mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-22 15:33:00 +00:00
fix all the crashes with the new erosion algorithm
......but it doesn't look like it's functioning as intended just yet
This commit is contained in:
parent
acb288b984
commit
997eb4d101
5 changed files with 54 additions and 34 deletions
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@ -27,13 +27,14 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
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return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!"
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return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!"
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end
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end
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local success, msg = worldeditadditions.apply_heightmap_changes(
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local success, stats = worldeditadditions.apply_heightmap_changes(
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pos1, pos2, area, data,
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pos1, pos2, area, data,
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heightmap, heightmap_eroded, heightmap_size
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heightmap, heightmap_eroded, heightmap_size
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)
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)
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if not success then return success, msg end
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if not success then return success, stats end
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worldedit.manip_helpers.finish(manip, data)
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worldedit.manip_helpers.finish(manip, data)
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print("[erode] stats")
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print(worldeditadditions.map_stringify(stats))
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return true, stats
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return true, stats
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end
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end
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@ -1,46 +1,48 @@
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-- Test command: //multi //fp set1 1312 5 5543 //fp set2 1336 18 5521 //erode//multi //fp set1 1312 5 5543 //fp set2 1336 18 5521 //erode
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local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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local offset = { -- Random jitter - apparently helps to avoid snowballs from entrenching too much
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x = (math.random() * 2 - 1) * params.radius,
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z = (math.random() * 2 - 1) * params.radius
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}
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local sediment = 0
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local sediment = 0
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local pos = { x = startpos.x, z = startpos.z }
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local pos = { x = startpos.x, z = startpos.z }
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local pos_prev = { x = pos.x, z = pos.z }
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local pos_prev = { x = pos.x, z = pos.z }
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local velocity = { x = 0, z = 0 }
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local velocity = { x = 0, z = 0 }
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local heightmap_length = #heightmap
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local heightmap_length = #heightmap
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-- print("[snowball] startpos ("..pos.x..", "..pos.z..")")
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for i = 1, params.snowball_max_steps do
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for i = 1, params.snowball_max_steps do
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local hi = math.floor(pos.z+offset.z+0.5)*heightmap_size[1] + math.floor(pos.x+offset.x+0.5)
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local x = pos.x
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if hi > heightmap_length then break end
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local z = pos.z
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local hi = math.floor(z+0.5)*heightmap_size[1] + math.floor(x+0.5)
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-- Stop if we go out of bounds
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-- Stop if we go out of bounds
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if offset.x < 0 or offset.z < 0
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if x < 0 or z < 0
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or offset.x >= heightmap[1] or offset.z >= heightmap[0] then
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or x >= heightmap[1]-1 or z >= heightmap[0]-1 then
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break
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-- print("[snowball] hit edge; stopping at ("..x..", "..z.."), (bounds @ "..heightmap_size[1]..", "..heightmap_size[0]..")")
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return
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end
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end
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-- print("[snowball] now at ("..x..", "..z..") (bounds @ "..heightmap_size[1]..", "..heightmap_size[0]..")")
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if hi > heightmap_length then print("[snowball] out-of-bounds on the array, hi: "..hi..", heightmap_length: "..heightmap_length) return end
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-- print("[snowball] sediment", sediment, "rate_deposit", params.rate_deposit, "normalmap[hi].z", normalmap[hi].z)
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local step_deposit = sediment * params.rate_deposit * normalmap[hi].z
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local step_deposit = sediment * params.rate_deposit * normalmap[hi].z
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local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
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local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
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local step_diff = step_deposit - step_erode
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-- Erode / Deposit, but only if we are on a different node than we were in the last step
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-- Erode / Deposit, but only if we are on a different node than we were in the last step
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if math.floor(pos_prev.x) ~= math.floor(pos.x)
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if math.floor(pos_prev.x) ~= math.floor(x)
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and math.floor(pos_prev.z) ~= math.floor(pos.z) then
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and math.floor(pos_prev.z) ~= math.floor(z) then
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heightmap[hi] = heightmap[hi] + (deposit - erosion)
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heightmap[hi] = heightmap[hi] + step_diff
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end
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end
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velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
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velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
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velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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pos_prev.x = pos.x
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pos_prev.x = x
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pos_prev.z = pos.z
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pos_prev.z = z
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pos.x = pos.x + velocity.x
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pos.x = pos.x + velocity.x
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pos.z = pos.z + velocity.z
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pos.z = pos.z + velocity.z
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end
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sediment = sediment + step_diff
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-- Round everything to the nearest int, since you can't really have
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-- something like .141592671 of a node
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for i,v in ipairs(heightmap) do
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heightmap[i] = math.floor(heightmap[i] + 0.5)
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end
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end
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end
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end
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@ -64,12 +66,27 @@ function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
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snowball_count = 50000
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snowball_count = 50000
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}, params)
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}, params)
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print("[erode/snowballs] params: "..worldeditadditions.map_stringify(params))
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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for i = 1, params.snowball_count do
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for i = 1, params.snowball_count do
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snowball(
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snowball(
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heightmap, normals, heightmap_size,
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heightmap, normals, heightmap_size,
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{ x = math.random() }
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{
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x = math.random() * (heightmap_size[1] - 1),
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z = math.random() * (heightmap_size[0] - 1)
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},
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params
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)
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)
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end
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end
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-- Round everything to the nearest int, since you can't really have
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-- something like .141592671 of a node
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-- Note that we do this after *all* the erosion is complete
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for i,v in ipairs(heightmap) do
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heightmap[i] = math.floor(heightmap[i] + 0.5)
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end
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return true, params.snowball_count.." snowballs simulated"
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end
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end
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@ -231,7 +231,7 @@ end
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function worldeditadditions.map_stringify(map)
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function worldeditadditions.map_stringify(map)
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local result = {}
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local result = {}
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for key, value in pairs(map) do
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for key, value in pairs(map) do
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table.insert(key.."\t"..value)
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table.insert(result, key.."\t"..value)
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end
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end
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return table.concat(result, "\n")
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return table.concat(result, "\n")
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end
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end
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@ -62,16 +62,18 @@ function worldeditadditions.calculate_normals(heightmap, heightmap_size)
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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 > 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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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)
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-- print("[normals] UP | index", (z-1)*heightmap_size[1] + x, "z", z, "z-1", z - 1, "up", up, "limit", 0)
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print("[normals] DOWN | index", (z+1)*heightmap_size[1] + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size[1]-1)
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-- print("[normals] DOWN | index", (z+1)*heightmap_size[1] + x, "z", z, "z+1", z + 1, "down", down, "limit", heightmap_size[1]-1)
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print("[normals] LEFT | index", z*heightmap_size[1] + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0)
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-- print("[normals] LEFT | index", z*heightmap_size[1] + (x-1), "x", x, "x-1", x - 1, "left", left, "limit", 0)
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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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-- 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({
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result[hi] = worldeditadditions.vector.normalize({
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x = left - right,
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x = left - right,
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y = 2, -- Z & Y are flipped
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y = 2, -- Z & Y are flipped
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z = down - up
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z = down - up
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})
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})
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-- print("[normals] at "..hi.." ("..x..", "..z..") normal "..worldeditadditions.vector.tostring(result[hi]))
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end
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end
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end
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end
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return result
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return result
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@ -85,9 +87,9 @@ function worldeditadditions.apply_heightmap_changes(pos1, pos2, area, data, heig
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for x = heightmap_size[1], 0, -1 do
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for x = heightmap_size[1], 0, -1 do
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local hi = z*heightmap_size[1] + x
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local hi = z*heightmap_size[1] + x
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local height_old = heightmap[hi]
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local height_old = heightmap_old[hi]
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local height_new = heightmap_new[hi]
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local height_new = heightmap_new[hi]
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-- print("[conv/save] hi", hi, "height_old", heightmap[hi], "height_new", heightmap_new[hi], "z", z, "x", x, "pos1.y", pos1.y)
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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 :-/
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-- Lua doesn't have a continue statement :-/
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if height_old == height_new then
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if height_old == height_new then
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@ -37,7 +37,7 @@ worldedit.register_command("erode", {
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)
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)
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local time_taken = worldeditadditions.get_ms_time() - start_time
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local time_taken = worldeditadditions.get_ms_time() - start_time
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minetest.log("action", name .. " used //erode "..algorithm.." at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.replaced .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s")
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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")
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return true, changes.replaced .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped in " .. worldeditadditions.human_time(time_taken)
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return true, stats.added .. " nodes added and " .. stats.removed .. " nodes removed in " .. worldeditadditions.human_time(time_taken)
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end
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end
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})
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})
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