mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
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4 Commits
Author | SHA1 | Date | |
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4772cddf39 | |||
30cbc14302 | |||
e227755531 | |||
c8139de6d7 |
2
.gitignore
vendored
2
.gitignore
vendored
@ -4,4 +4,6 @@ lakes
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links
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rivers
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size
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offset_x
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offset_y
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unused/
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@ -5,6 +5,8 @@ Procedural map generator for Minetest 5.x. Still experimental and basic.
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Contains two distinct programs: Python scripts for pre-processing, and Lua scripts to generate the map on Minetest.
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# Installation
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This mod should be placed in the `/mods` directory like any other Minetest mod.
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62
bounds.py
Normal file
62
bounds.py
Normal file
@ -0,0 +1,62 @@
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import numpy as np
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import matplotlib.pyplot as plt
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def make_bounds(dirs, rivers):
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(Y, X) = dirs.shape
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bounds_h = np.zeros((Y, X-1), dtype='i4')
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bounds_v = np.zeros((Y-1, X), dtype='i4')
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bounds_v += (rivers * (dirs==1))[:-1,:]
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bounds_h += (rivers * (dirs==2))[:,:-1]
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bounds_v -= (rivers * (dirs==3))[1:,:]
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bounds_h -= (rivers * (dirs==4))[:,1:]
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return bounds_h, bounds_v
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def get_fixed(dirs):
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borders = np.zeros(dirs.shape, dtype='?')
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borders[-1,:] |= dirs[-1,:]==1
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borders[:,-1] |= dirs[:,-1]==2
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borders[0,:] |= dirs[0,:]==3
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borders[:,0] |= dirs[:,0]==4
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donors = np.zeros(dirs.shape, dtype='?')
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donors[1:,:] |= dirs[:-1,:]==1
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donors[:,1:] |= dirs[:,:-1]==2
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donors[:-1,:] |= dirs[1:,:]==3
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donors[:,:-1] |= dirs[:,1:]==4
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return borders | ~donors
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def twist(bounds_x, bounds_y, fixed, d=0.1, n=5):
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moveable = ~fixed
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(Y, X) = fixed.shape
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offset_x = np.zeros((Y, X))
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offset_y = np.zeros((Y, X))
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for i in range(n):
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force_long = np.abs(bounds_x) * (1+np.diff(offset_x, axis=1))
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force_trans = np.abs(bounds_y) * np.diff(offset_x, axis=0)
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force_x = np.zeros((Y, X))
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force_x[:,:-1] = force_long
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force_x[:,1:] -= force_long
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force_x[:-1,:]+= force_trans
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force_x[1:,:] -= force_trans
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force_long = np.abs(bounds_y) * (1+np.diff(offset_y, axis=0))
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force_trans = np.abs(bounds_x) * np.diff(offset_y, axis=1)
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force_y = np.zeros((Y, X))
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force_y[:-1,:] = force_long
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force_y[1:,:] -= force_long
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force_y[:,:-1]+= force_trans
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force_y[:,1:] -= force_trans
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length = np.hypot(force_x, force_y)
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length[length==0] = 1
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coeff = d / length * moveable
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offset_x += force_x * coeff
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offset_y += force_y * coeff
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return offset_x, offset_y
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45
geometry.lua
Normal file
45
geometry.lua
Normal file
@ -0,0 +1,45 @@
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local function distance_to_segment(x1, y1, x2, y2, x, y)
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-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
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local a = (x1-x2)^2 + (y1-y2)^2
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local b = (x1-x)^2 + (y1-y)^2
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local c = (x2-x)^2 + (y2-y)^2
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if a + b < c then
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return math.sqrt(b)
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elseif a + c < b then
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return math.sqrt(c)
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else
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return math.abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / math.sqrt(a)
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end
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end
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local function transform_quadri(X, Y, x, y)
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-- X, Y 4-vectors giving the coordinates of the 4 nodes
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-- x, y position to index.
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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 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 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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local function area(X, Y) -- Signed area of polygon, in function of direction of rotation. Clockwise = positive.
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local n = #X
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local sum = X[1]*Y[n] - X[n]*Y[1]
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for i=2, n do
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sum = sum + X[i]*Y[i-1] - X[i-1]*Y[i]
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end
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return sum/2
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end
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return {
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distance_to_segment = distance_to_segment,
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transform_quadri = transform_quadri,
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area = area,
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}
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114
init.lua
114
init.lua
@ -1,6 +1,7 @@
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local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
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local worldpath = minetest.get_worldpath() .. '/'
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local load_map = dofile(modpath .. 'load.lua')
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local geometry = dofile(modpath .. 'geometry.lua')
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local function copy_if_needed(filename)
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local wfilename = worldpath..filename
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@ -31,19 +32,37 @@ local links = load_map(worldpath..'links', 1, false)
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copy_if_needed('rivers')
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local rivers = load_map(worldpath..'rivers', 4, false)
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copy_if_needed('offset_x')
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local offset_x = load_map(worldpath..'offset_x', 1, true)
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for k, v in ipairs(offset_x) do
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offset_x[k] = (v+0.5)/256
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end
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copy_if_needed('offset_y')
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local offset_z = load_map(worldpath..'offset_y', 1, true)
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for k, v in ipairs(offset_z) do
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offset_z[k] = (v+0.5)/256
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end
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local function index(x, z)
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return z*X+x+1
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end
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local function get_point_location(x, z)
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local i = index(x, z)
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return x+offset_x[i], z+offset_z[i]
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end
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local function interp(v00, v01, v10, v11, xf, zf)
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v0 = v01*xf + v00*(1-xf)
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v1 = v11*xf + v10*(1-xf)
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local v0 = v01*xf + v00*(1-xf)
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local v1 = v11*xf + v10*(1-xf)
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return v1*zf + v0*(1-zf)
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end
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local data = {}
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local blocksize = 6
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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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@ -77,25 +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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if xb >= 0 and xb < X-1 and zb >= 0 and zb < Z-1 then
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local x0 = math.floor(xb)
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local x1 = x0+1
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local z0 = math.floor(zb)
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local z1 = z0+1
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local xf = xb - x0
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local zf = zb - z0
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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 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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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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@ -115,7 +186,7 @@ local function generate(minp, maxp, seed)
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local is_lake = lake_height > terrain_height
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local is_river = false
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if xf == 0 then
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if xf < 1/6 then
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if links[i00] == 1 and rivers[i00] >= min_catchment then
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is_river = true
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elseif links[i10] == 3 and rivers[i10] >= min_catchment then
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@ -123,7 +194,7 @@ local function generate(minp, maxp, seed)
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end
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end
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if zf == 0 then
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if zf < 1/6 then
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if links[i00] == 2 and rivers[i00] >= min_catchment then
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is_river = true
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elseif links[i01] == 4 and rivers[i01] >= min_catchment then
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@ -164,6 +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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@ -18,7 +18,7 @@ neighbours_dirs = np.array([
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neighbours_pattern = neighbours_dirs > 0
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def flow_dirs_lakes(dem, random=0.0625):
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def flow_dirs_lakes(dem, random=0):
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(Y, X) = dem.shape
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dem_margin = np.zeros((Y+2, X+2))
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@ -4,6 +4,7 @@ import numpy as np
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import noise
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from save import save
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from erosion import EvolutionModel
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import bounds
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import os
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import sys
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@ -67,10 +68,18 @@ model.calculate_flow()
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print('Done')
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bx, by = bounds.make_bounds(model.dirs, model.rivers)
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ox, oy = bounds.twist(bx, by, bounds.get_fixed(model.dirs))
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offset_x = np.clip(np.floor(ox * 256), -128, 127)
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offset_y = np.clip(np.floor(oy * 256), -128, 127)
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save(model.dem, 'dem', dtype='>i2')
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save(model.lakes, 'lakes', dtype='>i2')
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save(model.dirs, 'links', dtype='u1')
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save(model.rivers, 'rivers', dtype='>u4')
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save(offset_x, 'offset_x', dtype='i1')
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save(offset_y, 'offset_y', dtype='i1')
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with open('size', 'w') as sfile:
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sfile.write('{:d}\n{:d}'.format(mapsize, mapsize))
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Reference in New Issue
Block a user