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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-12-23 03:55:01 +00:00
//erode: Finish the initial round of bugfixing, but I'm on the fence about it.
Specifically, I'm unsure about whether I'm happy with the effects of the algorithm. Also, we convolve with a 3x3 gaussian kernel after erosion is complete - and we have verified that the erosion is having an positive effect at "roughening up" a terrain surface. It seems like the initial blog post was correct: the algorithm does tend to make steep surfaces steeper. It also appears that it's more effective on larger areas, and 'gentler' curves. THis might be because the surface normals are more conducive to making the snowballs roll. Finally, 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.
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997eb4d101
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7 changed files with 104 additions and 43 deletions
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@ -16,12 +16,12 @@ function worldeditadditions.conv.convolve(heightmap, heightmap_size, matrix, mat
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local border_size = {}
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border_size[0] = (matrix_size[0]-1) / 2 -- height
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border_size[1] = (matrix_size[1]-1) / 2 -- width
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print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
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print("[convolve] border_size", border_size[0], border_size[1])
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print("[convolve] heightmap_size: ", heightmap_size[0], heightmap_size[1])
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print("[convolve] z: from", (heightmap_size[0]-border_size[0]) - 1, "to", border_size[0], "step", -1)
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print("[convolve] x: from", (heightmap_size[1]-border_size[1]) - 1, "to", border_size[1], "step", -1)
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-- print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
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-- print("[convolve] border_size", border_size[0], border_size[1])
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-- print("[convolve] heightmap_size: ", heightmap_size[0], heightmap_size[1])
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--
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-- print("[convolve] z: from", (heightmap_size[0]-border_size[0]) - 1, "to", border_size[0], "step", -1)
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-- print("[convolve] x: from", (heightmap_size[1]-border_size[1]) - 1, "to", border_size[1], "step", -1)
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-- Convolve over only the bit that allows us to use the full convolution matrix
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for z = (heightmap_size[0]-border_size[0]) - 1, border_size[0], -1 do
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@ -13,15 +13,17 @@ function worldeditadditions.erode.run(pos1, pos2, algorithm, params)
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heightmap_size[0] = (pos2.z - pos1.z) + 1
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heightmap_size[1] = (pos2.x - pos1.x) + 1
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local region_height = (pos2.y - pos1.y) + 1
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local heightmap = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
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local heightmap_eroded = worldeditadditions.shallowcopy(heightmap)
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print("[erode.run] algorithm: "..algorithm..", params:");
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print(worldeditadditions.map_stringify(params))
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-- print("[erode.run] algorithm: "..algorithm..", params:");
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-- print(worldeditadditions.map_stringify(params))
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worldeditadditions.print_2d(heightmap, heightmap_size[1])
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if algorithm == "snowballs" then
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local success, msg = worldeditadditions.erode.snowballs(heightmap_eroded, heightmap_size, params)
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local success, msg = worldeditadditions.erode.snowballs(heightmap, heightmap_eroded, heightmap_size, region_height, params)
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if not success then return success, msg end
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else
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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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@ -1,49 +1,69 @@
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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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-- Test command: //multi //fp set1 1313 6 5540 //fp set2 1338 17 5521 //erode snowballs
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local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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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_prev = { x = pos.x, z = pos.z }
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local velocity = { x = 0, z = 0 }
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local velocity = {
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x = (math.random() * 2 - 1) * params.init_velocity,
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z = (math.random() * 2 - 1) * params.init_velocity
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}
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local heightmap_length = #heightmap
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-- print("[snowball] startpos ("..pos.x..", "..pos.z..")")
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-- print("[snowball] startpos ("..pos.x..", "..pos.z.."), velocity: ("..velocity.x..", "..velocity.z..")")
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for i = 1, params.snowball_max_steps do
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local hist_velocity = {}
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for i = 1, params.max_steps do
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local x = pos.x
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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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if x < 0 or z < 0
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or x >= heightmap[1]-1 or z >= heightmap[0]-1 then
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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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or x >= heightmap_size[1]-1 or z >= heightmap_size[0]-1 then
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-- 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)
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return true, i
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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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if #hist_velocity > 0 and i > 5
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and worldeditadditions.average(hist_velocity) < 0.03 then
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-- print("[snowball] It looks like we've stopped")
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return true, i
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end
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if normalmap[hi].y == 1 then return true, i end
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if hi > heightmap_length then return false, "Out-of-bounds on the array, hi: "..hi..", heightmap_length: "..heightmap_length 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_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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if math.floor(pos_prev.x) ~= math.floor(x)
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and math.floor(pos_prev.z) ~= math.floor(z) then
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heightmap[hi] = heightmap[hi] + step_diff
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heightmap[hi] = heightmap[hi] + (step_deposit - step_erode)
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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.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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-- print("[snowball] now at ("..x..", "..z..") velocity "..worldeditadditions.vector.lengthsquared(velocity)..", sediment "..sediment)
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local new_vel_sq = worldeditadditions.vector.lengthsquared(velocity)
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if new_vel_sq > 1 then
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-- print("[snowball] velocity squared over 1, normalising")
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velocity = worldeditadditions.vector.normalize(velocity)
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end
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table.insert(hist_velocity, new_vel_sq)
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if #hist_velocity > params.velocity_hist_count then table.remove(hist_velocity, 1) end
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pos_prev.x = x
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pos_prev.z = z
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pos.x = pos.x + velocity.x
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pos.z = pos.z + velocity.z
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sediment = sediment + step_diff
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sediment = sediment + (step_erode - step_deposit) -- Needs to be erosion - deposit, which is the opposite to the above
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end
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return true, params.max_steps
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end
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--[[
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@ -52,26 +72,32 @@ Note that this *mutates* the given heightmap.
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@source https://jobtalle.com/simulating_hydraulic_erosion.html
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]]--
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function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
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-- Apply the default settings
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worldeditadditions.table_apply({
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rate_deposit = 0.03,
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rate_erosion = 0.04,
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function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, heightmap_size, region_height, params_custom)
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local params = {
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rate_deposit = 0.03, -- 0.03
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rate_erosion = 0.04, -- 0.04
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friction = 0.07,
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speed = 0.15,
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radius = 0.8,
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snowball_max_steps = 80,
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speed = 1,
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max_steps = 80,
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velocity_hist_count = 3,
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init_velocity = 0.25,
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scale_iterations = 0.04,
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drops_per_cell = 0.4,
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snowball_count = 50000
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}, params)
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maxdiff = 0.4,
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count = 50000
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}
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-- Apply the default settings
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worldeditadditions.table_apply(params_custom, params)
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print("[erode/snowballs] params: ")
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print(worldeditadditions.map_stringify(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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for i = 1, params.snowball_count do
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snowball(
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local stats_steps = {}
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for i = 1, params.count do
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-- print("[snowballs] starting snowball ", i)
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local success, steps = snowball(
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heightmap, normals, heightmap_size,
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{
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x = math.random() * (heightmap_size[1] - 1),
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@ -79,14 +105,38 @@ function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
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},
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params
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)
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table.insert(stats_steps, steps)
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if not success then return false, "Error: Failed at snowball "..i..":"..steps end
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end
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print("[snowballs] "..#stats_steps.." snowballs simulated, max "..params.max_steps.." steps, averaged ~"..worldeditadditions.average(stats_steps).."")
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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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local clamp_limit = math.floor(region_height * params.maxdiff + 0.5)
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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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if heightmap[i] < 0 then heightmap[i] = 0 end
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-- Limit the distance to params.maxdiff% of the region height
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if math.abs(heightmap_initial[i] - heightmap[i]) > region_height * params.maxdiff then
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if heightmap_initial[i] - heightmap[i] > 0 then
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heightmap[i] = heightmap_initial[i] - clamp_limit
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else
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heightmap[i] = heightmap_initial[i] + clamp_limit
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end
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end
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end
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return true, params.snowball_count.." snowballs simulated"
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local success, matrix = worldeditadditions.get_conv_kernel("gaussian", 3, 3)
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if not success then return success, matrix end
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matrix_size = {} matrix_size[0] = 3 matrix_size[1] = 3
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worldeditadditions.conv.convolve(
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heightmap, heightmap_size,
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matrix,
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matrix_size
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)
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return true, params.count.." snowballs simulated"
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end
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@ -216,7 +216,7 @@ function worldeditadditions.parse_map(params_text)
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local last_key = nil
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for i, part in ipairs(parts) do
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if i % 2 == 1 then
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if i % 2 == 0 then -- Lua starts at 1 :-/
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-- Try converting to a number to see if it works
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local part_converted = tonumber(part)
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if as_number == nil then part_converted = part end
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@ -21,7 +21,10 @@ end
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-- @param source table The source to take values from
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-- @param target table The target to write values to
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function worldeditadditions.table_apply(source, target)
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print("[table_apply] start")
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for key, value in pairs(source) do
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print("[table_apply] Applying", key, "=", value)
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target[key] = value
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end
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print("[table_apply] end")
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end
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@ -8,6 +8,7 @@ end
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-- @param v Vector The vector to operate on
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-- @return number The length of the given vector squared
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function worldeditadditions.vector.lengthsquared(v)
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if not v.y then return v.x*v.x + v.z*v.z end
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return v.x*v.x + v.y*v.y + v.z*v.z
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end
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@ -18,6 +19,10 @@ end
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-- @return Vector A new normalised vector.
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function worldeditadditions.vector.normalize(v)
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local length = math.sqrt(worldeditadditions.vector.lengthsquared(v))
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if not v.y then return {
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x = v.x / length,
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z = v.z / length
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} end
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return {
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x = v.x / length,
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y = v.y / length,
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@ -1,8 +1,8 @@
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-- ██████ ██ ██ ███████ ██████ ██ █████ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ █████ ██████ ██ ███████ ████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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-- ███████ ██████ ██████ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██
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-- █████ ██████ ██ ██ ██ ██ █████
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-- ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██████ ██████ ███████
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worldedit.register_command("erode", {
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params = "[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]",
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description = "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.",
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@ -35,6 +35,7 @@ worldedit.register_command("erode", {
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worldedit.pos1[name], worldedit.pos2[name],
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algorithm, params
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)
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if not success then return success, stats end
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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]) .. ", adding " .. stats.added .. " nodes and removing " .. stats.removed .. " nodes in " .. time_taken .. "s")
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