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https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-11-13 06:10:21 +01:00
Use local variables for math.* functions
and remove an unnecessary index calculation
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2e29474686
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@ -8,6 +8,10 @@ local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.set
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local MAP_BOTTOM = -31000
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-- Localize for performance
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local floor, min, max = math.floor, math.min, math.max
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local unpk = unpack
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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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@ -30,11 +34,11 @@ local function heightmaps(minp, maxp)
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if poly then
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local xf, zf = transform_quadri(poly.x, poly.z, x, z)
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local i00, i01, i11, i10 = unpack(poly.i)
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local i00, i01, i11, i10 = unpk(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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local r_west, r_north, r_east, r_south = unpk(poly.rivers)
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local c_NW, c_NE, c_SE, c_SW = unpk(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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@ -64,10 +68,10 @@ local function heightmaps(minp, maxp)
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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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local x0 = max(r_west, c_NW-zf, zf-c_SW)
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local x1 = min(r_east, c_NE+zf, c_SE-zf)
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local z0 = max(r_north, c_NW-xf, xf-c_NE)
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local z1 = 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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@ -90,7 +94,7 @@ local function heightmaps(minp, maxp)
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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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local terrain_height = 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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@ -115,10 +119,10 @@ local function heightmaps(minp, maxp)
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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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local lake_height = max(floor(poly.lake[lake_id]), terrain_height)
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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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terrain_height = min(max(lake_height, sea_level) - 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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18
init.lua
18
init.lua
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@ -32,6 +32,9 @@ local function interp(v00, v01, v11, v10, xf, zf)
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return v1*zf + v0*(1-zf)
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end
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-- Localize for performance
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local floor, min = math.floor, math.min
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local data = {}
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local noise_x_obj, noise_z_obj, noise_distort_obj, noise_heat_obj, noise_heat_blend_obj
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@ -111,8 +114,8 @@ local function generate(minp, maxp, seed)
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end
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end
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local pminp = {x=math.floor(xmin), z=math.floor(zmin)}
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local pmaxp = {x=math.floor(xmax)+1, z=math.floor(zmax)+1}
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local pminp = {x=floor(xmin), z=floor(zmin)}
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local pmaxp = {x=floor(xmax)+1, z=floor(zmax)+1}
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incr = pmaxp.x-pminp.x+1
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i_origin = 1 - pminp.z*incr - pminp.x
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terrain_map, lake_map = heightmaps(pminp, pmaxp)
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@ -145,7 +148,7 @@ local function generate(minp, maxp, seed)
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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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local ivm = a:index(x, minp.y, z)
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local ivm = a:index(x, maxp.y+1, z)
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local ground_above = false
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local temperature
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if use_biomes then
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@ -161,8 +164,8 @@ local function generate(minp, maxp, seed)
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if use_distort then
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local xn = noise_x_map[nid]
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local zn = noise_z_map[nid]
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local x0 = math.floor(xn)
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local z0 = math.floor(zn)
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local x0 = floor(xn)
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local z0 = floor(zn)
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local i0 = i_origin + z0*incr + x0
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local i1 = i0+1
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@ -170,13 +173,12 @@ local function generate(minp, maxp, seed)
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local i3 = i2-1
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terrain = interp(terrain_map[i0], terrain_map[i1], terrain_map[i2], terrain_map[i3], xn-x0, zn-z0)
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lake = math.min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
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lake = min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
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end
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if y <= maxp.y then
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local is_lake = lake > terrain
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local ivm = a:index(x, y, z)
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if y <= terrain then
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if not use_biomes or y <= terrain-1 or ground_above then
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data[ivm] = c_stone
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@ -205,7 +207,7 @@ local function generate(minp, maxp, seed)
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ground_above = y <= terrain
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ivm = ivm + ystride
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ivm = ivm - ystride
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if use_distort then
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nid = nid + incrY
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end
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35
polygons.lua
35
polygons.lua
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@ -90,16 +90,19 @@ if mapgen_rivers.settings.center then
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map_offset.z = blocksize*Z/2
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end
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-- Localize for performance
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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)
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local wpower = mapgen_rivers.settings.river_widening_power
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local wfactor = 1/(2*blocksize * min_catchment^wpower)
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local function river_width(flow)
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flow = math.abs(flow)
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flow = abs(flow)
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if flow < min_catchment then
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return 0
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end
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return math.min(wfactor * flow ^ wpower, 1)
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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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@ -138,8 +141,8 @@ local function make_polygons(minp, maxp)
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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 = math.max(math.floor((minp.x+map_offset.x)/blocksize - 0.5), 0), math.min(math.ceil((maxp.x+map_offset.x)/blocksize + 0.5), X-2)
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local zpmin, zpmax = math.max(math.floor((minp.z+map_offset.z)/blocksize - 0.5), 0), math.min(math.ceil((maxp.z+map_offset.z)/blocksize + 0.5), Z-2)
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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)
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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
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@ -165,8 +168,8 @@ local function make_polygons(minp, maxp)
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local bounds = {} -- Will be a list of the intercepts of polygon edges for every Z position (scanline algorithm)
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-- Calculate the min and max Z positions
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local zmin = math.max(math.floor(math.min(unpack(poly_z)))+1, minp.z)
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local zmax = math.min(math.floor(math.max(unpack(poly_z))), maxp.z)
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local zmin = max(floor(min(unpack(poly_z)))+1, minp.z)
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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
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bounds[z] = {}
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@ -176,14 +179,14 @@ local function make_polygons(minp, maxp)
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for i2=1, 4 do -- Loop on 4 edges
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local z1, z2 = poly_z[i1], poly_z[i2]
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-- Calculate the integer Z positions over which this edge spans
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local lzmin = math.floor(math.min(z1, z2))+1
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local lzmax = math.floor(math.max(z1, z2))
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local lzmin = floor(min(z1, z2))+1
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local lzmax = floor(max(z1, z2))
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if lzmin <= lzmax then -- If there is at least one position in it
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local x1, x2 = poly_x[i1], poly_x[i2]
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-- Calculate coefficient of the equation defining the edge: X=aZ+b
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local a = (x1-x2) / (z1-z2)
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local b = (x1 - a*z1)
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for z=math.max(lzmin, minp.z), math.min(lzmax, maxp.z) do
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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
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table.insert(bounds[z], a*z+b)
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end
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@ -194,11 +197,11 @@ local function make_polygons(minp, maxp)
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-- Now sort the bounds list
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local zlist = bounds[z]
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table.sort(zlist)
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local c = math.floor(#zlist/2)
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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 = math.max(math.floor(zlist[l*2-1])+1, minp.x)
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local xmax = math.min(math.floor(zlist[l*2]), maxp.x)
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local xmin = max(floor(zlist[l*2-1])+1, minp.x)
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local xmax = min(floor(zlist[l*2]), maxp.x)
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local i = (z-minp.z) * chulens + (xmin-minp.x) + 1
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for x=xmin, xmax do
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-- Fill the map at these places
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@ -220,16 +223,16 @@ local function make_polygons(minp, maxp)
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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 = math.min(riverA*glacier_factor, 1)
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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 = math.min(riverB*glacier_factor, 1)
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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 = math.min(riverC*glacier_factor, 1)
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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 = math.min(riverD*glacier_factor, 1)
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riverD = min(riverD*glacier_factor, 1)
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end
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end
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