heightmap_size: refactor to use { x, z } instead of [0] / [1]

This commit is contained in:
Starbeamrainbowlabs 2021-02-26 02:20:53 +00:00
parent 756bd49470
commit 56380f149b
Signed by: sbrl
GPG Key ID: 1BE5172E637709C2
5 changed files with 40 additions and 38 deletions

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@ -57,13 +57,9 @@ function worldeditadditions.convolve(pos1, pos2, kernel, kernel_size)
local node_id_air = minetest.get_content_id("air")
local heightmap = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
local heightmap, heightmap_size = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
local heightmap_conv = worldeditadditions.shallowcopy(heightmap)
local heightmap_size = {}
heightmap_size[0] = (pos2.z - pos1.z) + 1
heightmap_size[1] = (pos2.x - pos1.x) + 1
worldeditadditions.conv.convolve(
heightmap_conv,
heightmap_size,

View File

@ -18,18 +18,18 @@ function worldeditadditions.conv.convolve(heightmap, heightmap_size, matrix, mat
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] heightmap_size: ", heightmap_size.z, heightmap_size.x)
--
-- 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] z: from", (heightmap_size.z-border_size[0]) - 1, "to", border_size[0], "step", -1)
-- print("[convolve] x: from", (heightmap_size.x-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
for x = (heightmap_size[1]-border_size[1]) - 1, border_size[1], -1 do
for z = (heightmap_size.z-border_size[0]) - 1, border_size[0], -1 do
for x = (heightmap_size.x-border_size[1]) - 1, border_size[1], -1 do
local total = 0
local hi = (z * heightmap_size[1]) + x
local hi = (z * heightmap_size.x) + x
-- print("[convolve/internal] z", z, "x", x, "hi", hi)
-- No continue statement in Lua :-/
@ -40,7 +40,7 @@ function worldeditadditions.conv.convolve(heightmap, heightmap_size, matrix, mat
local cz = z + (mz - border_size[0])
local cx = x + (mx - border_size[1])
local i = (cz * heightmap_size[1]) + cx
local i = (cz * heightmap_size.x) + cx
-- A value of -1 = nothing in this column (so we should ignore it)
if heightmap[i] ~= -1 then

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@ -9,9 +9,10 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
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 heightmap_size = {
z = (pos2.z - pos1.z) + 1,
x = (pos2.x - pos1.x) + 1
}
local region_height = (pos2.y - pos1.y) + 1
@ -20,7 +21,7 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
-- print("[erode.run] algorithm: "..algorithm..", params:");
-- print(worldeditadditions.map_stringify(params))
-- worldeditadditions.print_2d(heightmap, heightmap_size[1])
-- worldeditadditions.print_2d(heightmap, heightmap_size.x)
local success, msg, stats
if algorithm == "snowballs" then
success, msg = worldeditadditions.erode.snowballs(heightmap, heightmap_eroded, heightmap_size, region_height, params)

View File

@ -18,11 +18,11 @@ local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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)
local hi = math.floor(z+0.5)*heightmap_size.x + 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)
or x >= heightmap_size.x-1 or z >= heightmap_size.z-1 then
-- print("[snowball] hit edge; stopping at ("..x..", "..z.."), (bounds @ "..(heightmap_size.x-1)..", "..(heightmap_size.z-1)..")", "x", x, "/", heightmap_size.x-1, "z", z, "/", heightmap_size.z-1)
return true, i
end
@ -100,8 +100,8 @@ function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, height
local success, steps = snowball(
heightmap, normals, heightmap_size,
{
x = math.random() * (heightmap_size[1] - 1),
z = math.random() * (heightmap_size[0] - 1)
x = math.random() * (heightmap_size.x - 1),
z = math.random() * (heightmap_size.z - 1)
},
params
)

View File

@ -7,7 +7,7 @@
-- @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).
-- @return table,table The ZERO-indexed heightmap data (as 1 single flat array), followed by the size of the heightmap in the form { 0 = size_z, 1 = 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
@ -34,7 +34,12 @@ function worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
end
end
return heightmap
local heightmap_size = {
z = (pos2.z - pos1.z) + 1,
x = (pos2.x - pos1.x) + 1
}
return heightmap, heightmap_size
end
--- Calculates a normal map for the given heightmap.
@ -45,27 +50,27 @@ end
-- @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])
-- print("heightmap_size: "..heightmap_size.x.."x"..heightmap_size.z)
local result = {}
for z = heightmap_size[0]-1, 0, -1 do
for x = heightmap_size[1]-1, 0, -1 do
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[1] + x
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[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
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[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)
-- 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] = worldeditadditions.vector.normalize({
x = left - right,
@ -84,9 +89,9 @@ function worldeditadditions.apply_heightmap_changes(pos1, pos2, area, data, heig
local node_id_air = minetest.get_content_id("air")
local node_id_ignore = minetest.get_content_id("ignore")
for z = heightmap_size[0], 0, -1 do
for x = heightmap_size[1], 0, -1 do
local hi = z*heightmap_size[1] + x
for z = heightmap_size.z, 0, -1 do
for x = heightmap_size.x, 0, -1 do
local hi = z*heightmap_size.x + x
local height_old = heightmap_old[hi]
local height_new = heightmap_new[hi]