mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-14 12:13:00 +00:00
Starbeamrainbowlabs
1310dae884
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.
60 lines
1.9 KiB
Lua
60 lines
1.9 KiB
Lua
local wea = worldeditadditions
|
|
wea.erode = {}
|
|
|
|
dofile(wea.modpath.."/lib/erode/snowballs.lua")
|
|
dofile(wea.modpath.."/lib/erode/river.lua")
|
|
|
|
|
|
function wea.erode.run(pos1, pos2, algorithm, params)
|
|
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
|
|
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
|
|
local data = manip:get_data()
|
|
|
|
local heightmap_size = {
|
|
z = (pos2.z - pos1.z) + 1,
|
|
x = (pos2.x - pos1.x) + 1
|
|
}
|
|
|
|
local region_height = (pos2.y - pos1.y) + 1
|
|
|
|
local heightmap = wea.terrain.make_heightmap(pos1, pos2, manip, area, data)
|
|
local heightmap_eroded = wea.table.shallowcopy(heightmap)
|
|
|
|
-- print("[erode.run] algorithm: "..algorithm..", params:");
|
|
-- print(wea.format.map(params))
|
|
-- wea.format.array_2d(heightmap, heightmap_size.x)
|
|
local success, msg, stats
|
|
if algorithm == "snowballs" then
|
|
success, msg = wea.erode.snowballs(
|
|
heightmap, heightmap_eroded,
|
|
heightmap_size,
|
|
region_height,
|
|
params
|
|
)
|
|
if not success then return success, msg end
|
|
elseif algorithm == "river" then
|
|
success, msg = wea.erode.river(
|
|
heightmap, heightmap_eroded,
|
|
heightmap_size,
|
|
region_height,
|
|
params
|
|
)
|
|
if not success then return success, msg end
|
|
else
|
|
-- FUTURE: Add a new "river" algorithm here that:
|
|
-- * Fills in blocks that are surrounded on more than 3 horizontal sides
|
|
-- * Destroys blocks that have no horizontal neighbours
|
|
-- A bit like cellular automata actually.
|
|
return false, "Error: Unknown algorithm '"..algorithm.."'. Currently implemented algorithms: snowballs (2d; hydraulic-like), river (2d; cellular automata-like; fills potholes and lowers towers). Ideas for algorithms to implement are welcome!"
|
|
end
|
|
|
|
success, stats = wea.terrain.apply_heightmap_changes(
|
|
pos1, pos2, area, data,
|
|
heightmap, heightmap_eroded, heightmap_size
|
|
)
|
|
if not success then return success, stats end
|
|
worldedit.manip_helpers.finish(manip, data)
|
|
|
|
return true, msg, stats
|
|
end
|