Minetest-WorldEditAdditions/worldeditadditions/lib/noise/apply_2d.lua
Starbeamrainbowlabs 1310dae884
Refactor: Split up terrain.lua, make subtable wea.terrain
This is just the start, if my plans work out.

The eventual aim here is to implement a generic Heightmap2D class, just 
like Vector3.

This will make interacting with heightmaps much easier.
2021-12-31 02:42:32 +00:00

62 lines
2.2 KiB
Lua

local wea = worldeditadditions
--- Applies the given noise field to the given heightmap.
-- Mutates the given heightmap.
-- @param heightmap number[] A table of ZERO indexed numbers representing the heghtmap - see worldeditadditions.terrain.make_heightmap().
-- @param noise number[] An table identical in structure to the heightmap containing the noise values to apply.
-- @param heightmap_size {x:number,z:number} A 2d vector representing the size of the heightmap.
-- @param region_height number The height of the defined region.
-- @param apply_mode string The apply mode to use to apply the noise to the heightmap.
-- @returns bool[,string] A boolean value representing whether the application was successful or not. If false, then an error message as a string is also returned describing the error that occurred.
function wea.noise.apply_2d(heightmap, noise, heightmap_size, pos1, pos2, apply_mode)
if type(apply_mode) ~= "string" and type(apply_mode) ~= "number" then
return false, "Error: Expected value of type string or number for apply_mode, but received value of type "..type(apply_mode)
end
local region_height = pos2.y - pos1.y
-- print("NOISE APPLY_2D\n")
wea.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
local i = (z * heightmap_size.x) + x
if apply_mode == "add" then
heightmap[i] = wea.round(heightmap[i] + noise[i])
elseif apply_mode == "multiply" then
heightmap[i] = wea.round(heightmap[i] * noise[i])
elseif height then
-- Rescale from 0 - 1 to -1 - +1
local rescaled = (noise[i] * 2) - 1
-- Rescale to match the height specified
rescaled = rescaled * height
rescaled = math.floor(wea.clamp(
heightmap[i] + rescaled,
0, region_height
))
heightmap[i] = rescaled
else
return false, "Error: Unknown apply mode '"..apply_mode.."'"
end
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