2 Commits

Author SHA1 Message Date
02f9805507 Fix river shape in confluences (less sharp riverbeds when a small rivers joins a big one)
Also cleaned and commented the code
2022-01-19 17:58:46 +01:00
fce6a33818 Exclude exact riverbanks from rivers
This avoids considering points that are exactly at the border of a polygon as rivers
2022-01-19 11:19:37 +01:00
15 changed files with 680 additions and 980 deletions

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@ -1,24 +1,3 @@
-- Fix compatibility for settings-related changes
-- Only loaded if the versions of the mod and the world mismatch
local function version_is_lower(v1, v2)
local d1, c1, d2, c2
while #v1 > 0 and #v2 > 0 do
d1, c1, v1 = v1:match("^(%d*)(%D*)(.*)$")
d2, c2, v2 = v2:match("^(%d*)(%D*)(.*)$")
d1 = tonumber(d1) or -1
d2 = tonumber(d2) or -1
if d1 ~= d2 then
return d1 < d2
end
if c1 ~= c2 then
return c1 < c2
end
end
return false
end
local function fix_min_catchment(settings, is_global) local function fix_min_catchment(settings, is_global)
local prefix = is_global and "mapgen_rivers_" or "" local prefix = is_global and "mapgen_rivers_" or ""
@ -42,18 +21,6 @@ local function fix_compatibility_minetest(settings)
if previous_version == "0.0" then if previous_version == "0.0" then
fix_min_catchment(settings, true) fix_min_catchment(settings, true)
end end
if version_is_lower(previous_version, "1.0.2-dev1") then
local blocksize = tonumber(settings:get("mapgen_rivers_blocksize") or 15)
local grid_x_size = tonumber(settings:get("mapgen_rivers_grid_x_size"))
if grid_x_size then
settings:set("mapgen_rivers_map_x_size", tostring(grid_x_size * blocksize))
end
local grid_z_size = tonumber(settings:get("mapgen_rivers_grid_z_size"))
if grid_z_size then
settings:set("mapgen_rivers_map_z_size", tostring(grid_z_size * blocksize))
end
end
end end
local function fix_compatibility_mapgen_rivers(settings) local function fix_compatibility_mapgen_rivers(settings)
@ -62,18 +29,6 @@ local function fix_compatibility_mapgen_rivers(settings)
if previous_version == "0.0" then if previous_version == "0.0" then
fix_min_catchment(settings, false) fix_min_catchment(settings, false)
end end
if version_is_lower(previous_version, "1.0.2-dev1") then
local blocksize = tonumber(settings:get("blocksize") or 15)
local grid_x_size = tonumber(settings:get("grid_x_size"))
if grid_x_size then
settings:set("map_x_size", tostring(grid_x_size * blocksize))
end
local grid_z_size = tonumber(settings:get("grid_z_size"))
if grid_z_size then
settings:set("map_z_size", tostring(grid_z_size * blocksize))
end
end
end end
return fix_compatibility_minetest, fix_compatibility_mapgen_rivers return fix_compatibility_minetest, fix_compatibility_mapgen_rivers

40
geometry.lua Normal file
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@ -0,0 +1,40 @@
local sqrt, abs = math.sqrt, math.abs
local unpk = unpack
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
-- The closest point is on the segment
return abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpk(X)
local y1, y2, y3, y4 = unpk(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
return transform_quadri

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@ -1,148 +0,0 @@
-- Manages grid loading, writing and generation
local world_data = mapgen_rivers.world_data_path
local registered_on_grid_loaded = {}
function mapgen_rivers.register_on_grid_loaded(func)
if type(func) == "function" then
registered_on_grid_loaded[#registered_on_grid_loaded+1] = func
else
minetest.log("error", "[mapgen_rivers] register_on_grid_loaded can only register functions!")
end
end
local function on_grid_loaded_callback(grid)
for _, func in ipairs(registered_on_grid_loaded) do
func(grid)
end
end
local function offset_conv(o)
return (o + 0.5) * (1/256)
end
local grid_maps_list = {
dem = {bytes=2, signed=true},
lakes = {bytes=2, signed=true},
dirs = {bytes=1, signed=false},
rivers = {bytes=4, signed=false},
offset_x = {bytes=1, signed=true, conv=offset_conv},
offset_y = {bytes=1, signed=true, conv=offset_conv},
}
local function apply_grid_conversion(grid)
if grid.load_method ~= "full" then
minetest.log("warning", ("Could not apply data conversion for load method %s"):format(grid.load_method))
return false
end
if grid.conv_applied then
return true
end
local size = grid.size.x * grid.size.y
for mapname, params in pairs(grid_maps_list) do
local conv = params.conv
if conv then
local map = grid[mapname]
for i=1, size do
map[i] = conv(map[i])
end
end
end
grid.conv_applied = true
return true
end
function mapgen_rivers.try_load_grid(grid)
local load_method = mapgen_rivers.settings.load_method
-- First, check whether a grid is already loaded with the appropriate method
if mapgen_rivers.grid and mapgen_rivers.grid.load_method == load_method then
if not mapgen_rivers.grid.conv_applied then
apply_grid_conversion(mapgen_rivers.grid)
end
return true
-- Then, check the provided argument is a valid grid
elseif grid and grid.load_method == load_method then
if not mapgen_rivers.grid.conv_applied then
apply_grid_conversion(grid)
end
mapgen_rivers.grid = grid
on_grid_loaded_callback(grid)
return true
end
-- Fall back to loading the grid from the files
local sfile = io.open(world_data .. 'size', 'r')
if not sfile then
return false
end
local x, z = sfile:read('*n'), sfile:read('*n')
if not x or not z then
return false
end
if load_method == "full" then
minetest.log("action", '[mapgen_rivers] Loading full grid')
elseif load_method == "interactive" then
minetest.log("action", '[mapgen_rivers] Loading grid as interactive loaders')
end
grid = {
load_method = load_method,
size = {x=x, y=z},
}
for map, params in pairs(grid_maps_list) do
grid[map] = mapgen_rivers.load_file(map, params.bytes, params.signed, x*z, params.conv)
end
grid.conv_applied = true
mapgen_rivers.grid = grid
on_grid_loaded_callback(grid)
return true
end
function mapgen_rivers.generate_grid()
minetest.log("action", '[mapgen_rivers] Generating grid, this may take a while...')
local grid = {}
local blocksize = mapgen_rivers.settings.blocksize
local xsize = math.floor(mapgen_rivers.settings.map_x_size / blocksize)
local zsize = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
grid.size = {x=xsize, y=zsize}
grid.conv_applied = false
if not mapgen_rivers.pregenerate then
minetest.log("error", "[mapgen_rivers] Pre-generation function is not available.")
return false
end
mapgen_rivers.pregenerate(grid)
return grid
end
function mapgen_rivers.write_grid(grid)
minetest.mkdir(world_data)
if grid.conv_applied then
minetest.log("error", '[mapgen_rivers] Could not write grid if data conversion is already done')
return false
end
for map, params in pairs(grid_maps_list) do
mapgen_rivers.write_file(map, grid[map], params.bytes)
end
local sfile = io.open(world_data .. 'size', "w")
sfile:write(grid.size.x..'\n'..grid.size.y)
sfile:close()
return true
end

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@ -1,53 +1,17 @@
-- Transform polygon data into a heightmap
local modpath = mapgen_rivers.modpath local modpath = mapgen_rivers.modpath
local make_polygons = dofile(modpath .. 'polygons.lua')
local transform_quadri = dofile(modpath .. 'geometry.lua')
local sea_level = mapgen_rivers.settings.sea_level local sea_level = mapgen_rivers.settings.sea_level
local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
local out_elev = mapgen_rivers.settings.margin_elev local MAP_BOTTOM = -31000
-- Localize for performance -- Localize for performance
local floor, min, max, sqrt, abs = math.floor, math.min, math.max, math.sqrt, math.abs local floor, min, max = math.floor, math.min, math.max
local unpk = unpack local unpk = unpack
-- Geometrical helpers
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
-- The closest point is on the segment
return abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpk(X)
local y1, y2, y3, y4 = unpk(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
-- Linear interpolation -- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf) local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf) local v0 = v01*xf + v00*(1-xf)
@ -55,9 +19,9 @@ local function interp(v00, v01, v11, v10, xf, zf)
return v1*zf + v0*(1-zf) return v1*zf + v0*(1-zf)
end end
function mapgen_rivers.make_heightmaps(minp, maxp) local function heightmaps(minp, maxp)
local polygons = mapgen_rivers.make_polygons(minp, maxp) local polygons = make_polygons(minp, maxp)
local incr = maxp.z-minp.z+1 local incr = maxp.z-minp.z+1
local terrain_height_map = {} local terrain_height_map = {}
@ -171,8 +135,8 @@ function mapgen_rivers.make_heightmaps(minp, maxp)
terrain_height_map[i] = terrain_height terrain_height_map[i] = terrain_height
lake_height_map[i] = lake_height lake_height_map[i] = lake_height
else else
terrain_height_map[i] = out_elev terrain_height_map[i] = MAP_BOTTOM
lake_height_map[i] = out_elev lake_height_map[i] = MAP_BOTTOM
end end
i = i + 1 i = i + 1
end end
@ -180,3 +144,5 @@ function mapgen_rivers.make_heightmaps(minp, maxp)
return terrain_height_map, lake_height_map return terrain_height_map, lake_height_map
end end
return heightmaps

289
init.lua
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@ -1,26 +1,279 @@
-- Main file, calls the other files and triggers main functions
mapgen_rivers = {} mapgen_rivers = {}
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/' local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
mapgen_rivers.modpath = modpath mapgen_rivers.modpath = modpath
mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/' mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/'
dofile(modpath .. 'settings.lua') if minetest.get_mapgen_setting("mg_name") ~= "singlenode" then
dofile(modpath .. 'gridmanager.lua') minetest.set_mapgen_setting("mg_name", "singlenode", true)
dofile(modpath .. 'gridio.lua') minetest.log("warning", "[mapgen_rivers] Mapgen set to singlenode")
dofile(modpath .. 'polygons.lua')
dofile(modpath .. 'heightmap.lua')
dofile(modpath .. 'mapgen.lua')
minetest.register_on_mods_loaded(function()
local exist = mapgen_rivers.try_load_grid()
if not exist then -- If grid does not exist yet, generate it
dofile(modpath .. 'pregenerate.lua')
local grid = mapgen_rivers.generate_grid()
mapgen_rivers.write_grid(grid)
mapgen_rivers.try_load_grid(grid) -- Reload if needed
end end
dofile(modpath .. 'settings.lua')
local sea_level = mapgen_rivers.settings.sea_level
local elevation_chill = mapgen_rivers.settings.elevation_chill
local use_distort = mapgen_rivers.settings.distort
local use_biomes = mapgen_rivers.settings.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists('biomegen')
use_biomes = use_biomes and minetest.global_exists('default') and not use_biomegen_mod
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
dofile(modpath .. 'noises.lua')
local heightmaps = dofile(modpath .. 'heightmap.lua')
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
-- Localize for performance
local floor, min = math.floor, math.min
local data = {}
local noise_x_obj, noise_z_obj, noise_distort_obj, noise_heat_obj, noise_heat_blend_obj
local noise_x_map = {}
local noise_z_map = {}
local noise_distort_map = {}
local noise_heat_map = {}
local noise_heat_blend_map = {}
local mapsize
local init = false
local sumtime = 0
local sumtime2 = 0
local ngen = 0
local function generate(minp, maxp, seed)
minetest.log("info", ("[mapgen_rivers] Generating from %s to %s"):format(minetest.pos_to_string(minp), minetest.pos_to_string(maxp)))
local chulens = {
x = maxp.x-minp.x+1,
y = maxp.y-minp.y+1,
z = maxp.z-minp.z+1,
}
if not init then
mapsize = {
x = chulens.x,
y = chulens.y+1,
z = chulens.z,
}
if use_distort then
noise_x_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_x, mapsize)
noise_z_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_z, mapsize)
noise_distort_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_amplitude, chulens)
end
if use_biomes then
noise_heat_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat, chulens)
noise_heat_blend_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat_blend, chulens)
end
init = true
end
local t0 = os.clock()
local minp2d = {x=minp.x, y=minp.z}
if use_distort then
noise_x_obj:get_3d_map_flat(minp, noise_x_map)
noise_z_obj:get_3d_map_flat(minp, noise_z_map)
noise_distort_obj:get_2d_map_flat(minp2d, noise_distort_map)
end
if use_biomes then
noise_heat_obj:get_2d_map_flat(minp2d, noise_heat_map)
noise_heat_blend_obj:get_2d_map_flat(minp2d, noise_heat_blend_map)
end
local terrain_map, lake_map, incr, i_origin
if use_distort then
local xmin, xmax, zmin, zmax = minp.x, maxp.x, minp.z, maxp.z
local i = 0
local i2d = 0
for z=minp.z, maxp.z do
for y=minp.y, maxp.y+1 do
for x=minp.x, maxp.x do
i = i+1
i2d = i2d+1
local distort = noise_distort_map[i2d]
local xv = noise_x_map[i]*distort + x
if xv < xmin then xmin = xv end
if xv > xmax then xmax = xv end
noise_x_map[i] = xv
local zv = noise_z_map[i]*distort + z
if zv < zmin then zmin = zv end
if zv > zmax then zmax = zv end
noise_z_map[i] = zv
end
i2d = i2d-chulens.x
end
end
local pminp = {x=floor(xmin), z=floor(zmin)}
local pmaxp = {x=floor(xmax)+1, z=floor(zmax)+1}
incr = pmaxp.x-pminp.x+1
i_origin = 1 - pminp.z*incr - pminp.x
terrain_map, lake_map = heightmaps(pminp, pmaxp)
else
terrain_map, lake_map = heightmaps(minp, maxp)
end
-- Check that there is at least one position that reaches min y
if minp.y > sea_level then
local y0 = minp.y
local is_empty = true
for i=1, #terrain_map do
if terrain_map[i] >= y0 or lake_map[i] >= y0 then
is_empty = false
break
end
end
-- If not, skip chunk
if is_empty then
local t = os.clock() - t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", "[mapgen_rivers] Skipping empty chunk (fully above ground level)")
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
return
end
end
local c_stone = minetest.get_content_id("mapgen_stone")
local c_water = minetest.get_content_id("mapgen_water_source")
local c_rwater = minetest.get_content_id("mapgen_river_water_source")
local c_dirt, c_lawn, c_dirtsnow, c_snow, c_sand, c_ice
if use_biomes then
c_dirt = minetest.get_content_id("default:dirt")
c_lawn = minetest.get_content_id("default:dirt_with_grass")
c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
c_snow = minetest.get_content_id("default:snowblock")
c_sand = minetest.get_content_id("default:sand")
c_ice = minetest.get_content_id("default:ice")
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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.
local nid = mapsize.x*(mapsize.y-1) + 1
local incrY = -mapsize.x
local incrX = 1 - mapsize.y*incrY
local incrZ = mapsize.x*mapsize.y - mapsize.x*incrX - mapsize.x*mapsize.y*incrY
local i2d = 1
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local ivm = a:index(x, maxp.y+1, z)
local ground_above = false
local temperature
if use_biomes then
temperature = noise_heat_map[i2d]+noise_heat_blend_map[i2d]
end
local terrain, lake
if not use_distort then
terrain = terrain_map[i2d]
lake = lake_map[i2d]
end
for y = maxp.y+1, minp.y, -1 do
if use_distort then
local xn = noise_x_map[nid]
local zn = noise_z_map[nid]
local x0 = floor(xn)
local z0 = floor(zn)
local i0 = i_origin + z0*incr + x0
local i1 = i0+1
local i2 = i1+incr
local i3 = i2-1
terrain = interp(terrain_map[i0], terrain_map[i1], terrain_map[i2], terrain_map[i3], xn-x0, zn-z0)
lake = min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
end
if y <= maxp.y then
local is_lake = lake > terrain
if y <= terrain then
if not use_biomes or y <= terrain-1 or ground_above then
data[ivm] = c_stone
elseif is_lake or y < sea_level then
data[ivm] = c_sand
else
local temperature_y = temperature - y*elevation_chill
if temperature_y >= 15 then
data[ivm] = c_lawn
elseif temperature_y >= 0 then
data[ivm] = c_dirtsnow
else
data[ivm] = c_snow
end
end
elseif y <= lake and lake > sea_level then
if not use_biomes or temperature - y*elevation_chill >= 0 then
data[ivm] = c_rwater
else
data[ivm] = c_ice
end
elseif y <= sea_level then
data[ivm] = c_water
end
end
ground_above = y <= terrain
ivm = ivm - ystride
if use_distort then
nid = nid + incrY
end
end
if use_distort then
nid = nid + incrX
end
i2d = i2d + 1
end
if use_distort then
nid = nid + incrZ
end
end
if use_biomegen_mod then
biomegen.generate_all(data, a, vm, minp, maxp, seed)
else
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
end
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
local t = os.clock()-t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
end
minetest.register_on_generated(generate)
minetest.register_on_shutdown(function()
local avg = sumtime / ngen
local std = math.sqrt(sumtime2/ngen - avg*avg)
minetest.log("action", ("[mapgen_rivers] Mapgen statistics:\n- Mapgen calls: %4d\n- Mean time: %5.3f s\n- Standard deviation: %5.3f s"):format(ngen, avg, std))
end) end)

View File

@ -1,13 +1,10 @@
-- Input and output functions for grid maps
local worldpath = mapgen_rivers.world_data_path local worldpath = mapgen_rivers.world_data_path
local floor = math.floor local floor = math.floor
local sbyte, schar = string.byte, string.char local sbyte, schar = string.byte, string.char
local unpk = unpack local unpk = unpack
-- Loading files function mapgen_rivers.load_map(filename, bytes, signed, size, converter)
local function load_full_map(filename, bytes, signed, size, converter)
local file = io.open(worldpath .. filename, 'rb') local file = io.open(worldpath .. filename, 'rb')
local data = file:read('*all') local data = file:read('*all')
if #data < bytes*size then if #data < bytes*size then
@ -65,31 +62,18 @@ local loader_mt = {
end, end,
} }
local function interactive_loader(filename, bytes, signed, size, converter) function mapgen_rivers.interactive_loader(filename, bytes, signed, size, converter)
local file = io.open(worldpath .. filename, 'rb') local file = io.open(worldpath .. filename, 'rb')
if file then if file then
minetest.register_on_shutdown(function()
file:close()
end)
converter = converter or false converter = converter or false
return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt) return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt)
end end
end end
local load_methods = { function mapgen_rivers.write_map(filename, data, bytes)
full = load_full_map,
interactive = interactive_loader,
}
function mapgen_rivers.load_file(...)
local load_method = mapgen_rivers.settings.load_method
local load_func = load_methods[load_method]
if load_func then
return load_func(...)
else
minetest.log("error", ("[mapgen_rivers] Unknown load method %s"):format(load_method))
end
end
-- Writing files
function mapgen_rivers.write_file(filename, data, bytes)
local size = #data local size = #data
local file = io.open(worldpath .. filename, 'wb') local file = io.open(worldpath .. filename, 'wb')

View File

@ -1,271 +0,0 @@
-- Mapgen loop and mapgen-related things
if minetest.get_mapgen_setting("mg_name") ~= "singlenode" then
minetest.set_mapgen_setting("mg_name", "singlenode", true)
minetest.log("warning", "[mapgen_rivers] Mapgen set to singlenode")
end
local sea_level = mapgen_rivers.settings.sea_level
local elevation_chill = mapgen_rivers.settings.elevation_chill
local use_distort = mapgen_rivers.settings.distort
local use_biomes = mapgen_rivers.settings.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists('biomegen')
use_biomes = use_biomes and minetest.global_exists('default') and not use_biomegen_mod
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
-- Localize for performance
local floor, min = math.floor, math.min
local data = {}
local noise_x_obj, noise_z_obj, noise_distort_obj, noise_heat_obj, noise_heat_blend_obj
local noise_x_map = {}
local noise_z_map = {}
local noise_distort_map = {}
local noise_heat_map = {}
local noise_heat_blend_map = {}
local mapsize
local init = false
local sumtime = 0
local sumtime2 = 0
local ngen = 0
function mapgen_rivers.make_chunk(minp, maxp, seed)
minetest.log("info", ("[mapgen_rivers] Generating from %s to %s"):format(minetest.pos_to_string(minp), minetest.pos_to_string(maxp)))
local chulens = {
x = maxp.x-minp.x+1,
y = maxp.y-minp.y+1,
z = maxp.z-minp.z+1,
}
if not init then
mapsize = {
x = chulens.x,
y = chulens.y+1,
z = chulens.z,
}
if use_distort then
noise_x_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_x, mapsize)
noise_z_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_z, mapsize)
noise_distort_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_amplitude, chulens)
end
if use_biomes then
noise_heat_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat, chulens)
noise_heat_blend_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat_blend, chulens)
end
init = true
end
local t0 = os.clock()
local minp2d = {x=minp.x, y=minp.z}
if use_distort then
noise_x_obj:get_3d_map_flat(minp, noise_x_map)
noise_z_obj:get_3d_map_flat(minp, noise_z_map)
noise_distort_obj:get_2d_map_flat(minp2d, noise_distort_map)
end
if use_biomes then
noise_heat_obj:get_2d_map_flat(minp2d, noise_heat_map)
noise_heat_blend_obj:get_2d_map_flat(minp2d, noise_heat_blend_map)
end
local terrain_map, lake_map, incr, i_origin
if use_distort then
local xmin, xmax, zmin, zmax = minp.x, maxp.x, minp.z, maxp.z
local i = 0
local i2d = 0
for z=minp.z, maxp.z do
for y=minp.y, maxp.y+1 do
for x=minp.x, maxp.x do
i = i+1
i2d = i2d+1
local distort = noise_distort_map[i2d]
local xv = noise_x_map[i]*distort + x
if xv < xmin then xmin = xv end
if xv > xmax then xmax = xv end
noise_x_map[i] = xv
local zv = noise_z_map[i]*distort + z
if zv < zmin then zmin = zv end
if zv > zmax then zmax = zv end
noise_z_map[i] = zv
end
i2d = i2d-chulens.x
end
end
local pminp = {x=floor(xmin), z=floor(zmin)}
local pmaxp = {x=floor(xmax)+1, z=floor(zmax)+1}
incr = pmaxp.x-pminp.x+1
i_origin = 1 - pminp.z*incr - pminp.x
terrain_map, lake_map = mapgen_rivers.make_heightmaps(pminp, pmaxp)
else
terrain_map, lake_map = mapgen_rivers.make_heightmaps(minp, maxp)
end
-- Check that there is at least one position that reaches min y
if minp.y > sea_level then
local y0 = minp.y
local is_empty = true
for i=1, #terrain_map do
if terrain_map[i] >= y0 or lake_map[i] >= y0 then
is_empty = false
break
end
end
-- If not, skip chunk
if is_empty then
local t = os.clock() - t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", "[mapgen_rivers] Skipping empty chunk (fully above ground level)")
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
return
end
end
local c_stone = minetest.get_content_id("mapgen_stone")
local c_water = minetest.get_content_id("mapgen_water_source")
local c_rwater = minetest.get_content_id("mapgen_river_water_source")
local c_dirt, c_lawn, c_dirtsnow, c_snow, c_sand, c_ice
if use_biomes then
c_dirt = minetest.get_content_id("default:dirt")
c_lawn = minetest.get_content_id("default:dirt_with_grass")
c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
c_snow = minetest.get_content_id("default:snowblock")
c_sand = minetest.get_content_id("default:sand")
c_ice = minetest.get_content_id("default:ice")
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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.
local nid = mapsize.x*(mapsize.y-1) + 1
local incrY = -mapsize.x
local incrX = 1 - mapsize.y*incrY
local incrZ = mapsize.x*mapsize.y - mapsize.x*incrX - mapsize.x*mapsize.y*incrY
local i2d = 1
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local ivm = a:index(x, maxp.y+1, z)
local ground_above = false
local temperature
if use_biomes then
temperature = noise_heat_map[i2d]+noise_heat_blend_map[i2d]
end
local terrain, lake
if not use_distort then
terrain = terrain_map[i2d]
lake = lake_map[i2d]
end
for y = maxp.y+1, minp.y, -1 do
if use_distort then
local xn = noise_x_map[nid]
local zn = noise_z_map[nid]
local x0 = floor(xn)
local z0 = floor(zn)
local i0 = i_origin + z0*incr + x0
local i1 = i0+1
local i2 = i1+incr
local i3 = i2-1
terrain = interp(terrain_map[i0], terrain_map[i1], terrain_map[i2], terrain_map[i3], xn-x0, zn-z0)
lake = min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
end
if y <= maxp.y then
local is_lake = lake > terrain
if y <= terrain then
if not use_biomes or y <= terrain-1 or ground_above then
data[ivm] = c_stone
elseif is_lake or y < sea_level then
data[ivm] = c_sand
else
local temperature_y = temperature - y*elevation_chill
if temperature_y >= 15 then
data[ivm] = c_lawn
elseif temperature_y >= 0 then
data[ivm] = c_dirtsnow
else
data[ivm] = c_snow
end
end
elseif y <= lake and lake > sea_level then
if not use_biomes or temperature - y*elevation_chill >= 0 then
data[ivm] = c_rwater
else
data[ivm] = c_ice
end
elseif y <= sea_level then
data[ivm] = c_water
end
end
ground_above = y <= terrain
ivm = ivm - ystride
if use_distort then
nid = nid + incrY
end
end
if use_distort then
nid = nid + incrX
end
i2d = i2d + 1
end
if use_distort then
nid = nid + incrZ
end
end
if use_biomegen_mod then
biomegen.generate_all(data, a, vm, minp, maxp, seed)
else
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
end
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
local t = os.clock()-t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
end
minetest.register_on_generated(mapgen_rivers.make_chunk)
minetest.register_on_shutdown(function()
local avg = sumtime / ngen
local std = math.sqrt(sumtime2/ngen - avg*avg)
minetest.log("action", ("[mapgen_rivers] Mapgen statistics:\n- Mapgen calls: %4d\n- Mean time: %5.3f s\n- Standard deviation: %5.3f s"):format(ngen, avg, std))
end)

80
noises.lua Normal file
View File

@ -0,0 +1,80 @@
local def_setting = mapgen_rivers.define_setting
mapgen_rivers.noise_params = {
base = def_setting('np_base', 'noise', {
offset = 0,
scale = 300,
seed = 2469,
octaves = 8,
spread = {x=2048, y=2048, z=2048},
persist = 0.6,
lacunarity = 2,
flags = "eased",
}),
distort_x = def_setting('np_distort_x', 'noise', {
offset = 0,
scale = 1,
seed = -4574,
spread = {x=64, y=32, z=64},
octaves = 3,
persistence = 0.75,
lacunarity = 2,
}),
distort_z = def_setting('np_distort_z', 'noise', {
offset = 0,
scale = 1,
seed = -7940,
spread = {x=64, y=32, z=64},
octaves = 3,
persistence = 0.75,
lacunarity = 2,
}),
distort_amplitude = def_setting('np_distort_amplitude', 'noise', {
offset = 0,
scale = 10,
seed = 676,
spread = {x=1024, y=1024, z=1024},
octaves = 5,
persistence = 0.5,
lacunarity = 2,
flags = "absvalue",
}),
heat = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat'),
heat_blend = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat_blend'),
}
-- Convert to number because Minetest API is not able to do it cleanly...
for name, np in pairs(mapgen_rivers.noise_params) do
for field, value in pairs(np) do
if field ~= 'flags' and type(value) == 'string' then
np[field] = tonumber(value) or value
elseif field == 'spread' then
for dir, v in pairs(value) do
value[dir] = tonumber(v) or v
end
end
end
end
local heat = mapgen_rivers.noise_params.heat
local base = mapgen_rivers.noise_params.base
local settings = mapgen_rivers.settings
heat.offset = heat.offset + settings.sea_level * settings.elevation_chill
base.spread.x = base.spread.x / settings.blocksize
base.spread.y = base.spread.y / settings.blocksize
base.spread.z = base.spread.z / settings.blocksize
for name, np in pairs(mapgen_rivers.noise_params) do
local lac = np.lacunarity or 2
if lac > 1 then
local omax = math.floor(math.log(math.min(np.spread.x, np.spread.y, np.spread.z)) / math.log(lac))+1
if np.octaves > omax then
minetest.log("warning", "[mapgen_rivers] Noise " .. name .. ": 'octaves' reduced to " .. omax)
np.octaves = omax
end
end
end

View File

@ -1,23 +1,94 @@
-- Fetch polygons from a given areas, and compute their properties local modpath = mapgen_rivers.modpath
-- and find to which polygon every point belongs local mod_data_path = modpath .. 'river_data/'
if not io.open(mod_data_path .. 'size', 'r') then
mod_data_path = modpath .. 'demo_data/'
end
local blocksize = mapgen_rivers.settings.blocksize local world_data_path = mapgen_rivers.world_data_path
local X = math.floor(mapgen_rivers.settings.map_x_size / blocksize) minetest.mkdir(world_data_path)
local Z = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
dofile(modpath .. 'load.lua')
mapgen_rivers.grid = {}
local X = mapgen_rivers.settings.grid_x_size
local Z = mapgen_rivers.settings.grid_z_size
local function offset_converter(o)
return (o + 0.5) * (1/256)
end
local load_all = mapgen_rivers.settings.load_all
-- Try to read file 'size'
local sfile = io.open(world_data_path..'size', 'r')
local first_mapgen = true
if sfile then
X, Z = tonumber(sfile:read('*l')), tonumber(sfile:read('*l'))
sfile:close()
first_mapgen = false
end
if first_mapgen then
-- Generate a map!!
local pregenerate = dofile(mapgen_rivers.modpath .. '/pregenerate.lua')
minetest.register_on_mods_loaded(function()
minetest.log("action", '[mapgen_rivers] Generating grid, this may take a while...')
pregenerate(load_all)
if load_all then
local offset_x = mapgen_rivers.grid.offset_x
local offset_y = mapgen_rivers.grid.offset_y
for i=1, X*Z do
offset_x[i] = offset_converter(offset_x[i])
offset_y[i] = offset_converter(offset_y[i])
end
end
end)
end
-- if data not already loaded
if not (first_mapgen and load_all) then
local load_map
if load_all then
load_map = mapgen_rivers.load_map
else
load_map = mapgen_rivers.interactive_loader
end
minetest.register_on_mods_loaded(function()
if load_all then
minetest.log("action", '[mapgen_rivers] Loading full grid')
else
minetest.log("action", '[mapgen_rivers] Loading grid as interactive loaders')
end
local grid = mapgen_rivers.grid
grid.dem = load_map('dem', 2, true, X*Z)
grid.lakes = load_map('lakes', 2, true, X*Z)
grid.dirs = load_map('dirs', 1, false, X*Z)
grid.rivers = load_map('rivers', 4, false, X*Z)
grid.offset_x = load_map('offset_x', 1, true, X*Z, offset_converter)
grid.offset_y = load_map('offset_y', 1, true, X*Z, offset_converter)
end)
end
mapgen_rivers.grid.size = {x=X, y=Z}
local function index(x, z) local function index(x, z)
return z*X+x+1 return z*X+x+1
end end
local blocksize = mapgen_rivers.settings.blocksize
local min_catchment = mapgen_rivers.settings.min_catchment
local max_catchment = mapgen_rivers.settings.max_catchment
local map_offset = {x=0, z=0} local map_offset = {x=0, z=0}
mapgen_rivers.register_on_grid_loaded(function(grid)
X = grid.size.x
Z = grid.size.y
if mapgen_rivers.settings.center then if mapgen_rivers.settings.center then
map_offset.x = blocksize*X/2 map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2 map_offset.z = blocksize*Z/2
end end
end)
-- Localize for performance -- Localize for performance
local floor, ceil, min, max, abs = math.floor, math.ceil, math.min, math.max, math.abs local floor, ceil, min, max, abs = math.floor, math.ceil, math.min, math.max, math.abs
@ -48,7 +119,7 @@ local init = false
-- On map generation, determine into which polygon every point (in 2D) will fall. -- On map generation, determine into which polygon every point (in 2D) will fall.
-- Also store polygon-specific data -- Also store polygon-specific data
function mapgen_rivers.make_polygons(minp, maxp) local function make_polygons(minp, maxp)
local grid = mapgen_rivers.grid local grid = mapgen_rivers.grid
local dem = grid.dem local dem = grid.dem
@ -181,3 +252,5 @@ function mapgen_rivers.make_polygons(minp, maxp)
return polygons return polygons
end end
return make_polygons

View File

@ -1,6 +1,3 @@
-- Generate the grid using terrainlib_lua
-- Only called on first mapgen, if there is no grid yet
local EvolutionModel = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/erosion.lua') local EvolutionModel = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/erosion.lua')
local twist = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/twist.lua') local twist = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/twist.lua')
@ -8,7 +5,6 @@ local blocksize = mapgen_rivers.settings.blocksize
local tectonic_speed = mapgen_rivers.settings.tectonic_speed local tectonic_speed = mapgen_rivers.settings.tectonic_speed
local np_base = table.copy(mapgen_rivers.noise_params.base) local np_base = table.copy(mapgen_rivers.noise_params.base)
np_base.spread = vector.divide(np_base.spread, blocksize)
local evol_params = mapgen_rivers.settings.evol_params local evol_params = mapgen_rivers.settings.evol_params
@ -17,45 +13,10 @@ local time_step = mapgen_rivers.settings.evol_time_step
local niter = math.ceil(time/time_step) local niter = math.ceil(time/time_step)
time_step = time / niter time_step = time / niter
local use_margin = mapgen_rivers.settings.margin local function pregenerate(keep_loaded)
local margin_width = mapgen_rivers.settings.margin_width / blocksize local grid = mapgen_rivers.grid
local margin_elev = mapgen_rivers.settings.margin_elev
local function margin(dem, width, elev)
local X, Y = dem.X, dem.Y
for i=1, width do
local c1 = ((i-1)/width) ^ 0.5
local c2 = (1-c1) * elev
local index = (i-1)*X + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = i
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
index = X*(Y-i) + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = X-i + 1
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
end
end
function mapgen_rivers.pregenerate(grid)
local size = grid.size local size = grid.size
if size.x * size.y > 4e6 then
minetest.log("warning", "[mapgen_rivers] You are going to generate a very large grid (>4M nodes). If you experience problems, you should increase blocksize or reduce map size.")
end
local seed = tonumber(minetest.get_mapgen_setting("seed")) local seed = tonumber(minetest.get_mapgen_setting("seed"))
np_base.seed = (np_base.seed or 0) + seed np_base.seed = (np_base.seed or 0) + seed
@ -65,10 +26,6 @@ function mapgen_rivers.pregenerate(grid)
dem.X = size.x dem.X = size.x
dem.Y = size.y dem.Y = size.y
if use_margin then
margin(dem, margin_width, margin_elev)
end
local model = EvolutionModel(evol_params) local model = EvolutionModel(evol_params)
model.dem = dem model.dem = dem
local ref_dem = model:define_isostasy(dem) local ref_dem = model:define_isostasy(dem)
@ -84,9 +41,6 @@ function mapgen_rivers.pregenerate(grid)
if i < niter then if i < niter then
if tectonic_step ~= 0 then if tectonic_step ~= 0 then
nobj_base:get_3d_map_flat({x=0, y=tectonic_step*i, z=0}, ref_dem) nobj_base:get_3d_map_flat({x=0, y=tectonic_step*i, z=0}, ref_dem)
if use_margin then
margin(ref_dem, margin_width, margin_elev)
end
end end
model:isostasy() model:isostasy()
end end
@ -103,14 +57,25 @@ function mapgen_rivers.pregenerate(grid)
offset_y[i] = mmin(mmax(offset_y[i]*256, -128), 127) offset_y[i] = mmin(mmax(offset_y[i]*256, -128), 127)
end end
mapgen_rivers.write_map('dem', model.dem, 2)
mapgen_rivers.write_map('lakes', model.lakes, 2)
mapgen_rivers.write_map('dirs', model.dirs, 1)
mapgen_rivers.write_map('rivers', model.rivers, 4)
mapgen_rivers.write_map('offset_x', offset_x, 1)
mapgen_rivers.write_map('offset_y', offset_y, 1)
local sfile = io.open(mapgen_rivers.world_data_path .. 'size', "w")
sfile:write(size.x..'\n'..size.y)
sfile:close()
if keep_loaded then
grid.dem = model.dem grid.dem = model.dem
grid.lakes = model.lakes grid.lakes = model.lakes
grid.dirs = model.dirs grid.dirs = model.dirs
grid.rivers = model.rivers grid.rivers = model.rivers
grid.offset_x = offset_x grid.offset_x = offset_x
grid.offset_y = offset_y grid.offset_y = offset_y
end
grid.load_method = "full"
grid.conv_applied = false
collectgarbage() collectgarbage()
end end
return pregenerate

View File

@ -1,9 +1,7 @@
-- Read global and per-world settings
local mtsettings = minetest.settings local mtsettings = minetest.settings
local mgrsettings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf') local mgrsettings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
mapgen_rivers.version = "1.0.2-dev1" mapgen_rivers.version = "1.0.2"
local previous_version_mt = mtsettings:get("mapgen_rivers_version") or "0.0" local previous_version_mt = mtsettings:get("mapgen_rivers_version") or "0.0"
local previous_version_mgr = mgrsettings:get("version") or "0.0" local previous_version_mgr = mgrsettings:get("version") or "0.0"
@ -21,33 +19,13 @@ end
mtsettings:set("mapgen_rivers_version", mapgen_rivers.version) mtsettings:set("mapgen_rivers_version", mapgen_rivers.version)
mgrsettings:set("version", mapgen_rivers.version) mgrsettings:set("version", mapgen_rivers.version)
local defaults
do
local f = io.open(mapgen_rivers.modpath .. "/settings_default.json")
defaults = minetest.parse_json(f:read("*all"))
f:close()
end
-- Convert strings to numbers in noise params because Minetest API is not able to do it cleanly...
local function clean_np(np)
for field, value in pairs(np) do
if field ~= 'flags' and type(value) == 'string' then
np[field] = tonumber(value) or value
elseif field == 'spread' then
for dir, v in pairs(value) do
value[dir] = tonumber(v) or v
end
end
end
end
function mapgen_rivers.define_setting(name, dtype, default) function mapgen_rivers.define_setting(name, dtype, default)
if dtype == "number" or dtype == "string" then if dtype == "number" or dtype == "string" then
local v = mgrsettings:get(name) local v = mgrsettings:get(name)
if v == nil then if v == nil then
v = mtsettings:get('mapgen_rivers_' .. name) v = mtsettings:get('mapgen_rivers_' .. name)
if v == nil then if v == nil then
v = defaults[name] v = default
end end
mgrsettings:set(name, v) mgrsettings:set(name, v)
end end
@ -61,7 +39,7 @@ function mapgen_rivers.define_setting(name, dtype, default)
if v == nil then if v == nil then
v = mtsettings:get_bool('mapgen_rivers_' .. name) v = mtsettings:get_bool('mapgen_rivers_' .. name)
if v == nil then if v == nil then
v = defaults[name] v = default
end end
mgrsettings:set_bool(name, v) mgrsettings:set_bool(name, v)
end end
@ -71,11 +49,10 @@ function mapgen_rivers.define_setting(name, dtype, default)
if v == nil then if v == nil then
v = mtsettings:get_np_group('mapgen_rivers_' .. name) v = mtsettings:get_np_group('mapgen_rivers_' .. name)
if v == nil then if v == nil then
v = defaults[name] v = default
end end
mgrsettings:set_np_group(name, v) mgrsettings:set_np_group(name, v)
end end
clean_np(v)
return v return v
end end
end end
@ -83,52 +60,33 @@ end
local def_setting = mapgen_rivers.define_setting local def_setting = mapgen_rivers.define_setting
mapgen_rivers.settings = { mapgen_rivers.settings = {
center = def_setting('center', 'bool'), center = def_setting('center', 'bool', true),
blocksize = def_setting('blocksize', 'number'), blocksize = def_setting('blocksize', 'number', 15),
sea_level = tonumber(minetest.get_mapgen_setting('water_level')), sea_level = tonumber(minetest.get_mapgen_setting('water_level')),
min_catchment = def_setting('min_catchment', 'number'), min_catchment = def_setting('min_catchment', 'number', 3600),
river_widening_power = def_setting('river_widening_power', 'number'), river_widening_power = def_setting('river_widening_power', 'number', 0.5),
riverbed_slope = def_setting('riverbed_slope', 'number'), riverbed_slope = def_setting('riverbed_slope', 'number', 0.4),
distort = def_setting('distort', 'bool'), distort = def_setting('distort', 'bool', true),
biomes = def_setting('biomes', 'bool'), biomes = def_setting('biomes', 'bool', true),
glaciers = def_setting('glaciers', 'bool'), glaciers = def_setting('glaciers', 'bool', false),
glacier_factor = def_setting('glacier_factor', 'number'), glacier_factor = def_setting('glacier_factor', 'number', 8),
elevation_chill = def_setting('elevation_chill', 'number'), elevation_chill = def_setting('elevation_chill', 'number', 0.25),
map_x_size = def_setting('map_x_size', 'number'), grid_x_size = def_setting('grid_x_size', 'number', 1000),
map_z_size = def_setting('map_z_size', 'number'), grid_z_size = def_setting('grid_z_size', 'number', 1000),
margin = def_setting('margin', 'bool'),
margin_width = def_setting('margin_width', 'number'),
margin_elev = def_setting('margin_elev', 'number'),
evol_params = { evol_params = {
K = def_setting('river_erosion_coef', 'number'), K = def_setting('river_erosion_coef', 'number', 0.5),
m = def_setting('river_erosion_power', 'number'), m = def_setting('river_erosion_power', 'number', 0.4),
d = def_setting('diffusive_erosion', 'number'), d = def_setting('diffusive_erosion', 'number', 0.5),
compensation_radius = def_setting('compensation_radius', 'number'), compensation_radius = def_setting('compensation_radius', 'number', 50),
}, },
tectonic_speed = def_setting('tectonic_speed', 'number'), tectonic_speed = def_setting('tectonic_speed', 'number', 70),
evol_time = def_setting('evol_time', 'number'), evol_time = def_setting('evol_time', 'number', 10),
evol_time_step = def_setting('evol_time_step', 'number'), evol_time_step = def_setting('evol_time_step', 'number', 1),
load_all = mtsettings:get_bool('mapgen_rivers_load_all') load_all = mtsettings:get_bool('mapgen_rivers_load_all')
} }
mapgen_rivers.settings.load_method =
mapgen_rivers.settings.load_all and "full" or "interactive"
mapgen_rivers.noise_params = {
base = def_setting("np_base", "noise"),
distort_x = def_setting("np_distort_x", "noise"),
distort_z = def_setting("np_distort_z", "noise"),
distort_amplitude = def_setting("np_distort_amplitude", "noise"),
heat = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat'),
heat_blend = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat_blend'),
}
mapgen_rivers.noise_params.heat.offset = mapgen_rivers.noise_params.heat.offset +
mapgen_rivers.settings.sea_level * mapgen_rivers.settings.elevation_chill
local function write_settings() local function write_settings()
mgrsettings:write() mgrsettings:write()
end end

View File

@ -1,71 +0,0 @@
{
"version": "1.0.2-dev1",
"center": true,
"water_level": 1,
"blocksize": 15,
"min_catchment": 3600,
"river_widening_power": 0.5,
"riverbed_slope": 0.4,
"distort": true,
"biomes": true,
"glaciers": false,
"glacier_factor": 8,
"elevation_chill": 0.25,
"map_x_size": 15000,
"map_z_size": 15000,
"margin": true,
"margin_width": 2000,
"margin_elev": -200,
"river_erosion_coef": 0.5,
"river_erosion_power": 0.4,
"diffusive_erosion": 0.5,
"compensation_radius": 50,
"tectonic_speed": 70,
"evol_time": 10,
"evol_time_step": 1,
"load_all": false,
"np_base": {
"offset": 0,
"scale": 300,
"seed": 2469,
"octaves": 8,
"spread": {"x": 2048, "y": 2048, "z": 2048},
"persist": 0.6,
"lacunarity": 2.0,
"flags": "eased"
},
"np_distort_x": {
"offset": 0,
"scale": 1,
"seed": -4574,
"octaves": 3,
"spread": {"x": 64, "y": 32, "z": 64},
"persist": 0.75,
"lacunarity": 2.0
},
"np_distort_z": {
"offset": 0,
"scale": 1,
"seed": -7940,
"octaves": 3,
"spread": {"x": 64, "y": 32, "z": 64},
"persist": 0.75,
"lacunarity": 2.0
},
"np_distort_amplitude": {
"offset": 0,
"scale": 10,
"seed": 676,
"octaves": 5,
"spread": {"x": 1024, "y": 1024, "z": 1024},
"persist": 0.5,
"lacunarity": 2.0,
"flags": "absvalue"
}
}

View File

@ -3,35 +3,19 @@
# Whether the map should be centered at x=0, z=0. # Whether the map should be centered at x=0, z=0.
mapgen_rivers_center (Center map) bool true mapgen_rivers_center (Center map) bool true
# Every cell of the river grid will represent a square of this size. # Represents horizontal map scale. Every cell of the grid will be upscaled to
# A lower value will result in more detailed terrain and finer computation # a square of this size.
# of rivers, but will be slower to generate and use more resources. # For example if the grid size is 1000x1000 and block size is 12,
# # the actual size of the map will be 12000.
# WARNING: Excessively low values may cause crashes at pre-generation, due to
# memory issues
mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0 mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0
# X size of the map being generated # X size of the grid being generated
# # Actual size of the map is grid_x_size * blocksize
# X size of the river grid will be this/blocksize mapgen_rivers_grid_x_size (Grid X size) int 1000 50 5000
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_x_size (Map X size) int 15000 500 66000
# Z size of the map being generated # Z size of the grid being generated
# # Actual size of the map is grid_z_size * blocksize
# Z size of the river grid will be this/blocksize mapgen_rivers_grid_z_size (Grid Z size) int 1000 50 5000
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_z_size (Map Z size) int 15000 500 66000
# If margin is enabled, elevation becomes closer to a fixed value when approaching
# the edges of the map.
mapgen_rivers_margin (Margin) bool true
# Width of the transition at map borders, in nodes
mapgen_rivers_margin_width (Margin width) float 2000.0 0.0 15000.0
# Elevation toward which to converge at map borders
mapgen_rivers_margin_elev (Margin elevation) float -200.0 -31000.0 31000.0
# Minimal catchment area for a river to be drawn, in square nodes # Minimal catchment area for a river to be drawn, in square nodes
# Lower value means bigger river density # Lower value means bigger river density

View File

@ -134,7 +134,7 @@ local rivermapper = dofile(modpath .. "rivermapper.lua")
local gaussian = dofile(modpath .. "gaussian.lua") local gaussian = dofile(modpath .. "gaussian.lua")
local function flow(model) local function flow(model)
model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes) model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes, 'semirandom')
model.rivers = rivermapper.accumulate(model.dirs, model.rivers) model.rivers = rivermapper.accumulate(model.dirs, model.rivers)
end end

View File

@ -10,18 +10,50 @@
-- Big thanks to them for releasing this paper under a free license ! :) -- Big thanks to them for releasing this paper under a free license ! :)
-- The algorithm here makes use of most of the paper's concepts, including the Planar Borůvka algorithm. -- The algorithm here makes use of most of the paper's concepts, including the Planar Borůvka algorithm.
-- Only flow_local and accumulate_flow are custom algorithms.
local function flow_local_semirandom(plist)
-- Determines how water should flow at 1 node scale.
-- The straightforward approach would be "Water will flow to the lowest of the 4 neighbours", but here water flows to one of the lower neighbours, chosen randomly, but probability depends on height difference.
-- This makes rivers better follow the curvature of the topography at large scale, and be less biased by pure N/E/S/W directions.
-- 'plist': array of downward height differences (0 if upward)
local sum = 0
for i=1, #plist do
sum = sum + plist[i] -- Sum of probabilities
end
if sum == 0 then
return 0
end
local r = math.random() * sum
for i=1, #plist do
local p = plist[i]
if r < p then
return i
end
r = r - p
end
return 0
end
-- Maybe implement more flow methods in the future?
local flow_methods = {
semirandom = flow_local_semirandom,
}
-- Applies all steps of the flow routing, to calculate flow direction for every node, and lake surface elevation. -- Applies all steps of the flow routing, to calculate flow direction for every node, and lake surface elevation.
-- It's quite a hard piece of code, but we will go step by step and explain what's going on, so stay with me and... let's goooooooo! -- It's quite a hard piece of code, but we will go step by step and explain what's going on, so stay with me and... let's goooooooo!
local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional tables to reuse for memory optimization, they may contain any data. local function flow_routing(dem, dirs, lakes, method) -- 'dirs' and 'lakes' are optional tables to reuse for memory optimization, they may contain any data.
method = method or 'semirandom'
local flow_local = flow_methods[method] or flow_local_semirandom
dirs = dirs or {} dirs = dirs or {}
lakes = lakes or {} lakes = lakes or {}
-- Localize for performance -- Localize for performance
local tremove = table.remove local tremove = table.remove
local mmax = math.max local mmax = math.max
local mrand = math.random
local X, Y = dem.X, dem.Y local X, Y = dem.X, dem.Y
dirs.X = X dirs.X = X
@ -42,29 +74,14 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
for y=1, Y do for y=1, Y do
for x=1, X do for x=1, X do
local zi = dem[i] local zi = dem[i]
-- Determine how water should flow at 1 node scale. local plist = { -- Get the height difference of the 4 neighbours (and 0 if uphill)
-- The straightforward approach would be "Water will flow to the lowest of the 4 neighbours", but here water flows to one of the lower neighbours, chosen randomly, with probability depending on height difference. y<Y and mmax(zi-dem[i+X], 0) or 0, -- Southward
-- This makes rivers better follow the curvature of the topography at large scale, and be less biased by pure N/E/S/W directions. x<X and mmax(zi-dem[i+1], 0) or 0, -- Eastward
local pSouth = y<Y and mmax(zi-dem[i+X], 0) or 0 y>1 and mmax(zi-dem[i-X], 0) or 0, -- Northward
local pEast = x<X and mmax(zi-dem[i+1], 0) or 0 x>1 and mmax(zi-dem[i-1], 0) or 0, -- Westward
local pNorth = y>1 and mmax(zi-dem[i-X], 0) or 0 }
local pWest = x>1 and mmax(zi-dem[i-1], 0) or 0
local d = 0
local sum = pSouth + pEast + pNorth + pWest
local r = mrand() * sum
if sum > 0 then
if r < pSouth then
d = 1
elseif r-pSouth < pEast then
d = 2
elseif r-pSouth-pEast < pNorth then
d = 3
else
d = 4
end
end
local d = flow_local(plist)
-- 'dirs': Direction toward which water flow -- 'dirs': Direction toward which water flow
-- 'dirs2': Directions from which water comes -- 'dirs2': Directions from which water comes
dirs[i] = d dirs[i] = d
@ -93,170 +110,87 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
local links = {} local links = {}
local basin_links local basin_links
-- Function to analyse a link between two nodes
local function add_link(i1, i2, b1, isY)
-- i1, i2: coordinates of two nodes
-- b1: basin that contains i1
-- isY: whether the link is in Y direction
local b2
-- Note that basin number #0 represents the outside of the map; or if the coordinate is inside the map, means that the basin number is uninitialized.
if i2 == 0 then -- If outside the map
b2 = 0
else
b2 = basin_id[i2]
if b2 == 0 then -- If basin of i2 is not already computed, skip
return
end
end
if b2 ~= b1 then -- If these two nodes don't belong to the same basin, we have found a link between two adjacent basins
local elev = i2 == 0 and dem[i1] or mmax(dem[i1], dem[i2]) -- Elevation of the highest of the two sides of the link (or only i1 if b2 is map outside)
local l2 = basin_links[b2]
if not l2 then
l2 = {}
basin_links[b2] = l2
end
if not l2.elev or l2.elev > elev then -- If this link is lower than the lowest registered link between these two basins, register it as the new lowest pass
l2.elev = elev
l2.i = mmax(i1,i2)
l2.is_y = isY
l2[1] = b2
l2[2] = b1
end
end
end
for i=1, X*Y do for i=1, X*Y do
basin_id[i] = 0 basin_id[i] = 0
end end
local cur = nbasins for ib=1, nbasins do
local ib = 0 -- Here we will recursively search upstream from the singular node to determine its drainage basin
while cur > 0 do local queue = {singular[ib]} -- Start with the singular node, then this queue will be filled with water donors neighbours
local i = singular[cur]
cur = cur - 1
if dirs[i] == 0 then
basin_links = {} basin_links = {}
links[#links+1] = basin_links links[#links+1] = basin_links
ib = ib + 1 while #queue > 0 do
end local i = tremove(queue)
basin_id[i] = ib basin_id[i] = ib
local d = dirs2[i] -- Get the directions water is coming from local d = dirs2[i] -- Get the directions water is coming from
-- Iterate through the 4 directions -- Iterate through the 4 directions
-- Loop is unrolled on purpose, for performance (critical part!)
----------
-- EAST --
----------
if d >= 8 then -- River coming from the East if d >= 8 then -- River coming from the East
d = d - 8 d = d - 8
cur = cur + 1 queue[#queue+1] = i+1
singular[cur] = i+1
-- If no river is coming from the East, we might be at the limit of two basins, thus we need to test adjacency. -- If no river is coming from the East, we might be at the limit of two basins, thus we need to test adjacency.
elseif i%X > 0 then elseif i%X > 0 then
if basin_id[i+1] ~= ib and basin_id[i+1] ~= 0 then add_link(i, i+1, ib, false)
local b2 = basin_id[i+1]
local elev = mmax(dem[i], dem[i+1]) -- Elevation of the highest of the two sides of the link (or only i1 if b2 is map outside)
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+1, is_y=false}
basin_links[b2] = l2 -- Potential non-linear complexity here
elseif l2.elev > elev then -- If this link is lower than the lowest registered link between these two basins, register it as the new lowest pass
l2.elev = elev
l2.i = i+1
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else -- If the eastern neighbour is outside the map else -- If the eastern neighbour is outside the map
local l2 = basin_links[0] add_link(i, 0, ib, false)
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end end
-----------
-- SOUTH --
-----------
if d >= 4 then -- River coming from the South if d >= 4 then -- River coming from the South
d = d - 4 d = d - 4
cur = cur + 1 queue[#queue+1] = i+X
singular[cur] = i+X
elseif i <= X*(Y-1) then elseif i <= X*(Y-1) then
if basin_id[i+X] ~= ib and basin_id[i+X] ~= 0 then add_link(i, i+X, ib, true)
local b2 = basin_id[i+X]
local elev = mmax(dem[i], dem[i+X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+X, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i+X
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else else
local l2 = basin_links[0] add_link(i, 0, ib, true)
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end
end end
----------
-- WEST --
----------
if d >= 2 then -- River coming from the West if d >= 2 then -- River coming from the West
d = d - 2 d = d - 2
cur = cur + 1 queue[#queue+1] = i-1
singular[cur] = i-1
elseif i%X ~= 1 then elseif i%X ~= 1 then
if basin_id[i-1] ~= ib and basin_id[i-1] ~= 0 then add_link(i, i-1, ib, false)
local b2 = basin_id[i-1]
local elev = mmax(dem[i], dem[i-1])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=false}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else else
local l2 = basin_links[0] add_link(i, 0, ib, false)
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end end
-----------
-- NORTH --
-----------
if d >= 1 then -- River coming from the North if d >= 1 then -- River coming from the North
cur = cur + 1 queue[#queue+1] = i-X
singular[cur] = i-X
elseif i > X then elseif i > X then
if basin_id[i-X] ~= ib and basin_id[i-X] ~= 0 then add_link(i, i-X, ib, true)
local b2 = basin_id[i-X]
local elev = mmax(dem[i], dem[i-X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else else
local l2 = basin_links[0] add_link(i, 0, ib, true)
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end end
end end
end end
@ -289,31 +223,26 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
-- Mareš' optimizations mainly consist in skipping elements that have over 8 links, until extra links are removed when other elements are merged. -- Mareš' optimizations mainly consist in skipping elements that have over 8 links, until extra links are removed when other elements are merged.
-- Note that for this step we are only working on basins, not grid nodes. -- Note that for this step we are only working on basins, not grid nodes.
local lowlevel = {} local lowlevel = {}
cur = 0 for i, n in pairs(nlinks) do
local ref = singular -- Reuse table if n <= 8 then
for i=0, nbasins do lowlevel[i] = links[i]
if nlinks[i] <= 8 then
cur = cur + 1
lowlevel[cur] = i
ref[i] = cur
end end
end end
local basin_graph = {} local basin_graph = {}
for i=0, nbasins do for n=1, nbasins do
basin_graph[i] = {} -- Initialize (to ensure subtables don't go in the hash part)
end
for i=1, nbasins do
-- Iterate in lowlevel but its contents may change during the loop -- Iterate in lowlevel but its contents may change during the loop
local b1 = lowlevel[cur] -- 'next' called with only one argument always returns an element if table is not empty
cur = cur - 1 local b1, lnk1 = next(lowlevel)
local lnk1 = links[b1] lowlevel[b1] = nil
local b2 local b2
local lowest = math.huge local lowest = math.huge
local lnk1 = links[b1] local lnk1 = links[b1]
local i = 0
-- Look for lowest link -- Look for lowest link
for bn, bdata in pairs(lnk1) do for bn, bdata in pairs(lnk1) do
i = i + 1
if bdata.elev < lowest then if bdata.elev < lowest then
lowest = bdata.elev lowest = bdata.elev
b2 = bn b2 = bn
@ -323,7 +252,13 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
-- Add link to the graph, in both directions -- Add link to the graph, in both directions
local bound = lnk1[b2] local bound = lnk1[b2]
local bb1, bb2 = bound[1], bound[2] local bb1, bb2 = bound[1], bound[2]
basin_graph[bb1][bb2] = bound -- Potential non-linear complexity here if not basin_graph[bb1] then
basin_graph[bb1] = {}
end
if not basin_graph[bb2] then
basin_graph[bb2] = {}
end
basin_graph[bb1][bb2] = bound
basin_graph[bb2][bb1] = bound basin_graph[bb2][bb1] = bound
-- Merge basin b1 into b2 -- Merge basin b1 into b2
@ -334,9 +269,7 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
nlinks[b2] = nlinks[b2] - 1 nlinks[b2] = nlinks[b2] - 1
-- When the number of links is changing, we need to check whether the basin can be added to / removed from 'lowlevel' -- When the number of links is changing, we need to check whether the basin can be added to / removed from 'lowlevel'
if nlinks[b2] == 8 then if nlinks[b2] == 8 then
cur = cur + 1 lowlevel[b2] = lnk2
lowlevel[cur] = b2
ref[b2] = cur
end end
-- Look for basin 1's neighbours, and add them to basin 2 if they have a lower pass -- Look for basin 1's neighbours, and add them to basin 2 if they have a lower pass
for bn, bdata in pairs(lnk1) do for bn, bdata in pairs(lnk1) do
@ -346,16 +279,12 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
if lnkn[b2] then -- If bassin bn is also linked to b2 if lnkn[b2] then -- If bassin bn is also linked to b2
nlinks[bn] = nlinks[bn] - 1 -- Then bassin bn is losing a link because it keeps only one link toward b1/b2 after the merge nlinks[bn] = nlinks[bn] - 1 -- Then bassin bn is losing a link because it keeps only one link toward b1/b2 after the merge
if nlinks[bn] == 8 then if nlinks[bn] == 8 then
cur = cur + 1 lowlevel[bn] = lnkn
lowlevel[cur] = bn
ref[bn] = cur
end end
else -- If bn was linked to b1 but not to b2 else -- If bn was linked to b1 but not to b2
nlinks[b2] = nlinks[b2] + 1 -- Then b2 is gaining a link to bn because of the merge nlinks[b2] = nlinks[b2] + 1 -- Then b2 is gaining a link to bn because of the merge
if nlinks[b2] == 9 then if nlinks[b2] == 9 then
lowlevel[ref[b2]] = lowlevel[cur] lowlevel[b2] = nil
ref[lowlevel[cur]] = ref[b2]
cur = cur - 1
end end
end end
@ -373,17 +302,15 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
-- To orient the basin graph, we will consider that the ultimate basin water should flow into is the map outside (basin #0). We will start from it and recursively walk upstream to the neighbouring basins, using only links that are in the minimal spanning tree. This gives the flow direction of the links, and thus, the outlet of every basin. -- To orient the basin graph, we will consider that the ultimate basin water should flow into is the map outside (basin #0). We will start from it and recursively walk upstream to the neighbouring basins, using only links that are in the minimal spanning tree. This gives the flow direction of the links, and thus, the outlet of every basin.
-- This will also give lake elevation, which is the highest link encountered between map outside and the given basin on the spanning tree. -- This will also give lake elevation, which is the highest link encountered between map outside and the given basin on the spanning tree.
-- And within each basin, we need to modify flow directions to connect the singular node to the outlet. -- And within each basin, we need to modify flow directions to connect the singular node to the outlet.
local queue = {0} local queue = {[0] = -math.huge}
local queuevalues = {-math.huge}
cur = 1
local basin_lake = {} local basin_lake = {}
for n=1, nbasins do for n=1, nbasins do
basin_lake[n] = 0 basin_lake[n] = 0
end end
local reverse = {3, 4, 1, 2, [0]=0} local reverse = {3, 4, 1, 2, [0]=0}
while cur > 0 do for n=1, nbasins do
local b1, elev1 = queue[cur], queuevalues[cur] -- Pop from queue local b1, elev1 = next(queue) -- Pop from queue
cur = cur - 1 queue[b1] = nil
basin_lake[b1] = elev1 basin_lake[b1] = elev1
-- Iterate through b1's neighbours (according to the spanning tree) -- Iterate through b1's neighbours (according to the spanning tree)
for b2, bound in pairs(basin_graph[b1]) do for b2, bound in pairs(basin_graph[b1]) do
@ -422,9 +349,7 @@ local function flow_routing(dem, dirs, lakes) -- 'dirs' and 'lakes' are optional
until dir == 0 -- Stop when reaching the singular node until dir == 0 -- Stop when reaching the singular node
-- Add basin b2 into the queue, and keep the highest link elevation, that will define the elevation of the lake in b2 -- Add basin b2 into the queue, and keep the highest link elevation, that will define the elevation of the lake in b2
cur = cur + 1 queue[b2] = mmax(elev1, bound.elev)
queue[cur] = b2
queuevalues[cur] = mmax(elev1, bound.elev)
-- Remove b1 from b2's neighbours to avoid coming back to b1 -- Remove b1 from b2's neighbours to avoid coming back to b1
basin_graph[b2][b1] = nil basin_graph[b2][b1] = nil
end end
@ -447,25 +372,31 @@ local function accumulate(dirs, waterq)
-- This means: how many nodes will give their water to that given node, directly or indirectly? -- This means: how many nodes will give their water to that given node, directly or indirectly?
-- This is obtained by following rivers downstream and summing up the flow of every tributary, starting with a value of 1 at the sources. -- This is obtained by following rivers downstream and summing up the flow of every tributary, starting with a value of 1 at the sources.
-- This will give non-zero values for every node but only large values will be considered to be rivers. -- This will give non-zero values for every node but only large values will be considered to be rivers.
waterq = waterq or {}
local X, Y = dirs.X, dirs.Y local X, Y = dirs.X, dirs.Y
waterq = waterq or {X=X, Y=Y}
local ndonors = {} local ndonors = {}
local waterq = {X=X, Y=Y}
for i=1, X*Y do for i=1, X*Y do
ndonors[i] = 0 ndonors[i] = 0
waterq[i] = 1 waterq[i] = 1
end end
-- Calculate the number of direct donors -- Calculate the number of direct donors
for i=1, X*Y do for i1=1, X*Y do
if dirs[i] == 1 then local i2
ndonors[i+X] = ndonors[i+X] + 1 local dir = dirs[i1]
elseif dirs[i] == 2 then if dir == 1 then
ndonors[i+1] = ndonors[i+1] + 1 i2 = i1+X
elseif dirs[i] == 3 then elseif dir == 2 then
ndonors[i-X] = ndonors[i-X] + 1 i2 = i1+1
elseif dirs[i] == 4 then elseif dir == 3 then
ndonors[i-1] = ndonors[i-1] + 1 i2 = i1-X
elseif dir == 4 then
i2 = i1-1
end
if i2 then
ndonors[i2] = ndonors[i2] + 1
end end
end end
@ -507,4 +438,5 @@ end
return { return {
flow_routing = flow_routing, flow_routing = flow_routing,
accumulate = accumulate, accumulate = accumulate,
flow_methods = flow_methods,
} }