//noise2d: add white algorithm; fix nasty bug in apply_2d

This commit is contained in:
Starbeamrainbowlabs 2021-07-12 02:45:32 +01:00
parent b55f7018f9
commit 46c2a02ade
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
7 changed files with 67 additions and 17 deletions

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@ -16,11 +16,13 @@ function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, pos
local region_height = pos2.y - pos1.y
-- print("NOISE\n")
-- worldeditadditions.format.array_2d(noise, heightmap_size.x)
print("NOISE APPLY_2D\n")
worldeditadditions.format.array_2d(noise, heightmap_size.x)
local height = tonumber(apply_mode)
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
@ -46,5 +48,14 @@ function worldeditadditions.noise.apply_2d(heightmap, noise, heightmap_size, pos
end
end
-- for z = heightmap_size.z - 1, 0, -1 do
-- x = 0
-- heightmap[(z * heightmap_size.x) + x] = z
-- end
print("HEIGHTMAP\n")
worldeditadditions.format.array_2d(heightmap, heightmap_size.x)
return true
end

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@ -2,8 +2,9 @@ local wea = worldeditadditions
return {
available = { "perlin", "sin", "white" },
Perlin = dofile(wea.modpath.."/lib/noise/engines/perlin.lua"),
Sin = dofile(wea.modpath.."/lib/noise/engines/sin.lua")
Sin = dofile(wea.modpath.."/lib/noise/engines/sin.lua"),
White = dofile(wea.modpath.."/lib/noise/engines/white.lua")
-- TODO: Follow https://www.redblobgames.com/articles/noise/introduction.html and implement different colours of noise (*especially* red and pink noise)
}

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@ -16,7 +16,6 @@ function Sin:noise( x, y, z )
local value = (math.sin(x) + math.sin(y) + math.sin(z)) / 3
-- Rescale from -1 - +1 to 0 - 1
return (value + 1) / 2
-- return (
end
return Sin

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@ -0,0 +1,27 @@
local wea = worldeditadditions
local White = {}
White.__index = White
function White.new(seed)
local result = {
seed = seed or math.random()
}
setmetatable(result, White)
return result
end
function White:noise( x, y, z )
if x == 0 then x = 1 end
if y == 0 then y = 1 end
if z == 0 then z = 1 end
local seed = ((self.seed + (x * y * z)) * 1506359) % 1113883
math.randomseed(seed)
local value = math.random()
return value
end
return White

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@ -13,18 +13,20 @@ local wea = worldeditadditions
function worldeditadditions.noise.make_2d(size, start_pos, params)
local result = {}
for i, layer in ipairs(params) do
for layer_i, layer in ipairs(params) do
local generator
if layer.algorithm == "perlin" then
generator = wea.noise.engines.Perlin.new()
elseif layer.algorithm == "sin" then
generator = wea.noise.engines.Sin.new()
elseif layer.algorithm == "white" then
generator = wea.noise.engines.White.new()
else -- We don't have any other generators just yet
return false, "Error: Unknown noise algorithm '"..tostring(layer.algorithm).."' in layer "..i.." of "..#params.." (available algorithms: perlin)."
return false, "Error: Unknown noise algorithm '"..tostring(layer.algorithm).."' in layer "..layer_i.." of "..#params.." (available algorithms: "..table.concat(wea.noise.engines.available, ", ")..")."
end
for x = 0, size.x do
for y = 0, size.z do
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
@ -32,12 +34,21 @@ function worldeditadditions.noise.make_2d(size, start_pos, params)
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

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@ -34,14 +34,17 @@ function worldeditadditions.noise.params_apply_default(params)
-- If params[1] is thing, this is a list of params
-- This might be a thing if we're dealing with multiple octaves
for i,params_el in ipairs(params) do
local default_copy = worldeditadditions.table.shallowcopy(params_default)
local default_copy = wea.table.shallowcopy(params_default)
-- Keyword support
if params_el.perlin then params_el.algorithm = "perlin" end
if params_el.sin then params_el.algorithm = "sin" end
for i, keyword in ipairs(wea.noise.engines.available) do
if params_el[keyword] ~= nil then
params_el.algorithm = keyword
end
end
-- Apply this table to fill in the gaps
worldeditadditions.table.apply(
wea.table.apply(
params_el,
default_copy
)

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@ -12,10 +12,8 @@ worldedit.register_command("noise2d", {
if params_text == "" then return true, {} end
local success, map = worldeditadditions.parse.map(params_text, {
-- Keywords
"perlin", "sin"
})
local success, map = worldeditadditions.parse.map(params_text,
wea.noise.engines.available) -- Keywords
if not success then return success, map end
if map.scale then