2021-06-03 19:21:45 +02:00
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local modpath = mapgen_rivers.modpath
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2020-05-23 15:52:16 +02:00
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local make_polygons = dofile(modpath .. 'polygons.lua')
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local transform_quadri = dofile(modpath .. 'geometry.lua')
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2021-06-06 13:25:43 +02:00
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local sea_level = mapgen_rivers.settings.sea_level
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local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
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2020-05-23 15:52:16 +02:00
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2020-07-21 12:46:23 +02:00
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local MAP_BOTTOM = -31000
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2020-05-23 15:52:16 +02:00
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-- Linear interpolation
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local function interp(v00, v01, v11, v10, xf, zf)
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local v0 = v01*xf + v00*(1-xf)
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local v1 = v11*xf + v10*(1-xf)
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return v1*zf + v0*(1-zf)
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end
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local function heightmaps(minp, maxp)
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local polygons = make_polygons(minp, maxp)
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2020-07-21 12:46:23 +02:00
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local incr = maxp.z-minp.z+1
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2020-05-23 15:52:16 +02:00
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local terrain_height_map = {}
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local lake_height_map = {}
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local i = 1
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2020-07-21 12:46:23 +02:00
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for z=minp.z, maxp.z do
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for x=minp.x, maxp.x do
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2020-05-23 15:52:16 +02:00
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local poly = polygons[i]
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if poly then
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2020-12-22 16:38:30 +01:00
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local xf, zf = transform_quadri(poly.x, poly.z, x, z)
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2020-05-23 15:52:16 +02:00
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local i00, i01, i11, i10 = unpack(poly.i)
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-- Load river width on 4 edges and corners
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local r_west, r_north, r_east, r_south = unpack(poly.rivers)
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local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners)
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-- Calculate the depth factor for each edge and corner.
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-- Depth factor:
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-- < 0: outside river
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-- = 0: on riverbank
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-- > 0: inside river
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local depth_factors = {
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r_west - xf,
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r_north - zf,
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xf - r_east,
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zf - r_south,
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c_NW-xf-zf,
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xf-zf-c_NE,
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xf+zf-c_SE,
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zf-xf-c_SW,
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}
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-- Find the maximal depth factor and determine to which river it belongs
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local depth_factor_max = 0
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local imax = 0
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for i=1, 8 do
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if depth_factors[i] >= depth_factor_max then
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depth_factor_max = depth_factors[i]
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imax = i
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end
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end
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-- Transform the coordinates to have xf and zf = 0 or 1 in rivers (to avoid rivers having lateral slope and to accomodate the surrounding smoothly)
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if imax == 0 then
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local x0 = math.max(r_west, c_NW-zf, zf-c_SW)
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local x1 = math.min(r_east, c_NE+zf, c_SE-zf)
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local z0 = math.max(r_north, c_NW-xf, xf-c_NE)
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local z1 = math.min(r_south, c_SW+xf, c_SE-xf)
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xf = (xf-x0) / (x1-x0)
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zf = (zf-z0) / (z1-z0)
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elseif imax == 1 then
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xf = 0
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elseif imax == 2 then
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zf = 0
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elseif imax == 3 then
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xf = 1
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elseif imax == 4 then
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zf = 1
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elseif imax == 5 then
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xf, zf = 0, 0
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elseif imax == 6 then
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xf, zf = 1, 0
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elseif imax == 7 then
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xf, zf = 1, 1
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elseif imax == 8 then
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xf, zf = 0, 1
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end
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-- Determine elevation by interpolation
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local vdem = poly.dem
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local terrain_height = math.floor(0.5+interp(
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vdem[1],
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vdem[2],
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vdem[3],
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vdem[4],
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xf, zf
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))
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2020-12-22 18:34:30 +01:00
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-- Spatial gradient of the interpolation
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local slope_x = zf*(vdem[3]-vdem[4]) + (1-zf)*(vdem[2]-vdem[1]) < 0
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local slope_z = xf*(vdem[3]-vdem[2]) + (1-xf)*(vdem[4]-vdem[1]) < 0
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local lake_id = 0
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if slope_x then
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if slope_z then
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lake_id = 3
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else
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lake_id = 2
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end
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else
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if slope_z then
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lake_id = 4
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else
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lake_id = 1
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end
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end
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local lake_height = math.max(math.floor(poly.lake[lake_id]), terrain_height)
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2020-05-23 15:52:16 +02:00
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if imax > 0 and depth_factor_max > 0 then
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terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor_max*riverbed_slope), terrain_height)
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end
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terrain_height_map[i] = terrain_height
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lake_height_map[i] = lake_height
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else
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2020-07-21 12:46:23 +02:00
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terrain_height_map[i] = MAP_BOTTOM
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lake_height_map[i] = MAP_BOTTOM
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2020-05-23 15:52:16 +02:00
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end
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i = i + 1
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end
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end
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return terrain_height_map, lake_height_map
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end
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return heightmaps
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