci] = node_id_air
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]))
data[ci] = node_id
y = y + 1
end
end
end
end
worldeditadditions.apply_heightmap_changes(
pos1, pos2, area, data,
heightmap, heightmap_conv, heightmap_size
)
worldedit.manip_helpers.finish(manip, data)

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@ -16,12 +16,12 @@ function worldeditadditions.conv.convolve(heightmap, heightmap_size, matrix, mat
local border_size = {}
border_size[0] = (matrix_size[0]-1) / 2 -- height
border_size[1] = (matrix_size[1]-1) / 2 -- width
print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
print("[convolve] border_size", border_size[0], border_size[1])
print("[convolve] heightmap_size: ", heightmap_size[0], heightmap_size[1])
print("[convolve] z: from", (heightmap_size[0]-border_size[0]) - 1, "to", border_size[0], "step", -1)
print("[convolve] x: from", (heightmap_size[1]-border_size[1]) - 1, "to", border_size[1], "step", -1)
-- print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
-- print("[convolve] border_size", border_size[0], border_size[1])
-- print("[convolve] heightmap_size: ", heightmap_size[0], heightmap_size[1])
--
-- print("[convolve] z: from", (heightmap_size[0]-border_size[0]) - 1, "to", border_size[0], "step", -1)
-- print("[convolve] x: from", (heightmap_size[1]-border_size[1]) - 1, "to", border_size[1], "step", -1)
-- Convolve over only the bit that allows us to use the full convolution matrix
for z = (heightmap_size[0]-border_size[0]) - 1, border_size[0], -1 do

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@ -0,0 +1,42 @@
worldeditadditions.erode = {}
dofile(worldeditadditions.modpath.."/lib/erode/snowballs.lua")
function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local heightmap_size = {}
heightmap_size[0] = (pos2.z - pos1.z) + 1
heightmap_size[1] = (pos2.x - pos1.x) + 1
local region_height = (pos2.y - pos1.y) + 1
local heightmap = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
local heightmap_eroded = worldeditadditions.shallowcopy(heightmap)
-- print("[erode.run] algorithm: "..algorithm..", params:");
-- print(worldeditadditions.map_stringify(params))
worldeditadditions.print_2d(heightmap, heightmap_size[1])
if algorithm == "snowballs" then
local success, msg = worldeditadditions.erode.snowballs(heightmap, heightmap_eroded, heightmap_size, region_height, params)
if not success then return success, msg end
else
return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!"
end
local success, stats = worldeditadditions.apply_heightmap_changes(
pos1, pos2, area, data,
heightmap, heightmap_eroded, heightmap_size
)
if not success then return success, stats end
worldedit.manip_helpers.finish(manip, data)
print("[erode] stats")
print(worldeditadditions.map_stringify(stats))
return true, stats
end

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@ -0,0 +1,143 @@
-- Test command: //multi //fp set1 1313 6 5540 //fp set2 1338 17 5521 //erode snowballs
local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
local sediment = 0
local pos = { x = startpos.x, z = startpos.z }
local pos_prev = { x = pos.x, z = pos.z }
local velocity = {
x = (math.random() * 2 - 1) * params.init_velocity,
z = (math.random() * 2 - 1) * params.init_velocity
}
local heightmap_length = #heightmap
-- print("[snowball] startpos ("..pos.x..", "..pos.z.."), velocity: ("..velocity.x..", "..velocity.z..")")
local hist_velocity = {}
for i = 1, params.max_steps do
local x = pos.x
local z = pos.z
local hi = math.floor(z+0.5)*heightmap_size[1] + math.floor(x+0.5)
-- Stop if we go out of bounds
if x < 0 or z < 0
or x >= heightmap_size[1]-1 or z >= heightmap_size[0]-1 then
-- print("[snowball] hit edge; stopping at ("..x..", "..z.."), (bounds @ "..(heightmap_size[1]-1)..", "..(heightmap_size[0]-1)..")", "x", x, "/", heightmap_size[1]-1, "z", z, "/", heightmap_size[0]-1)
return true, i
end
if #hist_velocity > 0 and i > 5
and worldeditadditions.average(hist_velocity) < 0.03 then
-- print("[snowball] It looks like we've stopped")
return true, i
end
if normalmap[hi].y == 1 then return true, i end
if hi > heightmap_length then return false, "Out-of-bounds on the array, hi: "..hi..", heightmap_length: "..heightmap_length end
-- NOTE: We need to decide whether we want to keep the precomputed normals as we have now, or whether we want to dynamically compute them at the some of request.
-- print("[snowball] sediment", sediment, "rate_deposit", params.rate_deposit, "normalmap[hi].z", normalmap[hi].z)
local step_deposit = sediment * params.rate_deposit * normalmap[hi].z
local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
-- Erode / Deposit, but only if we are on a different node than we were in the last step
if math.floor(pos_prev.x) ~= math.floor(x)
and math.floor(pos_prev.z) ~= math.floor(z) then
heightmap[hi] = heightmap[hi] + (step_deposit - step_erode)
end
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)
if new_vel_sq > 1 then
-- print("[snowball] velocity squared over 1, normalising")
velocity = worldeditadditions.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
pos_prev.x = x
pos_prev.z = z
pos.x = pos.x + velocity.x
pos.z = pos.z + velocity.z
sediment = sediment + (step_erode - step_deposit) -- Needs to be erosion - deposit, which is the opposite to the above
end
return true, params.max_steps
end
--[[
2D erosion algorithm based on snowballs
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)
local params = {
rate_deposit = 0.03, -- 0.03
rate_erosion = 0.04, -- 0.04
friction = 0.07,
speed = 1,
max_steps = 80,
velocity_hist_count = 3,
init_velocity = 0.25,
scale_iterations = 0.04,
maxdiff = 0.4,
count = 50000
}
-- Apply the default settings
worldeditadditions.table_apply(params_custom, params)
print("[erode/snowballs] params: ")
print(worldeditadditions.map_stringify(params))
local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
local stats_steps = {}
for i = 1, params.count do
-- print("[snowballs] starting snowball ", i)
local success, steps = snowball(
heightmap, normals, heightmap_size,
{
x = math.random() * (heightmap_size[1] - 1),
z = math.random() * (heightmap_size[0] - 1)
},
params
)
table.insert(stats_steps, steps)
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).."")
-- Round everything to the nearest int, since you can't really have
-- something like .141592671 of a node
-- Note that we do this after *all* the erosion is complete
local clamp_limit = math.floor(region_height * params.maxdiff + 0.5)
for i,v in ipairs(heightmap) do
heightmap[i] = math.floor(heightmap[i] + 0.5)
if heightmap[i] < 0 then heightmap[i] = 0 end
-- Limit the distance to params.maxdiff% of the region height
if math.abs(heightmap_initial[i] - heightmap[i]) > region_height * params.maxdiff then
if heightmap_initial[i] - heightmap[i] > 0 then
heightmap[i] = heightmap_initial[i] - clamp_limit
else
heightmap[i] = heightmap_initial[i] + clamp_limit
end
end
end
local success, matrix = worldeditadditions.get_conv_kernel("gaussian", 3, 3)
if not success then return success, matrix end
matrix_size = {} matrix_size[0] = 3 matrix_size[1] = 3
worldeditadditions.conv.convolve(
heightmap, heightmap_size,
matrix,
matrix_size
)
return true, params.count.." snowballs simulated"
end

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@ -1,15 +0,0 @@
worldeditadditions.vector = {}
function worldeditadditions.vector.tostring(v)
return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")"
end
function worldeditadditions.vector.lengthsquared(v)
return v.x*v.x + v.y*v.y + v.z*v.z
end
function worldeditadditions.vector.floor(v)
v.x = math.floor(v.x)
v.y = math.floor(v.y)
v.z = math.floor(v.z)
end

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@ -78,41 +78,3 @@ function worldeditadditions.is_liquidlike(id)
-- If it's not none, then it has to be a liquid as the only other values are source and flowing
return true
end
--- 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)
if not worldeditadditions.is_airlike(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
return heightmap
end

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@ -86,6 +86,7 @@ end
-- @param tbl number[] The ZERO-indexed list of numbers
-- @param width number The width of 2D array.
function worldeditadditions.print_2d(tbl, width)
print("==== count: "..#tbl..", width:"..width.." ====")
local display_width = 1
for _i,value in pairs(tbl) do
display_width = math.max(display_width, #tostring(value))
@ -209,6 +210,32 @@ function worldeditadditions.parse_weighted_nodes(parts, as_list)
return true, result
end
function worldeditadditions.parse_map(params_text)
local result = {}
local parts = worldeditadditions.split(params_text, "%s+", false)
local last_key = nil
for i, part in ipairs(parts) do
if i % 2 == 0 then -- Lua starts at 1 :-/
-- Try converting to a number to see if it works
local part_converted = tonumber(part)
if as_number == nil then part_converted = part end
result[last_key] = part
else
last_key = part
end
end
return true, result
end
function worldeditadditions.map_stringify(map)
local result = {}
for key, value in pairs(map) do
table.insert(result, key.."\t"..value)
end
return table.concat(result, "\n")
end
--- Converts a float milliseconds into a human-readable string.
-- Ported from PHP human_time from Pepperminty Wiki: https://github.com/sbrl/Pepperminty-Wiki/blob/fa81f0d/core/05-functions.php#L82-L104
-- @param ms float The number of milliseconds to convert.

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@ -15,3 +15,16 @@ function worldeditadditions.shallowcopy(orig)
end
return copy
end
--- SHALLOWLY applies the values in source to overwrite the equivalent keys in target.
-- Warning: This function mutates target!
-- @param source table The source to take values from
-- @param target table The target to write values to
function worldeditadditions.table_apply(source, target)
print("[table_apply] start")
for key, value in pairs(source) do
print("[table_apply] Applying", key, "=", value)
target[key] = value
end
print("[table_apply] end")
end

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@ -0,0 +1,124 @@
--- 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)
if not worldeditadditions.is_airlike(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
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)
print("heightmap_size: "..heightmap_size[1].."x"..heightmap_size[0])
local result = {}
for z = heightmap_size[0]-1, 0, -1 do
for x = heightmap_size[1]-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[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
if z + 1 < heightmap_size[0]-1 then down = heightmap[(z+1)*heightmap_size[1] + x] end
if x - 1 > 0 then left = heightmap[z*heightmap_size[1] + (x-1)] end
if x + 1 < heightmap_size[1]-1 then right = heightmap[z*heightmap_size[1] + (x+1)] end
-- 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)
result[hi] = worldeditadditions.vector.normalize({
x = left - right,
y = 2, -- Z & Y are flipped
z = down - up
})
-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..worldeditadditions.vector.tostring(result[hi]))
end
end
return result
end
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")
for z = heightmap_size[0], 0, -1 do
for x = heightmap_size[1], 0, -1 do
local hi = z*heightmap_size[1] + 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
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]))
data[ci] = node_id_air
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]))
data[ci] = node_id
y = y + 1
end
end
end
end
return true, stats
end

View file

@ -0,0 +1,42 @@
worldeditadditions.vector = {}
function worldeditadditions.vector.tostring(v)
return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")"
end
-- Calculates the length squared of the given vector.
-- @param v Vector The vector to operate on
-- @return number The length of the given vector squared
function worldeditadditions.vector.lengthsquared(v)
if not v.y then return v.x*v.x + v.z*v.z end
return v.x*v.x + v.y*v.y + v.z*v.z
end
--- Normalises the given vector such that its length is 1.
-- Also known as calculating the unit vector.
-- This method does *not* mutate.
-- @param v Vector The vector to calculate from.
-- @return Vector A new normalised vector.
function worldeditadditions.vector.normalize(v)
local length = math.sqrt(worldeditadditions.vector.lengthsquared(v))
if not v.y then return {
x = v.x / length,
z = v.z / length
} end
return {
x = v.x / length,
y = v.y / length,
z = v.z / length
}
end
--- Rounds the values in a vector down.
-- Warning: This MUTATES the given vector!
-- @param v Vector The vector to operate on
function worldeditadditions.vector.floor(v)
v.x = math.floor(v.x)
-- Some vectors are 2d, but on the x / z axes
if v.y then v.y = math.floor(v.y) end
-- Some vectors are 2d
if v.z then v.z = math.floor(v.z) end
end

View file

@ -0,0 +1,44 @@
-- ███████ ██████ ██████ ██████ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- █████ ██████ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ███████ ██ ██ ██████ ██████ ███████
worldedit.register_command("erode", {
params = "[<snowballs|...> [<key_1> [<value_1>]] [<key_2> [<value_2>]] ...]",
description = "**experimental** Runs the specified erosion algorithm over the given defined region. This may occur in 2d or 3d. Currently implemented algorithms: snowballs (default;2d hydraulic-like). Also optionally takes an arbitrary set of key - value pairs representing parameters to pass to the algorithm. See the full documentation for details.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
if not params_text or params_text == "" then
return true, "snowballs", {}
end
if params_text:find("%s") == nil then
return true, params_text, {}
end
local algorithm, params = params_text:match("([^%s]+)%s(.+)")
if algorithm == nil then
return false, "Failed to split params_text into 2 parts (this is probably a bug)"
end
local success, map = worldeditadditions.parse_map(params)
if not success then return success, map end
return true, algorithm, map
end,
nodes_needed = function(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, algorithm, params)
local start_time = worldeditadditions.get_ms_time()
local success, stats = worldeditadditions.erode.run(
worldedit.pos1[name], worldedit.pos2[name],
algorithm, params
)
if not success then return success, stats end
local time_taken = worldeditadditions.get_ms_time() - start_time
minetest.log("action", name .. " used //erode "..algorithm.." at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", adding " .. stats.added .. " nodes and removing " .. stats.removed .. " nodes in " .. time_taken .. "s")
return true, stats.added .. " nodes added and " .. stats.removed .. " nodes removed in " .. worldeditadditions.human_time(time_taken)
end
})

View file

@ -30,6 +30,7 @@ dofile(we_c.modpath.."/commands/walls.lua")
dofile(we_c.modpath.."/commands/maze.lua")
dofile(we_c.modpath.."/commands/replacemix.lua")
dofile(we_c.modpath.."/commands/convolve.lua")
dofile(we_c.modpath.."/commands/erode.lua")
dofile(we_c.modpath.."/commands/count.lua")