Minetest-WorldEditAdditions/worldeditadditions_commands/commands/erode.lua
Starbeamrainbowlabs fd5804dd9c
//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.
2020-08-21 20:59:50 +01:00

45 lines
2.3 KiB
Lua

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worldedit.register_command("erode", {
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.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
if not params_text or params_text == "" then
return true, "snowballs", {}
end
if params_text:find("%s") == nil then
return true, params_text, {}
end
local algorithm, params = params_text:match("([^%s]+)%s(.+)")
if algorithm == nil then
return false, "Failed to split params_text into 2 parts (this is probably a bug)"
end
local success, map = worldeditadditions.parse_map(params)
if not success then return success, map end
return true, algorithm, map
end,
nodes_needed = function(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end,
func = function(name, algorithm, params)
local start_time = worldeditadditions.get_ms_time()
local success, stats = worldeditadditions.erode.run(
worldedit.pos1[name], worldedit.pos2[name],
algorithm, params
)
if not success then return success, stats end
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")
return true, stats.added .. " nodes added and " .. stats.removed .. " nodes removed in " .. worldeditadditions.human_time(time_taken)
end
})