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-- Fetch polygons from a given areas, and compute their properties
-- and find to which polygon every point belongs
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local blocksize = mapgen_rivers.settings . blocksize
local X = math.floor ( mapgen_rivers.settings . map_x_size / blocksize )
local Z = math.floor ( mapgen_rivers.settings . map_z_size / blocksize )
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local function index ( x , z )
return z * X + x + 1
end
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local map_offset = { x = 0 , z = 0 }
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mapgen_rivers.register_on_grid_loaded ( function ( grid )
X = grid.size . x
Z = grid.size . y
if mapgen_rivers.settings . center then
map_offset.x = blocksize * X / 2
map_offset.z = blocksize * Z / 2
end
end )
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-- Localize for performance
local floor , ceil , min , max , abs = math.floor , math.ceil , math.min , math.max , math.abs
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local min_catchment = mapgen_rivers.settings . min_catchment / ( blocksize * blocksize )
local wpower = mapgen_rivers.settings . river_widening_power
local wfactor = 1 / ( 2 * blocksize * min_catchment ^ wpower )
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local function river_width ( flow )
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flow = abs ( flow )
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if flow < min_catchment then
return 0
end
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return min ( wfactor * flow ^ wpower , 1 )
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end
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local noise_heat -- Need a large-scale noise here so no heat blend
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local elevation_chill = mapgen_rivers.settings . elevation_chill
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local function get_temperature ( x , y , z )
local pos = { x = x , y = z }
return noise_heat : get2d ( pos ) - y * elevation_chill
end
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local glaciers = mapgen_rivers.settings . glaciers
local glacier_factor = mapgen_rivers.settings . glacier_factor
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local init = false
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-- On map generation, determine into which polygon every point (in 2D) will fall.
-- Also store polygon-specific data
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function mapgen_rivers . make_polygons ( minp , maxp )
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local grid = mapgen_rivers.grid
local dem = grid.dem
local lakes = grid.lakes
local dirs = grid.dirs
local rivers = grid.rivers
local offset_x = grid.offset_x
local offset_z = grid.offset_y
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if not init then
if glaciers then
noise_heat = minetest.get_perlin ( mapgen_rivers.noise_params . heat )
end
init = true
end
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local chulens = maxp.x - minp.x + 1
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local polygons = { }
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-- Determine the minimum and maximum coordinates of the polygons that could be on the chunk, knowing that they have an average size of 'blocksize' and a maximal offset of 0.5 blocksize.
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local xpmin , xpmax = max ( floor ( ( minp.x + map_offset.x ) / blocksize - 0.5 ) , 0 ) , min ( ceil ( ( maxp.x + map_offset.x ) / blocksize + 0.5 ) , X - 2 )
local zpmin , zpmax = max ( floor ( ( minp.z + map_offset.z ) / blocksize - 0.5 ) , 0 ) , min ( ceil ( ( maxp.z + map_offset.z ) / blocksize + 0.5 ) , Z - 2 )
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-- Iterate over the polygons
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for xp = xpmin , xpmax do
for zp = zpmin , zpmax do
local iA = index ( xp , zp )
local iB = index ( xp + 1 , zp )
local iC = index ( xp + 1 , zp + 1 )
local iD = index ( xp , zp + 1 )
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-- Extract the vertices of the polygon
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local poly_x = {
( offset_x [ iA ] + xp ) * blocksize - map_offset.x ,
( offset_x [ iB ] + xp + 1 ) * blocksize - map_offset.x ,
( offset_x [ iC ] + xp + 1 ) * blocksize - map_offset.x ,
( offset_x [ iD ] + xp ) * blocksize - map_offset.x ,
}
local poly_z = {
( offset_z [ iA ] + zp ) * blocksize - map_offset.z ,
( offset_z [ iB ] + zp ) * blocksize - map_offset.z ,
( offset_z [ iC ] + zp + 1 ) * blocksize - map_offset.z ,
( offset_z [ iD ] + zp + 1 ) * blocksize - map_offset.z ,
}
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local polygon = { x = poly_x , z = poly_z , i = { iA , iB , iC , iD } }
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local bounds = { } -- Will be a list of the intercepts of polygon edges for every Z position (scanline algorithm)
-- Calculate the min and max Z positions
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local zmin = max ( floor ( min ( unpack ( poly_z ) ) ) + 1 , minp.z )
local zmax = min ( floor ( max ( unpack ( poly_z ) ) ) , maxp.z )
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-- And initialize the arrays
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for z = zmin , zmax do
bounds [ z ] = { }
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end
local i1 = 4
for i2 = 1 , 4 do -- Loop on 4 edges
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local z1 , z2 = poly_z [ i1 ] , poly_z [ i2 ]
-- Calculate the integer Z positions over which this edge spans
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local lzmin = floor ( min ( z1 , z2 ) ) + 1
local lzmax = floor ( max ( z1 , z2 ) )
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if lzmin <= lzmax then -- If there is at least one position in it
local x1 , x2 = poly_x [ i1 ] , poly_x [ i2 ]
-- Calculate coefficient of the equation defining the edge: X=aZ+b
local a = ( x1 - x2 ) / ( z1 - z2 )
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local b = ( x1 - a * z1 )
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for z = max ( lzmin , minp.z ) , min ( lzmax , maxp.z ) do
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-- For every Z position involved, add the intercepted X position in the table
table.insert ( bounds [ z ] , a * z + b )
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end
end
i1 = i2
end
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for z = zmin , zmax do
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-- Now sort the bounds list
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local zlist = bounds [ z ]
table.sort ( zlist )
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local c = floor ( # zlist / 2 )
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for l = 1 , c do
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-- Take pairs of X coordinates: all positions between them belong to the polygon.
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local xmin = max ( floor ( zlist [ l * 2 - 1 ] ) + 1 , minp.x )
local xmax = min ( floor ( zlist [ l * 2 ] ) , maxp.x )
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local i = ( z - minp.z ) * chulens + ( xmin - minp.x ) + 1
for x = xmin , xmax do
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-- Fill the map at these places
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polygons [ i ] = polygon
i = i + 1
end
end
end
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local poly_dem = { dem [ iA ] , dem [ iB ] , dem [ iC ] , dem [ iD ] }
polygon.dem = poly_dem
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polygon.lake = { lakes [ iA ] , lakes [ iB ] , lakes [ iC ] , lakes [ iD ] }
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-- Now, rivers.
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-- Load river flux values for the 4 corners
local riverA = river_width ( rivers [ iA ] )
local riverB = river_width ( rivers [ iB ] )
local riverC = river_width ( rivers [ iC ] )
local riverD = river_width ( rivers [ iD ] )
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if glaciers then -- Widen the river
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if get_temperature ( poly_x [ 1 ] , poly_dem [ 1 ] , poly_z [ 1 ] ) < 0 then
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riverA = min ( riverA * glacier_factor , 1 )
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end
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if get_temperature ( poly_x [ 2 ] , poly_dem [ 2 ] , poly_z [ 2 ] ) < 0 then
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riverB = min ( riverB * glacier_factor , 1 )
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end
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if get_temperature ( poly_x [ 3 ] , poly_dem [ 3 ] , poly_z [ 3 ] ) < 0 then
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riverC = min ( riverC * glacier_factor , 1 )
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end
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if get_temperature ( poly_x [ 4 ] , poly_dem [ 4 ] , poly_z [ 4 ] ) < 0 then
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riverD = min ( riverD * glacier_factor , 1 )
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end
end
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polygon.river_corners = { riverA , riverB , riverC , riverD }
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-- Flow directions
local dirA , dirB , dirC , dirD = dirs [ iA ] , dirs [ iB ] , dirs [ iC ] , dirs [ iD ]
-- Determine the river flux on the edges, by testing dirs values
local river_west = ( dirA == 1 and riverA or 0 ) + ( dirD == 3 and riverD or 0 )
local river_north = ( dirA == 2 and riverA or 0 ) + ( dirB == 4 and riverB or 0 )
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local river_east = ( dirB == 1 and riverB or 0 ) + ( dirC == 3 and riverC or 0 )
local river_south = ( dirD == 2 and riverD or 0 ) + ( dirC == 4 and riverC or 0 )
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polygon.rivers = { river_west , river_north , river_east , river_south }
end
end
return polygons
end