//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.
This commit is contained in:
Starbeamrainbowlabs 2020-08-21 20:59:50 +01:00
parent 997eb4d101
commit fd5804dd9c
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
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
local border_size = {} local border_size = {}
border_size[0] = (matrix_size[0]-1) / 2 -- height border_size[0] = (matrix_size[0]-1) / 2 -- height
border_size[1] = (matrix_size[1]-1) / 2 -- width border_size[1] = (matrix_size[1]-1) / 2 -- width
print("[convolve] matrix_size", matrix_size[0], matrix_size[1]) -- print("[convolve] matrix_size", matrix_size[0], matrix_size[1])
print("[convolve] border_size", border_size[0], border_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[0], heightmap_size[1])
--
print("[convolve] z: from", (heightmap_size[0]-border_size[0]) - 1, "to", border_size[0], "step", -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] 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 -- 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 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)
heightmap_size[0] = (pos2.z - pos1.z) + 1 heightmap_size[0] = (pos2.z - pos1.z) + 1
heightmap_size[1] = (pos2.x - pos1.x) + 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 = worldeditadditions.make_heightmap(pos1, pos2, manip, area, data)
local heightmap_eroded = worldeditadditions.shallowcopy(heightmap) local heightmap_eroded = worldeditadditions.shallowcopy(heightmap)
print("[erode.run] algorithm: "..algorithm..", params:"); -- print("[erode.run] algorithm: "..algorithm..", params:");
print(worldeditadditions.map_stringify(params)) -- print(worldeditadditions.map_stringify(params))
worldeditadditions.print_2d(heightmap, heightmap_size[1]) worldeditadditions.print_2d(heightmap, heightmap_size[1])
if algorithm == "snowballs" then if algorithm == "snowballs" then
local success, msg = worldeditadditions.erode.snowballs(heightmap_eroded, heightmap_size, params) local success, msg = worldeditadditions.erode.snowballs(heightmap, heightmap_eroded, heightmap_size, region_height, params)
if not success then return success, msg end if not success then return success, msg end
else else
return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!" return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like). Ideas for algorithms to implement are welcome!"

View file

@ -1,49 +1,69 @@
-- 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 -- 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 function snowball(heightmap, normalmap, heightmap_size, startpos, params)
local sediment = 0 local sediment = 0
local pos = { x = startpos.x, z = startpos.z } local pos = { x = startpos.x, z = startpos.z }
local pos_prev = { x = pos.x, z = pos.z } local pos_prev = { x = pos.x, z = pos.z }
local velocity = { x = 0, z = 0 } local velocity = {
x = (math.random() * 2 - 1) * params.init_velocity,
z = (math.random() * 2 - 1) * params.init_velocity
}
local heightmap_length = #heightmap local heightmap_length = #heightmap
-- print("[snowball] startpos ("..pos.x..", "..pos.z..")") -- print("[snowball] startpos ("..pos.x..", "..pos.z.."), velocity: ("..velocity.x..", "..velocity.z..")")
for i = 1, params.snowball_max_steps do local hist_velocity = {}
for i = 1, params.max_steps do
local x = pos.x local x = pos.x
local z = pos.z 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[1] + math.floor(x+0.5)
-- Stop if we go out of bounds -- Stop if we go out of bounds
if x < 0 or z < 0 if x < 0 or z < 0
or x >= heightmap[1]-1 or z >= heightmap[0]-1 then 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]..", "..heightmap_size[0]..")") -- 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 return true, i
end end
-- print("[snowball] now at ("..x..", "..z..") (bounds @ "..heightmap_size[1]..", "..heightmap_size[0]..")")
if hi > heightmap_length then print("[snowball] out-of-bounds on the array, hi: "..hi..", heightmap_length: "..heightmap_length) return 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
-- print("[snowball] sediment", sediment, "rate_deposit", params.rate_deposit, "normalmap[hi].z", normalmap[hi].z) -- 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_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) local step_erode = params.rate_erosion * (1 - normalmap[hi].z) * math.min(1, i*params.scale_iterations)
local step_diff = step_deposit - step_erode
-- Erode / Deposit, but only if we are on a different node than we were in the last step -- 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) if math.floor(pos_prev.x) ~= math.floor(x)
and math.floor(pos_prev.z) ~= math.floor(z) then and math.floor(pos_prev.z) ~= math.floor(z) then
heightmap[hi] = heightmap[hi] + step_diff heightmap[hi] = heightmap[hi] + (step_deposit - step_erode)
end end
velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
velocity.z = params.friction * velocity.z + normalmap[hi].y * 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.x = x
pos_prev.z = z pos_prev.z = z
pos.x = pos.x + velocity.x pos.x = pos.x + velocity.x
pos.z = pos.z + velocity.z pos.z = pos.z + velocity.z
sediment = sediment + step_diff sediment = sediment + (step_erode - step_deposit) -- Needs to be erosion - deposit, which is the opposite to the above
end end
return true, params.max_steps
end end
--[[ --[[
@ -52,26 +72,32 @@ Note that this *mutates* the given heightmap.
@source https://jobtalle.com/simulating_hydraulic_erosion.html @source https://jobtalle.com/simulating_hydraulic_erosion.html
]]-- ]]--
function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params) function worldeditadditions.erode.snowballs(heightmap_initial, heightmap, heightmap_size, region_height, params_custom)
-- Apply the default settings local params = {
worldeditadditions.table_apply({ rate_deposit = 0.03, -- 0.03
rate_deposit = 0.03, rate_erosion = 0.04, -- 0.04
rate_erosion = 0.04,
friction = 0.07, friction = 0.07,
speed = 0.15, speed = 1,
radius = 0.8, max_steps = 80,
snowball_max_steps = 80, velocity_hist_count = 3,
init_velocity = 0.25,
scale_iterations = 0.04, scale_iterations = 0.04,
drops_per_cell = 0.4, maxdiff = 0.4,
snowball_count = 50000 count = 50000
}, params) }
-- Apply the default settings
worldeditadditions.table_apply(params_custom, params)
print("[erode/snowballs] params: ")
print(worldeditadditions.map_stringify(params))
print("[erode/snowballs] params: "..worldeditadditions.map_stringify(params))
local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size) local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
for i = 1, params.snowball_count do local stats_steps = {}
snowball( for i = 1, params.count do
-- print("[snowballs] starting snowball ", i)
local success, steps = snowball(
heightmap, normals, heightmap_size, heightmap, normals, heightmap_size,
{ {
x = math.random() * (heightmap_size[1] - 1), x = math.random() * (heightmap_size[1] - 1),
@ -79,14 +105,38 @@ function worldeditadditions.erode.snowballs(heightmap, heightmap_size, params)
}, },
params params
) )
table.insert(stats_steps, steps)
if not success then return false, "Error: Failed at snowball "..i..":"..steps end
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 -- Round everything to the nearest int, since you can't really have
-- something like .141592671 of a node -- something like .141592671 of a node
-- Note that we do this after *all* the erosion is complete -- 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 for i,v in ipairs(heightmap) do
heightmap[i] = math.floor(heightmap[i] + 0.5) 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 end
return true, params.snowball_count.." snowballs simulated" 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 end

View file

@ -216,7 +216,7 @@ function worldeditadditions.parse_map(params_text)
local last_key = nil local last_key = nil
for i, part in ipairs(parts) do for i, part in ipairs(parts) do
if i % 2 == 1 then if i % 2 == 0 then -- Lua starts at 1 :-/
-- Try converting to a number to see if it works -- Try converting to a number to see if it works
local part_converted = tonumber(part) local part_converted = tonumber(part)
if as_number == nil then part_converted = part end if as_number == nil then part_converted = part end

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@ -21,7 +21,10 @@ end
-- @param source table The source to take values from -- @param source table The source to take values from
-- @param target table The target to write values to -- @param target table The target to write values to
function worldeditadditions.table_apply(source, target) function worldeditadditions.table_apply(source, target)
print("[table_apply] start")
for key, value in pairs(source) do for key, value in pairs(source) do
print("[table_apply] Applying", key, "=", value)
target[key] = value target[key] = value
end end
print("[table_apply] end")
end end

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@ -8,6 +8,7 @@ end
-- @param v Vector The vector to operate on -- @param v Vector The vector to operate on
-- @return number The length of the given vector squared -- @return number The length of the given vector squared
function worldeditadditions.vector.lengthsquared(v) 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 return v.x*v.x + v.y*v.y + v.z*v.z
end end
@ -18,6 +19,10 @@ end
-- @return Vector A new normalised vector. -- @return Vector A new normalised vector.
function worldeditadditions.vector.normalize(v) function worldeditadditions.vector.normalize(v)
local length = math.sqrt(worldeditadditions.vector.lengthsquared(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 { return {
x = v.x / length, x = v.x / length,
y = v.y / length, y = v.y / length,

View file

@ -1,8 +1,8 @@
-- ██████ ██ ██ ███████ ██████ ██ █████ ██ ██ -- ███████ ██████ ██████ ██████ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██ █████ ██████ ██ ███████ ████ -- █████ ██████ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██ -- ███████ ██ ██ ██████ ██████ ███████
worldedit.register_command("erode", { worldedit.register_command("erode", {
params = "[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]", params = "[<snowballs|...> [<key_1> [<vaue_1>]] [<key_2> [<value_2>]] ...]",
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.", 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.",
@ -35,6 +35,7 @@ worldedit.register_command("erode", {
worldedit.pos1[name], worldedit.pos2[name], worldedit.pos1[name], worldedit.pos2[name],
algorithm, params algorithm, params
) )
if not success then return success, stats end
local time_taken = worldeditadditions.get_ms_time() - start_time 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") 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")