mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-12-29 12:20:41 +01:00
More robust and faster code for grid twisting on the Lua side.
At chunkgen init, build a list of the polygons instead of calculating them for every node.
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parent
e227755531
commit
30cbc14302
10
geometry.lua
10
geometry.lua
@ -18,13 +18,13 @@ local function transform_quadri(X, Y, x, y)
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local x1, x2, x3, x4 = unpack(X)
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local y1, y2, y3, y4 = unpack(Y)
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local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
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local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
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local xc = d12 / (d12+d34)
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local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
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local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
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local yc = d41 / (d23+d41)
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local xc = d41 / (d23+d41)
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local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
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local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
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local yc = d12 / (d12+d34)
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return xc, yc
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end
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132
init.lua
132
init.lua
@ -62,7 +62,7 @@ end
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local data = {}
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local blocksize = 20
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local blocksize = 12
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local sea_level = 1
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local min_catchment = 25
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@ -96,72 +96,77 @@ local function generate(minp, maxp, seed)
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local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index.
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local chulens = maxp.z - minp.z + 1
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local polygon_number = {}
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local polygons = {}
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local xpmin, xpmax = math.max(math.floor(minp.x/blocksize - 0.5), 0), math.min(math.ceil(maxp.x/blocksize), X-2)
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local zpmin, zpmax = math.max(math.floor(minp.z/blocksize - 0.5), 0), math.min(math.ceil(maxp.z/blocksize), Z-2)
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local n = 1
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local n_filled = 0
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for xp = xpmin, xpmax do
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for zp=zpmin, zpmax do
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local iA = index(xp, zp)
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local iB = index(xp+1, zp)
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local iC = index(xp+1, zp+1)
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local iD = index(xp, zp+1)
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local poly_x = {offset_x[iA]+xp, offset_x[iB]+xp+1, offset_x[iC]+xp+1, offset_x[iD]+xp}
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local poly_z = {offset_z[iA]+zp, offset_z[iB]+zp, offset_z[iC]+zp+1, offset_z[iD]+zp+1}
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local bounds = {}
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local xmin = math.max(math.floor(blocksize*math.min(unpack(poly_x)))+1, minp.x)
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local xmax = math.min(math.floor(blocksize*math.max(unpack(poly_x))), maxp.x)
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for x=xmin, xmax do
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bounds[x] = {}
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end
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local i1 = 4
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for i2=1, 4 do -- Loop on 4 edges
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local x1, x2 = poly_x[i1], poly_x[i2]
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local lxmin = math.floor(blocksize*math.min(x1, x2))+1
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local lxmax = math.floor(blocksize*math.max(x1, x2))
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if lxmin <= lxmax then
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local z1, z2 = poly_z[i1], poly_z[i2]
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local a = (z1-z2) / (x1-x2)
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local b = blocksize*(z1 - a*x1)
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for x=math.max(lxmin, minp.x), math.min(lxmax, maxp.x) do
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table.insert(bounds[x], a*x+b)
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end
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end
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i1 = i2
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end
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for x=xmin, xmax do
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local xlist = bounds[x]
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table.sort(xlist)
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local c = math.floor(#xlist/2)
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for l=1, c do
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local zmin = math.max(math.floor(xlist[l*2-1])+1, minp.z)
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local zmax = math.min(math.floor(xlist[l*2]), maxp.z)
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local i = (x-minp.x) * chulens + (zmin-minp.z) + 1
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for z=zmin, zmax do
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polygon_number[i] = n
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i = i + 1
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n_filled = n_filled + 1
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end
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end
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end
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polygons[n] = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}}
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n = n + 1
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end
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end
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local i = 1
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local xb = x/blocksize
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local zb = z/blocksize
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local xc = math.floor(xb+0.5)
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local zc = math.floor(zb+0.5)
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local x0, z0
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if xc >= 0 and zc >= 0 and xc < X and zc < Z then
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local xoff, zoff = get_point_location(xc, zc)
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local north, east, south, west
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if xc > 0 then
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local x1off, z1off = get_point_location(xc-1, zc)
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west = geometry.area({xoff, x1off, xb}, {zoff, z1off, zb}) <= 0
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else
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west = zb > zoff
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local npoly = polygon_number[i]
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if npoly then
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local poly = polygons[npoly]
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local xf, zf = geometry.transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize)
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if xf < 0 or xf > 1 or zf < 0 or zf > 1 then
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print(xf, zf, x, z)
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end
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if zc > 0 then
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local x2off, z2off = get_point_location(xc, zc-1)
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north = geometry.area({xoff, x2off, xb}, {zoff, z2off, zb}) <= 0
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else
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north = xb > xoff
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end
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if xc < X-1 then
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local x3off, z3off = get_point_location(xc+1, zc)
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east = geometry.area({xoff, x3off, xb}, {zoff, z3off, zb}) <= 0
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else
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east = zb < zoff
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end
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if zc < Z-1 then
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local x4off, z4off = get_point_location(xc, zc+1)
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south = geometry.area({xoff, x4off, xb}, {zoff, z4off, zb}) <= 0
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else
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south = xb < xoff
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end
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if west and not north then
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x0, z0 = xc-1, zc-1
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elseif north and not east then
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x0, z0 = xc, zc-1
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elseif east and not south then
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x0, z0 = xc, zc
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elseif south and not west then
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x0, z0 = xc-1, zc
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else
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x0, z0 = xc, zc
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end
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end
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if x0 and z0 and x0 >= 0 and x0 < X-1 and z0 >= 0 and z0 < Z-1 then
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local x1 = x0+1
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local z1 = z0+1
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local xf, zf
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do
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local xA, zA = get_point_location(x0, z0)
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local xB, zB = get_point_location(x0, z1)
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local xC, zC = get_point_location(x1, z1)
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local xD, zD = get_point_location(x1, z0)
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xf, zf = geometry.transform_quadri({xA, xB, xC, xD}, {zA, zB, zC, zD}, xb, zb)
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end
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local i00 = index(x0,z0)
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local i01 = index(x1,z0)
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local i10 = index(x0,z1)
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local i11 = index(x1,z1)
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local i00, i01, i11, i10 = unpack(poly.i)
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local terrain_height = math.floor(interp(
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dem[i00],
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@ -230,6 +235,7 @@ local function generate(minp, maxp, seed)
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end
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end
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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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