Implemented grid twisting. Still many possible bugs, potentially clumsy implementation, but it seems to work.

This commit is contained in:
Gael-de-Sailly
2020-04-12 09:40:10 +02:00
parent 6314117642
commit b7c6f71635
5 changed files with 134 additions and 12 deletions

View File

@ -1,6 +1,7 @@
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
local worldpath = minetest.get_worldpath() .. '/'
local load_map = dofile(modpath .. 'load.lua')
local geometry = dofile(modpath .. 'geometry.lua')
local function copy_if_needed(filename)
local wfilename = worldpath..filename
@ -31,19 +32,37 @@ local links = load_map(worldpath..'links', 1, false)
copy_if_needed('rivers')
local rivers = load_map(worldpath..'rivers', 4, false)
copy_if_needed('offset_x')
local offset_x = load_map(worldpath..'offset_x', 1, true)
for k, v in ipairs(offset_x) do
offset_x[k] = (v+0.5)/256
end
copy_if_needed('offset_y')
local offset_z = load_map(worldpath..'offset_y', 1, true)
for k, v in ipairs(offset_z) do
offset_z[k] = (v+0.5)/256
end
local function index(x, z)
return z*X+x+1
end
local function get_point_location(x, z)
local i = index(x, z)
return x+offset_x[i], z+offset_z[i]
end
local function interp(v00, v01, v10, v11, xf, zf)
v0 = v01*xf + v00*(1-xf)
v1 = v11*xf + v10*(1-xf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
local data = {}
local blocksize = 6
local blocksize = 20
local sea_level = 1
local min_catchment = 25
@ -82,15 +101,62 @@ local function generate(minp, maxp, seed)
for z = minp.z, maxp.z do
local xb = x/blocksize
local zb = z/blocksize
local xc = math.floor(xb+0.5)
local zc = math.floor(zb+0.5)
if xb >= 0 and xb < X-1 and zb >= 0 and zb < Z-1 then
local x0 = math.floor(xb)
local x0, z0
if xc >= 0 and zc >= 0 and xc < X and zc < Z then
local xoff, zoff = get_point_location(xc, zc)
local north, east, south, west
if xc > 0 then
local x1off, z1off = get_point_location(xc-1, zc)
west = geometry.area({xoff, x1off, xb}, {zoff, z1off, zb}) <= 0
else
west = zb > zoff
end
if zc > 0 then
local x2off, z2off = get_point_location(xc, zc-1)
north = geometry.area({xoff, x2off, xb}, {zoff, z2off, zb}) <= 0
else
north = xb > xoff
end
if xc < X-1 then
local x3off, z3off = get_point_location(xc+1, zc)
east = geometry.area({xoff, x3off, xb}, {zoff, z3off, zb}) <= 0
else
east = zb < zoff
end
if zc < Z-1 then
local x4off, z4off = get_point_location(xc, zc+1)
south = geometry.area({xoff, x4off, xb}, {zoff, z4off, zb}) <= 0
else
south = xb < xoff
end
if west and not north then
x0, z0 = xc-1, zc-1
elseif north and not east then
x0, z0 = xc, zc-1
elseif east and not south then
x0, z0 = xc, zc
elseif south and not west then
x0, z0 = xc-1, zc
else
x0, z0 = xc, zc
end
end
if x0 and z0 and x0 >= 0 and x0 < X-1 and z0 >= 0 and z0 < Z-1 then
local x1 = x0+1
local z0 = math.floor(zb)
local z1 = z0+1
local xf = xb - x0
local zf = zb - z0
local xf, zf
do
local xA, zA = get_point_location(x0, z0)
local xB, zB = get_point_location(x0, z1)
local xC, zC = get_point_location(x1, z1)
local xD, zD = get_point_location(x1, z0)
xf, zf = geometry.transform_quadri({xA, xB, xC, xD}, {zA, zB, zC, zD}, xb, zb)
end
local i00 = index(x0,z0)
local i01 = index(x1,z0)
@ -115,7 +181,7 @@ local function generate(minp, maxp, seed)
local is_lake = lake_height > terrain_height
local is_river = false
if xf == 0 then
if xf < 1/6 then
if links[i00] == 1 and rivers[i00] >= min_catchment then
is_river = true
elseif links[i10] == 3 and rivers[i10] >= min_catchment then
@ -123,7 +189,7 @@ local function generate(minp, maxp, seed)
end
end
if zf == 0 then
if zf < 1/6 then
if links[i00] == 2 and rivers[i00] >= min_catchment then
is_river = true
elseif links[i01] == 4 and rivers[i01] >= min_catchment then