96 Commits

Author SHA1 Message Date
2f7098d752 Bump version (1.0.2) and add changelog 2022-01-10 12:44:33 +01:00
942a869b9f Minor fix in README 2022-01-10 12:32:38 +01:00
b3d79eaaf8 Added more comments in terrainlib_lua 2022-01-07 14:48:36 +01:00
68c19c3b94 terrainlib_lua: replaced space indents by tabs 2022-01-06 15:36:31 +01:00
417ce1bcbc Use builtin logging system and appropriate loglevels 2022-01-03 16:33:56 +01:00
c3a798933f Localize all global functions in load.lua and geometry.lua 2022-01-03 16:20:51 +01:00
0c98fc0881 Skip chunks that are fully higher than ground level 2022-01-03 16:18:48 +01:00
cb71f4400a Corrected mistake in settingtypes 2022-01-03 12:04:49 +01:00
f8f467ac3f Use local variables for math.* functions
and remove an unnecessary index calculation
2022-01-03 11:56:16 +01:00
2e29474686 Bump version (1.0.1) 2021-09-14 15:08:29 +02:00
27670addb3 Switch to singlenode mapgen if not done 2021-09-07 11:59:33 +02:00
54b94e6485 Updated screenshot 2021-08-01 18:43:44 +02:00
09de0fd298 Added reference to scientific paper 2021-07-28 19:50:27 +02:00
e3cadcdbc6 Collect garbage during pre-generation to free some space and reduce OOM problems 2021-07-26 22:28:45 +02:00
f7bc5ee0b4 Added logs during pre-generation 2021-07-25 10:14:15 +02:00
2c5e0ee5af Code style consistency: use tabs for indentation in all Lua code 2021-07-24 18:55:13 +02:00
95e87f8820 Updated README.md and added environment.yml
Switching to full Lua incredibly simplified the amount of stuff needed in README!
2021-07-24 18:49:17 +02:00
db33e58f0a Make map size a setting 2021-07-24 17:41:17 +02:00
31c5ea1025 Python map viewing: read conf file, and take world folder as input 2021-07-24 17:21:21 +02:00
c2c397c2a5 Added compatibility script
to update parameter values coming from older versions
2021-07-24 13:21:06 +02:00
9386ef51f1 Changed the way river width is determined in settings
- min_catchment now in square nodes instead of cells
- River widening power as input instead of calculating it from max_catchment
2021-07-24 13:18:58 +02:00
8ce20816e1 Some changes in default settings
- blocksize = 15 by default
- base noise is eased
- added tectonic compensation radius in settings
2021-07-24 10:23:06 +02:00
32bc9561b6 Made interactive loading optional but enabled by default 2021-06-26 16:02:00 +02:00
7e39189368 Load data on request instead of loading everything at first.
Data is cached in memory in case it is reused.
Offset values have a callback that converts them to the range ±0.5
2021-06-26 13:17:09 +02:00
636773487a Optimized load.lua by avoiding multi-argument packing 2021-06-26 11:49:26 +02:00
9cda649c93 Fixed time statistics 2021-06-26 11:26:45 +02:00
ecd1f0e08f Added time statistics and removed debug prints 2021-06-25 21:05:14 +02:00
5898354dbe Changed some default parameters
Map centered by default
Base noise higher and less wide horizontally
2021-06-25 21:05:03 +02:00
e14bc5216c Removed useless and deprecated files 2021-06-23 19:56:37 +02:00
a313244d07 Rename generate.lua -> pregenerate.lua 2021-06-23 19:53:56 +02:00
0de2f746cf Update settingtypes.txt 2021-06-06 17:17:28 +02:00
de8d685471 New settings system, use a conf file instead of datastorage
Added many missing settings, including pregeneration-related ones
TODO: update settingtypes.txt
2021-06-06 13:25:43 +02:00
51f3a2719d Generate and load map after mod loading
This has needed to globalize map tables
2021-06-05 11:24:28 +02:00
b02387944d Pre-generation: reverse X and Y directions everywhere
to make directions compatible with the mapgen code
2021-06-04 18:24:06 +02:00
74733549df Various bugfixes and workarounds
Now working in pure Lua!
Some parts of the code are very hacky (e.g. noise) and the way new and old codes have been glued together is sometimes to be rewritten.
But at least it works.
2021-06-03 23:30:04 +02:00
cb297af047 Add all code for generating a grid on world creation.
Not tested ; will likely need much testing and bugfix.
2021-06-03 20:08:57 +02:00
19efeaaff6 Globalize modpath and worldpath 2021-06-03 20:04:08 +02:00
0427b42d17 Removed Python terrainlib 2021-06-02 18:56:46 +02:00
7495d8a690 Added grid twisting (twist.lua)
Equivalent of Python terrainlib's 'bounds.py'
2021-06-02 18:42:40 +02:00
c99b8338e0 Lua Terrainlib: added first Lua files for erosion and flow routing
Tested, but not linked with the mod, yet.
2021-06-01 19:07:09 +02:00
c175f2bbf7 Document conf files 2020-12-24 14:48:17 +01:00
ca68738ba7 Reworked parameters, and rename 'terrain.conf' to 'terrain_default.conf' 2020-12-24 14:48:17 +01:00
85e545d5ac Fixed sea level variations 2020-12-24 14:48:17 +01:00
e0aecdc3f3 Added a second method for local flow calculation. It is possible to switch between them using the 'flow_method' parameter. 2020-12-24 14:48:17 +01:00
83728cc932 Fixed lakes elevation
There were sometimes missing water patches near a lake's edge, when the neighbour catchment area was lower.
This commit allows to divide a cell into several mini-catchment basins, to fill only a part of it with water.
2020-12-24 14:48:17 +01:00
9ffa150263 Added function 'noisemap' to generate a noise map with a quite unified parameter set, and an option for logarithmic noise. For future use. 2020-12-24 14:48:17 +01:00
2a9335332b Added optional sea level variations for the simulation.
This results in more varied coastline morphologies.
2020-12-24 14:48:17 +01:00
9b4a9b2516 Rework default erosion parameters,
Fix ignored values of K and m,
and changed processes order.
2020-12-24 14:48:17 +01:00
7529291ab4 For bounds.py (calculation of offsets), use the same data type as rivers 2020-12-24 14:48:17 +01:00
b4f97bec61 For noise map seed: don't go over ±4096, to prevent rounding errors on coordinates (because noise library uses 32-bit floats) 2020-12-24 14:48:17 +01:00
3dc874a494 Added description of the algorithm + acknowledge the authors of the paper. 2020-12-24 14:48:17 +01:00
f0dddee33c Lakes map: keep initial height (reduces file size)
Lake height is calculated for every basin, and there is a lake if lake height is higher than ground height. If it is lower, there is no lake.
In that case, it was previously raised to ground level, but since this can be done in Lua, we can write initial lakes height in the files.
This has the advantage of reducing file size, since there are bigger areas of equal values, that are more efficiently compressed.
2020-12-24 14:48:17 +01:00
ecd2c7d3f9 Completely change flow routing algorithm,
use a local flow calculation, determine depressions, and link them using a minimum spanning tree (Boruvka's algorithm).
This is based on a paper by Cordonnier et al, 2019.
2020-12-24 14:48:17 +01:00
40098d6be3 Use standard int instead of uint8, int32, etc.
Much faster with NumPy.
2020-12-24 14:48:17 +01:00
faef1658a9 Fixed map centering, and converted polygon coordinates to map nodes instead of grid nodes. 2020-12-22 16:38:30 +01:00
d5cf4a6267 Optionally center the map around x=0 z=0 2020-12-20 22:28:54 +01:00
53f88d337d Protect map preview from exceptions
Since map preview is optional, an exception should not propagate to terrain calculation, so print an error message + traceback but keep the script running.
2020-11-25 13:12:24 +01:00
3644965842 Fix bool settings being improperly loaded as strings 2020-11-17 20:56:02 +01:00
9725979363 Fix increments for argument parsing 2020-11-17 20:45:11 +01:00
ebacd3cdd4 Add license, update/improve documentation 2020-11-15 11:43:30 +01:00
fc0a158385 Disable glaciers by default 2020-11-15 11:26:50 +01:00
050ca3b779 Change demo data, update to a grid using new default parameters 2020-11-15 11:19:28 +01:00
1f41423104 Print a clear message when grid is ready
Also use plt.pause before plotting, ensuring plot is updated in real time
2020-11-15 11:13:42 +01:00
52766e8918 Added settingtypes 2020-11-15 11:10:19 +01:00
28c674d57c Decrease default diffusion factor 2020-11-14 19:14:09 +01:00
90f60ea6fb typo 2020-11-14 19:13:58 +01:00
803114aaab Generate data in river_data instead of data 2020-11-14 19:12:12 +01:00
9594a79f8b Configurable output directory
Now relative to the directory the script is *run in*.
2020-11-14 18:26:13 +01:00
d93234c9b7 Moved Python files inside a folder (package), except the 2 that are directly executable 2020-11-14 17:35:27 +01:00
7acd0af550 Use biomegen.generate_all 2020-11-14 17:35:03 +01:00
3792cd5dc8 Added support for biomegen mod 2020-11-14 17:35:03 +01:00
6b9c091dd5 Fix file opening mode on the Lua side, to avoid crashes on Windows 2020-11-14 17:31:36 +01:00
b90cecdaf7 Allow command-line options for Python processing 2020-11-14 14:30:53 +01:00
c33f2d9582 Python side: rework config system.
Load `terrain.conf` of the script directory by default.
Add a `terrain_higher.conf` for alternative terrain.
2020-11-14 12:19:40 +01:00
8a15bc924d Dynamic map displaying
Map is displayed at every iteration if matplotlib library is installed
2020-11-14 12:05:52 +01:00
3fda369fb5 Rewritten map viewer
Now displays map statistics even if there is no matplotlib
2020-11-13 11:04:27 +01:00
30136bf60a Added scale (blocksize) parameter for view_map.py 2020-11-10 13:19:20 +01:00
9475b49b8d Removed duplicate calls to 2 scripts 2020-11-10 13:18:02 +01:00
36b49a7fe2 Add settings for parameters in terrain_rivers.py 2020-07-21 14:12:20 +02:00
103cd49d78 Optionally disable distorsion
by setting 'mapgen_rivers_distort = false' in minetest.conf
2020-07-21 14:01:29 +02:00
25c5cb2e1f Reverse axes order for heightmaps (iterate in Z direction first instead of X) 2020-07-21 12:46:23 +02:00
6f43430574 Added glaciers, and re-organized noise definitions 2020-05-24 12:09:21 +02:00
625768f967 Added snow and ice in function of temperature.
Uses noise parameters of builtin biomegen
2020-05-23 18:13:00 +02:00
4edd1a946e Horizontal shifting according to 3D noises:
makes slopes more irregular and natural-looking, allows overhanging.
This is done by generating an intermediate 2D elevation map and, for each node in 3D, add a 2D offset vector to the position, and seek this position on the heightmap.
2020-05-23 15:52:16 +02:00
f56857e804 Fix water not being set at lower chunk borders 2020-05-08 10:02:04 +02:00
a73a0dd80b Avoid some redundant calculation on corners
(not very significant, but why not)
2020-04-27 21:08:15 +02:00
a9ab0e53d3 Change folder structure: data files are now in a directory.
Also added a demo 400x400 map, that is overriden on pre-processing.
2020-04-26 23:29:36 +02:00
b429b302e1 Rewritten part of code to calculate river depth
Fixes bathymetry problems on turns or confluences, as well as abrupt riverbanks.
2020-04-26 22:19:05 +02:00
cd4b517585 terrain_rivers.py: mapsize is now the number of intervals
instead of the number of nodes.
2020-04-26 19:51:21 +02:00
cd90a21df4 Enhanced visualization code to display colormaps, and reuse the same code for initial and further viewing, in view_map.py 2020-04-26 18:30:29 +02:00
206c68813e Switch again to using river direction and flux instead of table of bounds 2020-04-26 18:10:23 +02:00
6af6795d90 Comment and clarify 2020-04-26 17:13:38 +02:00
49bc397718 Fix parameters for Simplex noise, to make sure the last octave has not a greater scale than 1
Also use a 401x401 grid instead of 400, so that there are 400 intervals
2020-04-26 16:52:40 +02:00
9700e948b9 Position should be strictly beyond river threshold to be a river
Prevents some wrongly placed water pixels.
2020-04-14 21:54:05 +02:00
55725ad94b Re-organized the code. All polygon-related calculations go to polygons.lua. 2020-04-14 21:11:54 +02:00
43211fc31b Removed useless functions get_point_location and geometry.area 2020-04-14 20:26:15 +02:00
28 changed files with 2386 additions and 745 deletions

2
.gitignore vendored
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@ -6,5 +6,7 @@ offset_x
offset_y
bounds_x
bounds_y
dirs
rivers
unused/
river_data/

18
CHANGELOG.md Normal file
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CHANGELOG
=========
## `v1.0.2` (2022-01-10)
- Use builtin logging system and appropriate loglevels
- Skip empty chunks, when generating high above ground (~20% speedup)
- Minor optimizations (turning global variables to local...)
## `v1.0.1` (2021-09-14)
- Automatically switch to `singlenode` mapgen at init time
## `v1.0` (2021-08-01)
- Rewritten pregen code (terrainlib) in pure Lua
- Optimized grid loading
- Load grid nodes on request by default
- Changed river width settings
- Added map size in settings
- Added logs

165
LICENSE Normal file
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GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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@ -1,29 +1,41 @@
mapgen_rivers
=============
# Map Generator with Rivers
`mapgen_rivers v1.0.2` by Gaël de Sailly.
Procedural map generator for Minetest 5.x. Still experimental and basic.
Semi-procedural map generator for Minetest 5.x. It aims to create realistic and nice-looking landscapes for the game, focused on river networks. It is based on algorithms modelling water flow and river erosion at a broad scale, similar to some used by researchers in Earth Sciences. It is taking some inspiration from [Fastscape](https://github.com/fastscape-lem/fastscape).
Contains two distinct programs: Python scripts for pre-processing, and Lua scripts to generate the map on Minetest.
Its main particularity compared to conventional Minetest mapgens is that rivers that flow strictly downhill, and combine together to form wider rivers, until they reach the sea. Another notable feature is the possibility of large lakes above sea level.
![Screenshot](https://user-images.githubusercontent.com/6905002/79073532-7a567f00-7ce7-11ea-9791-8fb453f5175d.png)
![Screenshot](https://content.minetest.net/uploads/fff09f2269.png)
It used to be composed of a Python script doing pre-generation, and a Lua mod reading the pre-generation output and generating the map. The code has been rewritten in full Lua for version 1.0 (July 2021), and is now usable out-of-the-box as any other Minetest mod.
# Author and license
License: GNU LGPLv3.0
Code: Gaël de Sailly
Flow routing algorithm concept (in `terrainlib/rivermapper.lua`): Cordonnier, G., Bovy, B., & Braun, J. (2019). A versatile, linear complexity algorithm for flow routing in topographies with depressions. Earth Surface Dynamics, 7(2), 549-562.
# Requirements
Mod dependencies: `default` required, and [`biomegen`](https://github.com/Gael-de-Sailly/biomegen) optional (provides biome system).
# Installation
This mod should be placed in the `/mods` directory like any other Minetest mod.
The Python part relies on external libraries that you need to install:
- `numpy`, a widely used library for numerical calculations
- `noise`, doing Perlin/Simplex noises
- optionally, `matplotlib` (for map preview)
They are commonly found on `pip` or `conda` Python distributions.
This mod should be placed in the `mods/` directory of Minetest like any other mod.
# Usage
## Pre-processing
Run the script `terrain_rivers.py` via command line. You can optionally append the map size (by default 400). Example for a 1000x1000 map:
```
./terrain_rivers.py 1000
```
For a default 400x400 map, it should take between 1 and 2 minutes. It will generate 5 files directly in the mod folder, containing the map data (1.4 MB for the default size).
It is recommended to use it **only in new worlds, with `singlenode` mapgen**. On first start, it runs pre-generation to produce a grid, from which the map will be generated. This usually takes a few seconds, but depending on custom settings this can grow considerably longer.
## Map generation
Just create a Minetest world with `singlenode` mapgen, enable this mod and start the world. The data files are immediately copied in the world folder so you can re-generate them afterwards, it won't affect the old worlds.
By default, it only generates a 15k x 15k map, centered around the origin. To obtain a bigger map, you can increase grid size and/or block size in settings, but this can be more ressource-intensive (as the map has to be loaded in full at pre-generation).
## Settings
Settings can be found in Minetest in the `Settings` tab, `All settings` -> `Mods` -> `mapgen_rivers`.
Most settings are world-specific and a copy is made in `mapgen_rivers.conf` in the world folder, during world first use, which means that further modification of global settings will not alter existing worlds.
## Map preview
The Python script `view_map.py` can display the full map. You need to have Python 3 installed, as well as the libraries `numpy`, `matplotlib`, and optionally `colorcet`. For `conda` users, an `environment.yml` file is provided.
It can be run from command line by passing the world folder. Example:
```
./view_map.py ~/.minetest/worlds/test_mg_rivers
```

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@ -1,62 +0,0 @@
import numpy as np
import matplotlib.pyplot as plt
def make_bounds(dirs, rivers):
(Y, X) = dirs.shape
bounds_h = np.zeros((Y, X-1), dtype='i4')
bounds_v = np.zeros((Y-1, X), dtype='i4')
bounds_v += (rivers * (dirs==1))[:-1,:]
bounds_h += (rivers * (dirs==2))[:,:-1]
bounds_v -= (rivers * (dirs==3))[1:,:]
bounds_h -= (rivers * (dirs==4))[:,1:]
return bounds_h, bounds_v
def get_fixed(dirs):
borders = np.zeros(dirs.shape, dtype='?')
borders[-1,:] |= dirs[-1,:]==1
borders[:,-1] |= dirs[:,-1]==2
borders[0,:] |= dirs[0,:]==3
borders[:,0] |= dirs[:,0]==4
donors = np.zeros(dirs.shape, dtype='?')
donors[1:,:] |= dirs[:-1,:]==1
donors[:,1:] |= dirs[:,:-1]==2
donors[:-1,:] |= dirs[1:,:]==3
donors[:,:-1] |= dirs[:,1:]==4
return borders | ~donors
def twist(bounds_x, bounds_y, fixed, d=0.1, n=5):
moveable = ~fixed
(Y, X) = fixed.shape
offset_x = np.zeros((Y, X))
offset_y = np.zeros((Y, X))
for i in range(n):
force_long = np.abs(bounds_x) * (1+np.diff(offset_x, axis=1))
force_trans = np.abs(bounds_y) * np.diff(offset_x, axis=0)
force_x = np.zeros((Y, X))
force_x[:,:-1] = force_long
force_x[:,1:] -= force_long
force_x[:-1,:]+= force_trans
force_x[1:,:] -= force_trans
force_long = np.abs(bounds_y) * (1+np.diff(offset_y, axis=0))
force_trans = np.abs(bounds_x) * np.diff(offset_y, axis=1)
force_y = np.zeros((Y, X))
force_y[:-1,:] = force_long
force_y[1:,:] -= force_long
force_y[:,:-1]+= force_trans
force_y[:,1:] -= force_trans
length = np.hypot(force_x, force_y)
length[length==0] = 1
coeff = d / length * moveable
offset_x += force_x * coeff
offset_y += force_y * coeff
return offset_x, offset_y

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local function fix_min_catchment(settings, is_global)
local prefix = is_global and "mapgen_rivers_" or ""
local min_catchment = settings:get(prefix.."min_catchment")
if min_catchment then
min_catchment = tonumber(min_catchment)
local blocksize = tonumber(settings:get(prefix.."blocksize") or 15)
settings:set(prefix.."min_catchment", tonumber(min_catchment) * blocksize*blocksize)
local max_catchment = settings:get(prefix.."max_catchment")
if max_catchment then
max_catchment = tonumber(max_catchment)
local wpower = math.log(2*blocksize)/math.log(max_catchment/min_catchment)
settings:set(prefix.."river_widening_power", wpower)
end
end
end
local function fix_compatibility_minetest(settings)
local previous_version = settings:get("mapgen_rivers_version") or "0.0"
if previous_version == "0.0" then
fix_min_catchment(settings, true)
end
end
local function fix_compatibility_mapgen_rivers(settings)
local previous_version = settings:get("version") or "0.0"
if previous_version == "0.0" then
fix_min_catchment(settings, false)
end
end
return fix_compatibility_minetest, fix_compatibility_mapgen_rivers

10
environment.yml Normal file
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@ -0,0 +1,10 @@
name: mapgen_rivers
channels:
- conda-forge
dependencies:
- python
- matplotlib
- numpy
- colorcet

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@ -1,86 +0,0 @@
import numpy as np
import scipy.ndimage as im
import rivermapper as rm
def advection(dem, dirs, rivers, time, K=1, m=0.5, sea_level=0):
dirs = dirs.copy()
dirs[0,:] = 0
dirs[-1,:] = 0
dirs[:,0] = 0
dirs[:,-1] = 0
adv_time = 1 / (K*rivers**m)
dem = np.maximum(dem, sea_level)
dem_new = np.zeros(dem.shape)
for y in range(dirs.shape[0]):
for x in range(dirs.shape[1]):
x0, y0 = x, y
x1, y1 = x, y
remaining = time
while True:
flow_dir = dirs[y0,x0]
if flow_dir == 0:
remaining = 0
break
elif flow_dir == 1:
y1 += 1
elif flow_dir == 2:
x1 += 1
elif flow_dir == 3:
y1 -= 1
elif flow_dir == 4:
x1 -= 1
if remaining <= adv_time[y0,x0]:
break
remaining -= adv_time[y0,x0]
x0, y0 = x1, y1
c = remaining / adv_time[y0,x0]
dem_new[y,x] = c*dem[y1,x1] + (1-c)*dem[y0,x0]
return np.minimum(dem, dem_new)
def diffusion(dem, time, d=1):
radius = d * time**.5
return im.gaussian_filter(dem, radius, mode='reflect')
class EvolutionModel:
def __init__(self, dem, K=1, m=0.5, d=1, sea_level=0, flow=False, flex_radius=100):
self.dem = dem
#self.bedrock = dem
self.K = K
self.m = m
self.d = d
self.sea_level = sea_level
self.flex_radius = flex_radius
self.define_isostasy()
if flow:
self.calculate_flow()
else:
self.lakes = dem
self.dirs = np.zeros(dem.shape, dtype='u1')
self.rivers = np.zeros(dem.shape, dtype='u4')
self.flow_uptodate = False
def calculate_flow(self):
self.dirs, self.lakes, self.rivers = rm.flow(self.dem)
self.flow_uptodate = True
def advection(self, time):
dem = advection(self.lakes, self.dirs, self.rivers, time, K=self.K, m=self.m, sea_level=self.sea_level)
self.dem = np.minimum(dem, self.dem)
self.flow_uptodate = False
def diffusion(self, time):
self.dem = diffusion(self.dem, time, d=self.d)
self.flow_uptodate = False
def define_isostasy(self):
self.ref_isostasy = im.gaussian_filter(self.dem, self.flex_radius, mode='reflect')
def adjust_isostasy(self, rate=1):
isostasy = im.gaussian_filter(self.dem, self.flex_radius, mode='reflect')
correction = (self.ref_isostasy - isostasy) * rate
self.dem = self.dem + correction

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@ -1,45 +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
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
return math.sqrt(b)
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
return math.sqrt(c)
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
return math.abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / math.sqrt(a)
-- 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)
-- X, Y 4-vectors giving the coordinates of the 4 nodes
-- 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 = unpack(X)
local y1, y2, y3, y4 = unpack(Y)
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
local function area(X, Y) -- Signed area of polygon, in function of direction of rotation. Clockwise = positive.
local n = #X
local sum = X[1]*Y[n] - X[n]*Y[1]
for i=2, n do
sum = sum + X[i]*Y[i-1] - X[i-1]*Y[i]
end
return sum/2
end
return {
distance_to_segment = distance_to_segment,
transform_quadri = transform_quadri,
area = area,
}
return transform_quadri

141
heightmap.lua Normal file
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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 riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
local MAP_BOTTOM = -31000
-- Localize for performance
local floor, min, max = math.floor, math.min, math.max
local unpk = unpack
-- 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
local function heightmaps(minp, maxp)
local polygons = make_polygons(minp, maxp)
local incr = maxp.z-minp.z+1
local terrain_height_map = {}
local lake_height_map = {}
local i = 1
for z=minp.z, maxp.z do
for x=minp.x, maxp.x do
local poly = polygons[i]
if poly then
local xf, zf = transform_quadri(poly.x, poly.z, x, z)
local i00, i01, i11, i10 = unpk(poly.i)
-- Load river width on 4 edges and corners
local r_west, r_north, r_east, r_south = unpk(poly.rivers)
local c_NW, c_NE, c_SE, c_SW = unpk(poly.river_corners)
-- Calculate the depth factor for each edge and corner.
-- Depth factor:
-- < 0: outside river
-- = 0: on riverbank
-- > 0: inside river
local depth_factors = {
r_west - xf,
r_north - zf,
xf - r_east,
zf - r_south,
c_NW-xf-zf,
xf-zf-c_NE,
xf+zf-c_SE,
zf-xf-c_SW,
}
-- Find the maximal depth factor and determine to which river it belongs
local depth_factor_max = 0
local imax = 0
for i=1, 8 do
if depth_factors[i] >= depth_factor_max then
depth_factor_max = depth_factors[i]
imax = i
end
end
-- 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)
if imax == 0 then
local x0 = max(r_west, c_NW-zf, zf-c_SW)
local x1 = min(r_east, c_NE+zf, c_SE-zf)
local z0 = max(r_north, c_NW-xf, xf-c_NE)
local z1 = min(r_south, c_SW+xf, c_SE-xf)
xf = (xf-x0) / (x1-x0)
zf = (zf-z0) / (z1-z0)
elseif imax == 1 then
xf = 0
elseif imax == 2 then
zf = 0
elseif imax == 3 then
xf = 1
elseif imax == 4 then
zf = 1
elseif imax == 5 then
xf, zf = 0, 0
elseif imax == 6 then
xf, zf = 1, 0
elseif imax == 7 then
xf, zf = 1, 1
elseif imax == 8 then
xf, zf = 0, 1
end
-- Determine elevation by interpolation
local vdem = poly.dem
local terrain_height = floor(0.5+interp(
vdem[1],
vdem[2],
vdem[3],
vdem[4],
xf, zf
))
-- Spatial gradient of the interpolation
local slope_x = zf*(vdem[3]-vdem[4]) + (1-zf)*(vdem[2]-vdem[1]) < 0
local slope_z = xf*(vdem[3]-vdem[2]) + (1-xf)*(vdem[4]-vdem[1]) < 0
local lake_id = 0
if slope_x then
if slope_z then
lake_id = 3
else
lake_id = 2
end
else
if slope_z then
lake_id = 4
else
lake_id = 1
end
end
local lake_height = max(floor(poly.lake[lake_id]), terrain_height)
if imax > 0 and depth_factor_max > 0 then
terrain_height = min(max(lake_height, sea_level) - floor(1+depth_factor_max*riverbed_slope), terrain_height)
end
terrain_height_map[i] = terrain_height
lake_height_map[i] = lake_height
else
terrain_height_map[i] = MAP_BOTTOM
lake_height_map[i] = MAP_BOTTOM
end
i = i + 1
end
end
return terrain_height_map, lake_height_map
end
return heightmaps

460
init.lua
View File

@ -1,311 +1,275 @@
mapgen_rivers = {}
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
local worldpath = minetest.get_worldpath() .. '/'
local load_map = dofile(modpath .. 'load.lua')
local geometry = dofile(modpath .. 'geometry.lua')
mapgen_rivers.modpath = modpath
mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/'
local function copy_if_needed(filename)
local wfilename = worldpath..filename
local wfile = io.open(wfilename, 'r')
if wfile then
wfile:close()
return
end
local mfilename = modpath..filename
local mfile = io.open(mfilename, 'r')
local wfile = io.open(wfilename, 'w')
wfile:write(mfile:read("*all"))
mfile:close()
wfile:close()
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
copy_if_needed('size')
local sfile = io.open(worldpath..'size')
local X = tonumber(sfile:read('*l'))
local Z = tonumber(sfile:read('*l'))
dofile(modpath .. 'settings.lua')
copy_if_needed('dem')
local dem = load_map(worldpath..'dem', 2, true, X*Z)
copy_if_needed('lakes')
local lakes = load_map(worldpath..'lakes', 2, true, X*Z)
copy_if_needed('bounds_x')
local bounds_x = load_map(worldpath..'bounds_x', 4, false, (X-1)*Z)
copy_if_needed('bounds_y')
local bounds_z = load_map(worldpath..'bounds_y', 4, false, X*(Z-1))
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 not use_biomegen_mod
copy_if_needed('offset_x')
local offset_x = load_map(worldpath..'offset_x', 1, true, X*Z)
for k, v in ipairs(offset_x) do
offset_x[k] = (v+0.5)/256
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
dofile(modpath .. 'noises.lua')
copy_if_needed('offset_y')
local offset_z = load_map(worldpath..'offset_y', 1, true, X*Z)
for k, v in ipairs(offset_z) do
offset_z[k] = (v+0.5)/256
end
local function index(x, z)
return z*X+x+1
end
local function get_point_location(x, z)
local i = index(x, z)
return x+offset_x[i], z+offset_z[i]
end
local 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 blocksize = 12
local sea_level = 1
local min_catchment = 25
local max_catchment = 40000
local riverbed_slope = 0.4
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 get_settings = dofile(modpath .. 'settings.lua')
blocksize = get_settings('blocksize', 'int', blocksize)
sea_level = get_settings('sea_level', 'int', sea_level)
min_catchment = get_settings('min_catchment', 'float', min_catchment)
max_catchment = get_settings('max_catchment', 'float', max_catchment)
riverbed_slope = get_settings('riverbed_slope', 'float', riverbed_slope) * blocksize
-- Width coefficients: coefficients solving
-- wfactor * min_catchment ^ wpower = 1/(2*blocksize)
-- wfactor * max_catchment ^ wpower = 1
local wpower = math.log(2*blocksize)/math.log(max_catchment/min_catchment)
local wfactor = 1 / max_catchment ^ wpower
local function river_width(flow)
flow = math.abs(flow)
if flow < min_catchment then
return 0
end
return math.min(wfactor * flow ^ wpower, 1)
end
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("default:stone")
local c_dirt = minetest.get_content_id("default:dirt")
local c_lawn = minetest.get_content_id("default:dirt_with_grass")
local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
local c_snow = minetest.get_content_id("default:snowblock")
local c_sand = minetest.get_content_id("default:sand")
local c_water = minetest.get_content_id("default:water_source")
local c_rwater = minetest.get_content_id("default:river_water_source")
local c_ice = minetest.get_content_id("default:ice")
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 chulens = maxp.z - minp.z + 1
local polygons = {}
local xpmin, xpmax = math.max(math.floor(minp.x/blocksize - 0.5), 0), math.min(math.ceil(maxp.x/blocksize), X-2)
local zpmin, zpmax = math.max(math.floor(minp.z/blocksize - 0.5), 0), math.min(math.ceil(maxp.z/blocksize), Z-2)
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
for xp = xpmin, xpmax do
for zp=zpmin, zpmax do
local iA = index(xp, zp)
local iB = index(xp+1, zp)
local iC = index(xp+1, zp+1)
local iD = index(xp, zp+1)
local poly_x = {offset_x[iA]+xp, offset_x[iB]+xp+1, offset_x[iC]+xp+1, offset_x[iD]+xp}
local poly_z = {offset_z[iA]+zp, offset_z[iB]+zp, offset_z[iC]+zp+1, offset_z[iD]+zp+1}
local polygon = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}}
local i2d = 1
local bounds = {}
local xmin = math.max(math.floor(blocksize*math.min(unpack(poly_x)))+1, minp.x)
local xmax = math.min(math.floor(blocksize*math.max(unpack(poly_x))), maxp.x)
for x=xmin, xmax do
bounds[x] = {}
end
local i1 = 4
for i2=1, 4 do -- Loop on 4 edges
local x1, x2 = poly_x[i1], poly_x[i2]
local lxmin = math.floor(blocksize*math.min(x1, x2))+1
local lxmax = math.floor(blocksize*math.max(x1, x2))
if lxmin <= lxmax then
local z1, z2 = poly_z[i1], poly_z[i2]
local a = (z1-z2) / (x1-x2)
local b = blocksize*(z1 - a*x1)
for x=math.max(lxmin, minp.x), math.min(lxmax, maxp.x) do
table.insert(bounds[x], a*x+b)
end
end
i1 = i2
end
for x=xmin, xmax do
local xlist = bounds[x]
table.sort(xlist)
local c = math.floor(#xlist/2)
for l=1, c do
local zmin = math.max(math.floor(xlist[l*2-1])+1, minp.z)
local zmax = math.min(math.floor(xlist[l*2]), maxp.z)
local i = (x-minp.x) * chulens + (zmin-minp.z) + 1
for z=zmin, zmax do
polygons[i] = polygon
i = i + 1
end
end
end
polygon.dem = {dem[iA], dem[iB], dem[iC], dem[iD]}
polygon.lake = math.min(lakes[iA], lakes[iB], lakes[iC], lakes[iD])
local river_west = river_width(bounds_z[iA])
local river_north = river_width(bounds_x[iA-zp])
local river_east = 1-river_width(bounds_z[iB])
local river_south = 1-river_width(bounds_x[iD-zp-1])
if river_west > river_east then
local mean = (river_west + river_east) / 2
river_west = mean
river_east = mean
end
if river_north > river_south then
local mean = (river_north + river_south) / 2
river_north = mean
river_south = mean
end
polygon.rivers = {river_west, river_north, river_east, river_south}
local around = {0,0,0,0,0,0,0,0}
if zp > 0 then
around[1] = river_width(bounds_z[iA-X])
around[2] = river_width(bounds_z[iB-X])
end
if xp < X-2 then
around[3] = river_width(bounds_x[iB-zp])
around[4] = river_width(bounds_x[iC-zp-1])
end
if zp < Z-2 then
around[5] = river_width(bounds_z[iC])
around[6] = river_width(bounds_z[iD])
end
if xp > 0 then
around[7] = river_width(bounds_x[iD-zp-2])
around[8] = river_width(bounds_x[iA-zp-1])
end
polygon.river_corners = {math.max(around[8], around[1]), math.max(around[2], around[3]), math.max(around[4], around[5]), math.max(around[6], around[7])}
end
end
local i = 1
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
local poly = polygons[i]
if poly then
local xf, zf = geometry.transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize)
local i00, i01, i11, i10 = unpack(poly.i)
local is_river = false
local depth_factor = 0
local r_west, r_north, r_east, r_south = unpack(poly.rivers)
if xf >= r_east then
is_river = true
depth_factor = xf-r_east
xf = 1
elseif xf <= r_west then
is_river = true
depth_factor = r_west-xf
xf = 0
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
if zf >= r_south then
is_river = true
depth_factor = zf-r_south
zf = 1
elseif zf <= r_north then
is_river = true
depth_factor = r_north-zf
zf = 0
local terrain, lake
if not use_distort then
terrain = terrain_map[i2d]
lake = lake_map[i2d]
end
if not is_river then
local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners)
if xf+zf <= c_NW then
is_river = true
depth_factor = c_NW-xf-zf
xf, zf = 0, 0
elseif 1-xf+zf <= c_NE then
is_river = true
depth_factor = c_NE-1+xf-zf
xf, zf = 1, 0
elseif 2-xf-zf <= c_SE then
is_river = true
depth_factor = c_SE-2+xf+zf
xf, zf = 1, 1
elseif xf+1-zf <= c_SW then
is_river = true
depth_factor = c_SW-xf-1+zf
xf, zf = 0, 1
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 not is_river then
xf = (xf-r_west) / (r_east-r_west)
zf = (zf-r_north) / (r_south-r_north)
end
if y <= maxp.y then
local vdem = poly.dem
local terrain_height = math.floor(0.5+interp(
vdem[1],
vdem[2],
vdem[3],
vdem[4],
xf, zf
))
local lake_height = math.max(math.floor(poly.lake), terrain_height)
if is_river then
terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor*riverbed_slope), terrain_height)
end
local is_lake = lake_height > terrain_height
local ivm = a:index(x, minp.y-1, z)
if terrain_height >= minp.y then
for y=minp.y, math.min(maxp.y, terrain_height) do
if y == terrain_height then
if is_lake or y <= sea_level 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
end
elseif temperature_y >= 0 then
data[ivm] = c_dirtsnow
else
data[ivm] = c_stone
end
ivm = ivm + ystride
data[ivm] = c_snow
end
end
if lake_height > sea_level then
if is_lake and lake_height > minp.y then
for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, lake_height) do
elseif y <= lake and lake > sea_level then
if not use_biomes or temperature - y*elevation_chill >= 0 then
data[ivm] = c_rwater
ivm = ivm + ystride
end
end
else
for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, sea_level) do
data[ivm] = c_ice
end
elseif y <= sea_level then
data[ivm] = c_water
ivm = ivm + ystride
end
end
end
i = i + 1
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)

View File

@ -1,5 +1,11 @@
local function load_map(filename, bytes, signed, size)
local file = io.open(filename, 'r')
local worldpath = mapgen_rivers.world_data_path
local floor = math.floor
local sbyte, schar = string.byte, string.char
local unpk = unpack
function mapgen_rivers.load_map(filename, bytes, signed, size, converter)
local file = io.open(worldpath .. filename, 'rb')
local data = file:read('*all')
if #data < bytes*size then
data = minetest.decompress(data)
@ -8,22 +14,85 @@ local function load_map(filename, bytes, signed, size)
local map = {}
for i=1, size do
local i0, i1 = (i-1)*bytes+1, i*bytes
local i0 = (i-1)*bytes+1
local elements = {data:byte(i0, i1)}
local n = elements[1]
local n = sbyte(data, i0)
if signed and n >= 128 then
n = n - 256
end
for j=2, bytes do
n = n*256 + elements[j]
for j=1, bytes-1 do
n = n*256 + sbyte(data, i0+j)
end
map[i] = n
end
file:close()
if converter then
for i=1, size do
map[i] = converter(map[i])
end
end
return map
end
return load_map
local loader_mt = {
__index = function(loader, i)
local file = loader.file
local bytes = loader.bytes
file:seek('set', (i-1)*bytes)
local strnum = file:read(bytes)
local n = sbyte(strnum, 1)
if loader.signed and n >= 128 then
n = n - 256
end
for j=2, bytes do
n = n*256 + sbyte(strnum, j)
end
if loader.conv then
n = loader.conv(n)
end
loader[i] = n
return n
end,
}
function mapgen_rivers.interactive_loader(filename, bytes, signed, size, converter)
local file = io.open(worldpath .. filename, 'rb')
if file then
minetest.register_on_shutdown(function()
file:close()
end)
converter = converter or false
return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt)
end
end
function mapgen_rivers.write_map(filename, data, bytes)
local size = #data
local file = io.open(worldpath .. filename, 'wb')
local bytelist = {}
for j=1, bytes do
bytelist[j] = 0
end
for i=1, size do
local n = floor(data[i])
data[i] = n
for j=bytes, 2, -1 do
bytelist[j] = n % 256
n = floor(n / 256)
end
bytelist[1] = n % 256
file:write(schar(unpk(bytelist)))
end
file:close()
end

4
mod.conf Normal file
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@ -0,0 +1,4 @@
name = mapgen_rivers
title = Map generator with realistic rivers
depends = default
optional_depends = biomegen

80
noises.lua Normal file
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@ -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

256
polygons.lua Normal file
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@ -0,0 +1,256 @@
local modpath = mapgen_rivers.modpath
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 world_data_path = mapgen_rivers.world_data_path
minetest.mkdir(world_data_path)
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)
return z*X+x+1
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}
if mapgen_rivers.settings.center then
map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2
end
-- Localize for performance
local floor, ceil, min, max, abs = math.floor, math.ceil, math.min, math.max, math.abs
local min_catchment = mapgen_rivers.settings.min_catchment / (blocksize*blocksize)
local wpower = mapgen_rivers.settings.river_widening_power
local wfactor = 1/(2*blocksize * min_catchment^wpower)
local function river_width(flow)
flow = abs(flow)
if flow < min_catchment then
return 0
end
return min(wfactor * flow ^ wpower, 1)
end
local noise_heat -- Need a large-scale noise here so no heat blend
local elevation_chill = mapgen_rivers.settings.elevation_chill
local function get_temperature(x, y, z)
local pos = {x=x, y=z}
return noise_heat:get2d(pos) - y*elevation_chill
end
local glaciers = mapgen_rivers.settings.glaciers
local glacier_factor = mapgen_rivers.settings.glacier_factor
local init = false
-- On map generation, determine into which polygon every point (in 2D) will fall.
-- Also store polygon-specific data
local function make_polygons(minp, maxp)
local grid = mapgen_rivers.grid
local dem = grid.dem
local lakes = grid.lakes
local dirs = grid.dirs
local rivers = grid.rivers
local offset_x = grid.offset_x
local offset_z = grid.offset_y
if not init then
if glaciers then
noise_heat = minetest.get_perlin(mapgen_rivers.noise_params.heat)
end
init = true
end
local chulens = maxp.x - minp.x + 1
local polygons = {}
-- 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.
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)
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)
-- Iterate over the polygons
for xp = xpmin, xpmax do
for zp=zpmin, zpmax do
local iA = index(xp, zp)
local iB = index(xp+1, zp)
local iC = index(xp+1, zp+1)
local iD = index(xp, zp+1)
-- Extract the vertices of the polygon
local poly_x = {
(offset_x[iA]+xp) * blocksize - map_offset.x,
(offset_x[iB]+xp+1) * blocksize - map_offset.x,
(offset_x[iC]+xp+1) * blocksize - map_offset.x,
(offset_x[iD]+xp) * blocksize - map_offset.x,
}
local poly_z = {
(offset_z[iA]+zp) * blocksize - map_offset.z,
(offset_z[iB]+zp) * blocksize - map_offset.z,
(offset_z[iC]+zp+1) * blocksize - map_offset.z,
(offset_z[iD]+zp+1) * blocksize - map_offset.z,
}
local polygon = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}}
local bounds = {} -- Will be a list of the intercepts of polygon edges for every Z position (scanline algorithm)
-- Calculate the min and max Z positions
local zmin = max(floor(min(unpack(poly_z)))+1, minp.z)
local zmax = min(floor(max(unpack(poly_z))), maxp.z)
-- And initialize the arrays
for z=zmin, zmax do
bounds[z] = {}
end
local i1 = 4
for i2=1, 4 do -- Loop on 4 edges
local z1, z2 = poly_z[i1], poly_z[i2]
-- Calculate the integer Z positions over which this edge spans
local lzmin = floor(min(z1, z2))+1
local lzmax = floor(max(z1, z2))
if lzmin <= lzmax then -- If there is at least one position in it
local x1, x2 = poly_x[i1], poly_x[i2]
-- Calculate coefficient of the equation defining the edge: X=aZ+b
local a = (x1-x2) / (z1-z2)
local b = (x1 - a*z1)
for z=max(lzmin, minp.z), min(lzmax, maxp.z) do
-- For every Z position involved, add the intercepted X position in the table
table.insert(bounds[z], a*z+b)
end
end
i1 = i2
end
for z=zmin, zmax do
-- Now sort the bounds list
local zlist = bounds[z]
table.sort(zlist)
local c = floor(#zlist/2)
for l=1, c do
-- Take pairs of X coordinates: all positions between them belong to the polygon.
local xmin = max(floor(zlist[l*2-1])+1, minp.x)
local xmax = min(floor(zlist[l*2]), maxp.x)
local i = (z-minp.z) * chulens + (xmin-minp.x) + 1
for x=xmin, xmax do
-- Fill the map at these places
polygons[i] = polygon
i = i + 1
end
end
end
local poly_dem = {dem[iA], dem[iB], dem[iC], dem[iD]}
polygon.dem = poly_dem
polygon.lake = {lakes[iA], lakes[iB], lakes[iC], lakes[iD]}
-- Now, rivers.
-- Load river flux values for the 4 corners
local riverA = river_width(rivers[iA])
local riverB = river_width(rivers[iB])
local riverC = river_width(rivers[iC])
local riverD = river_width(rivers[iD])
if glaciers then -- Widen the river
if get_temperature(poly_x[1], poly_dem[1], poly_z[1]) < 0 then
riverA = min(riverA*glacier_factor, 1)
end
if get_temperature(poly_x[2], poly_dem[2], poly_z[2]) < 0 then
riverB = min(riverB*glacier_factor, 1)
end
if get_temperature(poly_x[3], poly_dem[3], poly_z[3]) < 0 then
riverC = min(riverC*glacier_factor, 1)
end
if get_temperature(poly_x[4], poly_dem[4], poly_z[4]) < 0 then
riverD = min(riverD*glacier_factor, 1)
end
end
polygon.river_corners = {riverA, 1-riverB, 2-riverC, 1-riverD}
-- Flow directions
local dirA, dirB, dirC, dirD = dirs[iA], dirs[iB], dirs[iC], dirs[iD]
-- Determine the river flux on the edges, by testing dirs values
local river_west = (dirA==1 and riverA or 0) + (dirD==3 and riverD or 0)
local river_north = (dirA==2 and riverA or 0) + (dirB==4 and riverB or 0)
local river_east = 1 - (dirB==1 and riverB or 0) - (dirC==3 and riverC or 0)
local river_south = 1 - (dirD==2 and riverD or 0) - (dirC==4 and riverC or 0)
polygon.rivers = {river_west, river_north, river_east, river_south}
end
end
return polygons
end
return make_polygons

81
pregenerate.lua Normal file
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@ -0,0 +1,81 @@
local EvolutionModel = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/erosion.lua')
local twist = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/twist.lua')
local blocksize = mapgen_rivers.settings.blocksize
local tectonic_speed = mapgen_rivers.settings.tectonic_speed
local np_base = table.copy(mapgen_rivers.noise_params.base)
local evol_params = mapgen_rivers.settings.evol_params
local time = mapgen_rivers.settings.evol_time
local time_step = mapgen_rivers.settings.evol_time_step
local niter = math.ceil(time/time_step)
time_step = time / niter
local function pregenerate(keep_loaded)
local grid = mapgen_rivers.grid
local size = grid.size
local seed = tonumber(minetest.get_mapgen_setting("seed"))
np_base.seed = (np_base.seed or 0) + seed
local nobj_base = PerlinNoiseMap(np_base, {x=size.x, y=1, z=size.y})
local dem = nobj_base:get_3d_map_flat({x=0, y=0, z=0})
dem.X = size.x
dem.Y = size.y
local model = EvolutionModel(evol_params)
model.dem = dem
local ref_dem = model:define_isostasy(dem)
local tectonic_step = tectonic_speed * time_step
collectgarbage()
for i=1, niter do
minetest.log("info", "[mapgen_rivers] Iteration " .. i .. " of " .. niter)
model:diffuse(time_step)
model:flow()
model:erode(time_step)
if i < niter then
if tectonic_step ~= 0 then
nobj_base:get_3d_map_flat({x=0, y=tectonic_step*i, z=0}, ref_dem)
end
model:isostasy()
end
collectgarbage()
end
model:flow()
local mfloor = math.floor
local mmin, mmax = math.min, math.max
local offset_x, offset_y = twist(model.dirs, model.rivers, 5)
for i=1, size.x*size.y do
offset_x[i] = mmin(mmax(offset_x[i]*256, -128), 127)
offset_y[i] = mmin(mmax(offset_y[i]*256, -128), 127)
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.lakes = model.lakes
grid.dirs = model.dirs
grid.rivers = model.rivers
grid.offset_x = offset_x
grid.offset_y = offset_y
end
collectgarbage()
end
return pregenerate

42
readconfig.py Normal file
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@ -0,0 +1,42 @@
def read_conf_file(filename):
f = open(filename, 'r')
return read_conf(f)
def read_conf(f, end_tag=None):
conf = {}
while True:
line = f.readline()
if len(line) == 0:
return conf
line = line.strip()
if line == end_tag:
return conf
if len(line) == 0 or line[0] == '#':
continue
eqpos = line.find('=')
if eqpos < 0:
continue
name, value = line[:eqpos].rstrip(), line[eqpos+1:].lstrip()
if value == '{':
# Group
conf[name] = read_conf(f, end_tag='}')
elif value == '"""':
# Multiline
conf[value] = read_multiline(f)
else:
conf[name] = value
def read_multiline(f):
mline = ''
while True:
line = f.readline()
if len(line) == 0:
return mline
line = line.strip()
if line == '"""':
return mline
mline += line + '\n'

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@ -1,100 +0,0 @@
import numpy as np
import heapq
import sys
# Conventions:
# 1 = South (+Y)
# 2 = East (+X)
# 3 = North (-Y)
# 4 = West (-X)
sys.setrecursionlimit(65536)
neighbours_dirs = np.array([
[0,1,0],
[2,0,4],
[0,3,0],
], dtype='u1')
neighbours_pattern = neighbours_dirs > 0
def flow_dirs_lakes(dem, random=0):
(Y, X) = dem.shape
dem_margin = np.zeros((Y+2, X+2))
dem_margin[1:-1,1:-1] = dem
if random > 0:
dem_margin += np.random.random(dem_margin.shape) * random
# Initialize: list map borders
borders = []
for x in range(1,X+1):
dem_north = dem_margin[1,x]
borders.append((dem_north, dem_north, 1, x))
dem_south = dem_margin[Y,x]
borders.append((dem_south, dem_south, Y, x))
for y in range(2,Y):
dem_west = dem_margin[y,1]
borders.append((dem_west, dem_west, y, 1))
dem_east = dem_margin[y,X]
borders.append((dem_east, dem_east, y, X))
heapq.heapify(borders)
dirs = np.zeros((Y+2, X+2), dtype='u1')
dirs[-2:,:] = 1
dirs[:,-2:] = 2
dirs[ :2,:] = 3
dirs[:, :2] = 4
lakes = np.zeros((Y, X))
def add_point(y, x, altmax):
alt = dem_margin[y, x]
heapq.heappush(borders, (alt, altmax, y, x))
while len(borders) > 0:
(alt, altmax, y, x) = heapq.heappop(borders)
neighbours = dirs[y-1:y+2, x-1:x+2]
empty_neighbours = (neighbours == 0) * neighbours_pattern
neighbours += empty_neighbours * neighbours_dirs
lake = max(alt, altmax)
lakes[y-1,x-1] = lake
coords = np.transpose(empty_neighbours.nonzero())
for (dy,dx) in coords-1:
add_point(y+dy, x+dx, lake)
return dirs[1:-1,1:-1], lakes
def accumulate(dirs, dem=None):
(Y, X) = dirs.shape
dirs_margin = np.zeros((Y+2,X+2))-1
dirs_margin[1:-1,1:-1] = dirs
quantity = np.zeros((Y, X), dtype='i4')
def calculate_quantity(y, x):
if quantity[y,x] > 0:
return quantity[y,x]
q = 1
neighbours = dirs_margin[y:y+3, x:x+3]
donors = neighbours == neighbours_dirs
coords = np.transpose(donors.nonzero())
for (dy,dx) in coords-1:
q += calculate_quantity(y+dy, x+dx)
quantity[y, x] = q
return q
for x in range(X):
for y in range(Y):
calculate_quantity(y, x)
return quantity
def flow(dem):
dirs, lakes = flow_dirs_lakes(dem)
return dirs, lakes, accumulate(dirs, dem)

13
save.py
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import numpy as np
import zlib
def save(data, fname, dtype=None):
if dtype is not None:
data = data.astype(dtype)
bin_data = data.tobytes()
bin_data_comp = zlib.compress(bin_data, 9)
if len(bin_data_comp) < len(bin_data):
bin_data = bin_data_comp
with open(fname, 'wb') as f:
f.write(bin_data)

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@ -1,41 +1,95 @@
local storage = minetest.get_mod_storage()
local settings = minetest.settings
local mtsettings = minetest.settings
local mgrsettings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
local function get_settings(key, dtype, default)
if storage:contains(key) then
if dtype == "string" then
return storage:get_string(key)
elseif dtype == "int" then
return storage:get_int(key)
elseif dtype == "float" then
return storage:get_float(key)
mapgen_rivers.version = "1.0.2"
local previous_version_mt = mtsettings:get("mapgen_rivers_version") or "0.0"
local previous_version_mgr = mgrsettings:get("version") or "0.0"
if mapgen_rivers.version ~= previous_version_mt or mapgen_rivers.version ~= previous_version_mgr then
local compat_mt, compat_mgr = dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/compatibility.lua")
if mapgen_rivers.version ~= previous_version_mt then
compat_mt(mtsettings)
end
if mapgen_rivers.version ~= previous_version_mgr then
compat_mgr(mgrsettings)
end
end
local conf_val = settings:get('mapgen_rivers_' .. key)
if conf_val then
if dtype == "int" then
conf_val = tonumber(conf_val)
storage:set_int(key, conf_val)
elseif dtype == "float" then
conf_val = tonumber(conf_val)
storage:set_float(key, conf_val)
elseif dtype == "string" then
storage:set_string(key, conf_val)
end
mtsettings:set("mapgen_rivers_version", mapgen_rivers.version)
mgrsettings:set("version", mapgen_rivers.version)
return conf_val
function mapgen_rivers.define_setting(name, dtype, default)
if dtype == "number" or dtype == "string" then
local v = mgrsettings:get(name)
if v == nil then
v = mtsettings:get('mapgen_rivers_' .. name)
if v == nil then
v = default
end
mgrsettings:set(name, v)
end
if dtype == "number" then
return tonumber(v)
else
if dtype == "int" then
storage:set_int(key, default)
elseif dtype == "float" then
storage:set_float(key, default)
elseif dtype == "string" then
storage:set_string(key, default)
return v
end
return default
elseif dtype == "bool" then
local v = mgrsettings:get_bool(name)
if v == nil then
v = mtsettings:get_bool('mapgen_rivers_' .. name)
if v == nil then
v = default
end
mgrsettings:set_bool(name, v)
end
return v
elseif dtype == "noise" then
local v = mgrsettings:get_np_group(name)
if v == nil then
v = mtsettings:get_np_group('mapgen_rivers_' .. name)
if v == nil then
v = default
end
mgrsettings:set_np_group(name, v)
end
return v
end
end
return get_settings
local def_setting = mapgen_rivers.define_setting
mapgen_rivers.settings = {
center = def_setting('center', 'bool', true),
blocksize = def_setting('blocksize', 'number', 15),
sea_level = tonumber(minetest.get_mapgen_setting('water_level')),
min_catchment = def_setting('min_catchment', 'number', 3600),
river_widening_power = def_setting('river_widening_power', 'number', 0.5),
riverbed_slope = def_setting('riverbed_slope', 'number', 0.4),
distort = def_setting('distort', 'bool', true),
biomes = def_setting('biomes', 'bool', true),
glaciers = def_setting('glaciers', 'bool', false),
glacier_factor = def_setting('glacier_factor', 'number', 8),
elevation_chill = def_setting('elevation_chill', 'number', 0.25),
grid_x_size = def_setting('grid_x_size', 'number', 1000),
grid_z_size = def_setting('grid_z_size', 'number', 1000),
evol_params = {
K = def_setting('river_erosion_coef', 'number', 0.5),
m = def_setting('river_erosion_power', 'number', 0.4),
d = def_setting('diffusive_erosion', 'number', 0.5),
compensation_radius = def_setting('compensation_radius', 'number', 50),
},
tectonic_speed = def_setting('tectonic_speed', 'number', 70),
evol_time = def_setting('evol_time', 'number', 10),
evol_time_step = def_setting('evol_time_step', 'number', 1),
load_all = mtsettings:get_bool('mapgen_rivers_load_all')
}
local function write_settings()
mgrsettings:write()
end
minetest.register_on_mods_loaded(write_settings)
minetest.register_on_shutdown(write_settings)

117
settingtypes.txt Normal file
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# File containing all settings for 'mapgen_rivers' mod.
# Whether the map should be centered at x=0, z=0.
mapgen_rivers_center (Center map) bool true
# Represents horizontal map scale. Every cell of the grid will be upscaled to
# a square of this size.
# For example if the grid size is 1000x1000 and block size is 12,
# the actual size of the map will be 12000.
mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0
# X size of the grid being generated
# Actual size of the map is grid_x_size * blocksize
mapgen_rivers_grid_x_size (Grid X size) int 1000 50 5000
# Z size of the grid being generated
# Actual size of the map is grid_z_size * blocksize
mapgen_rivers_grid_z_size (Grid Z size) int 1000 50 5000
# Minimal catchment area for a river to be drawn, in square nodes
# Lower value means bigger river density
mapgen_rivers_min_catchment (Minimal catchment area) float 3600.0 100.0 1000000.0
# Coefficient describing how rivers widen when merging.
# Riwer width is a power law W = a*D^p. D is river flow and p is this parameter.
# Higher value means that a river will grow more when receiving a tributary.
# Note that a river can never exceed 2*blocksize.
mapgen_rivers_river_widening_power (River widening power) float 0.5 0.0 1.0
# Lateral slope of the riverbed.
# Higher value means deeper rivers.
mapgen_rivers_riverbed_slope (Riverbed slope) float 0.4 0.0 2.0
# Enable horizontal distorsion (shearing) of landscape, to break the regularity
# of grid cells and allow overhangs.
# Distorsion uses two 3D noises and thus is intensive in terms of computing time.
mapgen_rivers_distort (Distorsion) bool true
# Enable biome generation.
# If 'biomegen' mod is installed, 'mapgen_rivers' will generate biomes from the
# native biome system. If 'biomegen' is not present, will generate only grass and
# snow.
mapgen_rivers_biomes (Biomes) bool true
# Whether to enable glaciers.
# Glaciers are widened river sections, covered by ice, that are generated in
# very cold areas.
mapgen_rivers_glaciers (Glaciers) bool false
# River channels are widened by this factor if they are a glacier.
mapgen_rivers_glacier_widening_factor (Glacier widening factor) float 8.0 1.0 20.0
# Temperature value decreases by this quantity for every node, vertically.
# This results in mountains being more covered by snow.
mapgen_rivers_elevation_chill (Elevation chill) float 0.25 0.0 5.0
# If enabled, loads all grid data in memory at init time.
# If disabled, data will be loaded on request and cached in memory.
# It's recommended to disable it for very large maps (> 2000 grid nodes or so)
mapgen_rivers_load_all (Load all data in memory) bool false
[Landscape evolution parameters]
# Modelled landscape evolution time, in arbitrary units
mapgen_rivers_evol_time (Landscape evolution time) float 10.0 0.0 100.0
# Model time steps in arbitrary units
# Smaller values will result in more time steps to be necessary to
# complete the simulation, taking more time.
mapgen_rivers_evol_time_step (Landscape evolution time step) float 1.0 0.0 50.0
# To adjust river erosion proportionnally.
# This type of erosion acts by deepening the valleys.
mapgen_rivers_river_erosion_coef (River erosion coefficient) float 0.5 0.0 10.0
# Represents how much river erosion depends on river flow (catchment area).
# Catchment area is elevated to this power.
# Extreme cases: 0.0 -> All rivers have the same erosive capabilities
# 1.0 -> Erosion is proportional to river flow
# Reasonable values are generally between 0.4 and 0.7.
#
# This parameter is extremely sensitive, and changes may require to adjust
# 'river_erosion_coef' as well.
mapgen_rivers_river_erosion_power (River erosion power) float 0.4 0.0 1.0
# Intensity of diffusive erosion.
# Smoothes peaks and valleys, and tends to prevent sharp cliffs from forming.
mapgen_rivers_diffusive_erosion (Diffusive erosion) float 0.5 0.0 10.0
# Radius of compensation for isostatic/tectonic processes
# Tectonic uplift forces will have a diffuse effect over this radius
mapgen_rivers_compensation_radius (Tectonic compensation radius) float 50 1.0 1000.0
# Speed of evolution of tectonic conditions between steps
# Higher values means tectonics will be very different from one step to the other,
# resulting in geologically unstable and more varied landforms (plateau, gorge, lake...)
mapgen_rivers_tectonic_speed (Tectonic speed) float 70 0 10000
[Noises]
# Y level of terrain at a very large scale. Only used during pre-generation.
# X and Z axes correspond to map's X and Z directions, and Y axis is time.
# Successive XZ slices of this noise represent successive tectonic states.
mapgen_rivers_np_base (Terrain base noise) noise_params_3d 0, 300, (2048, 2048, 2048), 2469, 8, 0.6, 2.0, eased
# This noise will shear the terrain on the X axis,
# to break the regularity of the river grid.
mapgen_rivers_np_distort_x (X-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -4574, 3, 0.75, 2.0
# This noise will shear the terrain on the Z axis,
# to break the regularity of the river grid.
mapgen_rivers_np_distort_z (Z-axis distorsion noise) noise_params_3d 0, 1, (64, 32, 64), -7940, 3, 0.75, 2.0
# Amplitude of the distorsion.
# Too small values may leave the grid pattern apparent,
# and too high values could make the terrain insanely twisted.
mapgen_rivers_np_distort_amplitude (Distorsion amplitude noise) noise_params_2d 0, 10, (1024, 1024, 1024), 676, 5, 0.5, 2.0, absvalue

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#!/usr/bin/env python3
import numpy as np
import noise
from save import save
from erosion import EvolutionModel
import bounds
import os
import sys
# Always place in this script's parent directory
os.chdir(os.path.dirname(sys.argv[0]))
argc = len(sys.argv)
if argc > 1:
mapsize = int(sys.argv[1])
else:
mapsize = 400
scale = mapsize / 2
n = np.zeros((mapsize, mapsize))
#micronoise_depth = 0.05
params = {
"octaves" : int(np.log2(mapsize)),
"persistence" : 0.5,
"lacunarity" : 2.,
}
xbase = np.random.randint(65536)
ybase = np.random.randint(65536)
for x in range(mapsize):
for y in range(mapsize):
n[x,y] = noise.snoise2(x/scale + xbase, y/scale + ybase, **params)
#micronoise = np.random.rand(mapsize, mapsize)
#nn = np.exp(n*2) + micronoise*micronoise_depth
nn = n*mapsize/5 + mapsize/20
print('Initializing model')
model = EvolutionModel(nn, K=1, m=0.35, d=1, sea_level=0)
print('Flow calculation 1')
model.calculate_flow()
print('Advection 1')
model.advection(2)
print('Isostatic equilibration 1')
model.adjust_isostasy()
print('Flow calculation 2')
model.calculate_flow()
print('Diffusion')
model.diffusion(4)
print('Advection 2')
model.advection(2)
print('Isostatic equilibration 2')
model.adjust_isostasy()
print('Flow calculation 3')
model.calculate_flow()
print('Done')
bx, by = bounds.make_bounds(model.dirs, model.rivers)
ox, oy = bounds.twist(bx, by, bounds.get_fixed(model.dirs))
offset_x = np.clip(np.floor(ox * 256), -128, 127)
offset_y = np.clip(np.floor(oy * 256), -128, 127)
save(model.dem, 'dem', dtype='>i2')
save(model.lakes, 'lakes', dtype='>i2')
save(np.abs(bx), 'bounds_x', dtype='>i4')
save(np.abs(by), 'bounds_y', dtype='>i4')
save(offset_x, 'offset_x', dtype='i1')
save(offset_y, 'offset_y', dtype='i1')
save(model.rivers, 'rivers', dtype='>u4')
with open('size', 'w') as sfile:
sfile.write('{:d}\n{:d}'.format(mapsize, mapsize))
try:
import matplotlib.pyplot as plt
plt.subplot(2,2,1)
plt.pcolormesh(nn, cmap='viridis')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Raw elevation')
plt.subplot(2,2,2)
plt.pcolormesh(model.lakes, cmap='viridis')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Lake surface elevation')
plt.subplot(2,2,3)
plt.pcolormesh(model.dem, cmap='viridis')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Elevation after advection')
plt.subplot(2,2,4)
plt.pcolormesh(model.rivers, vmin=0, vmax=mapsize**2/25, cmap='Blues')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Rivers discharge')
plt.show()
except:
pass

244
terrainlib_lua/erosion.lua Normal file
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-- erosion.lua
-- This is the main file of terrainlib_lua. It registers the EvolutionModel object and some of the
local function erode(model, time)
-- Apply river erosion on the model
-- Erosion model is based on the simplified version of the stream-power law Ey = K×A^m×S
-- where Ey is the vertical erosion speed, A catchment area of the river, S slope along the river, m and K local constants.
-- It is equivalent to considering a horizontal erosion wave travelling at Ex = K×A^m, and this latter approach allows much greather time steps so it is used here.
-- For each point, instead of moving upstream and see what point the erosion wave would reach, we move downstream and see from which point the erosion wave would reach the given point, then we can set the elevation.
local mmin, mmax = math.min, math.max
local dem = model.dem
local dirs = model.dirs
local lakes = model.lakes
local rivers = model.rivers
local sea_level = model.params.sea_level
local K = model.params.K
local m = model.params.m
local X, Y = dem.X, dem.Y
local scalars = type(K) == "number" and type(m) == "number"
local erosion_time
if model.params.variable_erosion then
erosion_time = {}
else
erosion_time = model.erosion_time or {}
end
if scalars then
for i=1, X*Y do
local etime = 1 / (K*rivers[i]^m) -- Inverse of erosion speed (Ex); time needed for the erosion wave to move through the river section.
erosion_time[i] = etime
lakes[i] = mmax(lakes[i], dem[i], sea_level) -- Use lake/sea surface if higher than ground level, because rivers can not erode below.
end
else
for i=1, X*Y do
local etime = 1 / (K[i]*rivers[i]^m[i])
erosion_time[i] = etime
lakes[i] = mmax(lakes[i], dem[i], sea_level)
end
end
for i=1, X*Y do
local iw = i
local remaining = time
local new_elev
while true do
-- Explore downstream until we find the point 'iw' from which the erosion wave will reach 'i'
local inext = iw
local d = dirs[iw]
-- Follow the river downstream (move 'iw')
if d == 0 then -- If no flow direction, we reach the border of the map: set elevation to the latest node's elev and abort.
new_elev = lakes[iw]
break
elseif d == 1 then
inext = iw+X
elseif d == 2 then
inext = iw+1
elseif d == 3 then
inext = iw-X
elseif d == 4 then
inext = iw-1
end
local etime = erosion_time[iw]
if remaining <= etime then -- We have found the node from which the erosion wave will take 'time' to arrive to 'i'.
local c = remaining / etime
new_elev = (1-c) * lakes[iw] + c * lakes[inext] -- Interpolate linearly between the two nodes
break
end
remaining = remaining - etime -- If we still don't reach the target time, decrement time and move to next point.
iw = inext
end
dem[i] = mmin(dem[i], new_elev)
end
end
local function diffuse(model, time)
-- Apply diffusion using finite differences methods
-- Adapted for small radiuses
local mmax = math.max
local dem = model.dem
local X, Y = dem.X, dem.Y
local d = model.params.d
-- 'd' is equal to 4 times the diffusion coefficient
local dmax = d
if type(d) == "table" then
dmax = -math.huge
for i=1, X*Y do
dmax = mmax(dmax, d[i])
end
end
local diff = dmax * time
-- diff should never exceed 1 per iteration.
-- If needed, we will divide the process in enough iterations so that 'ddiff' is below 1.
local niter = math.floor(diff) + 1
local ddiff = diff / niter
local temp = {}
for n=1, niter do
local i = 1
for y=1, Y do
local iN = (y==1) and 0 or -X
local iS = (y==Y) and 0 or X
for x=1, X do
local iW = (x==1) and 0 or -1
local iE = (x==X) and 0 or 1
-- Laplacian Δdem × 1/4
temp[i] = (dem[i+iN]+dem[i+iE]+dem[i+iS]+dem[i+iW])*0.25 - dem[i]
i = i + 1
end
end
for i=1, X*Y do
dem[i] = dem[i] + temp[i]*ddiff
end
end
end
local modpath = ""
if minetest then
if minetest.global_exists('mapgen_rivers') then
modpath = mapgen_rivers.modpath .. "terrainlib_lua/"
else
modpath = minetest.get_modpath(minetest.get_current_modname()) .. "terrainlib_lua/"
end
end
local rivermapper = dofile(modpath .. "rivermapper.lua")
local gaussian = dofile(modpath .. "gaussian.lua")
local function flow(model)
model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes, 'semirandom')
model.rivers = rivermapper.accumulate(model.dirs, model.rivers)
end
local function uplift(model, time)
-- Raises the terrain according to uplift rate (model.params.uplift)
local dem = model.dem
local X, Y = dem.X, dem.Y
local uplift_rate = model.params.uplift
if type(uplift_rate) == "number" then
local uplift_total = uplift_rate * time
for i=1, X*Y do
dem[i] = dem[i] + uplift_total
end
else
for i=1, X*Y do
dem[i] = dem[i] + uplift_rate[i]*time
end
end
end
local function noise(model, time)
-- Adds noise to the terrain according to noise depth (model.params.noise)
local random = math.random
local dem = model.dem
local noise_depth = model.params.noise * 2 * time
local X, Y = dem.X, dem.Y
for i=1, X*Y do
dem[i] = dem[i] + (random()-0.5) * noise_depth
end
end
-- Isostasy
-- This is the geological phenomenon that makes the lithosphere "float" over the underlying layers.
-- One of the key implications is that when a very large mass is removed from the ground, the lithosphere reacts by moving upward. This compensation only occurs at large scale (as the lithosphere is not flexible enough for small scale adjustments) so the implementation is using a very large-window Gaussian blur of the elevation array.
-- This implementation is quite simplistic, it does not do a mass balance of the lithosphere as this would introduce too many parameters. Instead, it defines a reference equilibrium elevation, and the ground will react toward this elevation (at the scale of the gaussian window).
-- A change in reference isostasy during the run can also be used to simulate tectonic forcing, like making a new mountain range appear.
local function define_isostasy(model, ref, link)
ref = ref or model.dem
if link then
model.isostasy_ref = ref
return
end
local X, Y = ref.X, ref.Y
local ref2 = model.isostasy_ref or {X=X, Y=Y}
model.isostasy_ref = ref2
for i=1, X*Y do
ref2[i] = ref[i]
end
return ref2
end
-- Apply isostasy
local function isostasy(model)
local dem = model.dem
local X, Y = dem.X, dem.Y
local temp = {X=X, Y=Y}
local ref = model.isostasy_ref
for i=1, X*Y do
temp[i] = ref[i] - dem[i] -- Compute the difference between the ground level and the target level
end
-- Blur the difference map using Gaussian blur
gaussian.gaussian_blur_approx(temp, model.params.compensation_radius, 4)
for i=1, X*Y do
dem[i] = dem[i] + temp[i] -- Apply the difference
end
end
local evol_model_mt = {
erode = erode,
diffuse = diffuse,
flow = flow,
uplift = uplift,
noise = noise,
isostasy = isostasy,
define_isostasy = define_isostasy,
}
evol_model_mt.__index = evol_model_mt
local defaults = {
K = 1,
m = 0.5,
d = 1,
variable_erosion = false,
sea_level = 0,
uplift = 10,
noise = 0.001,
compensation_radius = 50,
}
local function EvolutionModel(params)
params = params or {}
local o = {params = params}
for k, v in pairs(defaults) do
if params[k] == nil then
params[k] = v
end
end
o.dem = params.dem
return setmetatable(o, evol_model_mt)
end
return EvolutionModel

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-- gaussian.lua
local function get_box_size(sigma, n)
local v = sigma^2 / n
local r_ideal = ((12*v + 1) ^ 0.5 - 1) / 2
local r_down = math.floor(r_ideal)
local r_up = math.ceil(r_ideal)
local v_down = ((2*r_down+1)^2 - 1) / 12
local v_up = ((2*r_up+1)^2 - 1) / 12
local m_ideal = (v - v_down) / (v_up - v_down) * n
local m = math.floor(m_ideal+0.5)
local sizes = {}
for i=1, n do
sizes[i] = i<=m and 2*r_up+1 or 2*r_down+1
end
return sizes
end
local function box_blur_1d(map, size, first, incr, len, map2)
local n = math.ceil(size/2)
first = first or 1
incr = incr or 1
len = len or math.floor((#map-first)/incr)+1
local last = first + (len-1)*incr
local nth = first+(n-1)*incr
local sum = 0
for i=first, nth, incr do
if i == first then
sum = sum + map[i]
else
sum = sum + 2*map[i]
end
end
local i_left = nth
local incr_left = -incr
local i_right = nth
local incr_right = incr
map2 = map2 or {}
for i=first, last, incr do
map2[i] = sum / size
i_right = i_right + incr_right
sum = sum - map[i_left] + map[i_right]
i_left = i_left + incr_left
if i_left == first then
incr_left = incr
end
if i_right == last then
incr_right = -incr
end
end
return map2
end
local function box_blur_2d(map1, size, map2)
local X, Y = map1.X, map1.Y
map2 = map2 or {}
for y=1, Y do
box_blur_1d(map1, size, (y-1)*X+1, 1, X, map2)
end
for x=1, X do
box_blur_1d(map2, size, x, X, Y, map1)
end
return map1
end
local function gaussian_blur_approx(map, sigma, n, map2)
map2 = map2 or {}
local sizes = get_box_size(sigma, n)
for i=1, n do
box_blur_2d(map, sizes[i], map2)
end
return map
end
return {
get_box_size = get_box_size,
box_blur_1d = box_blur_1d,
box_blur_2d = box_blur_2d,
gaussian_blur_approx = gaussian_blur_approx,
}

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-- rivermapper.lua
-- This file provide functions to construct the river tree from an elevation model.
-- Based on a research paper:
--
-- Cordonnier, G., Bovy, B., and Braun, J.:
-- A versatile, linear complexity algorithm for flow routing in topographies with depressions,
-- Earth Surf. Dynam., 7, 549562, https://doi.org/10.5194/esurf-7-549-2019, 2019.
--
-- 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.
-- 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.
-- 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, 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 {}
lakes = lakes or {}
-- Localize for performance
local tremove = table.remove
local mmax = math.max
local X, Y = dem.X, dem.Y
dirs.X = X
dirs.Y = Y
lakes.X = X
lakes.Y = Y
local i = 1
local dirs2 = {}
for i=1, X*Y do
dirs2[i] = 0
end
----------------------------------------
-- STEP 1: Find local flow directions --
----------------------------------------
-- Use the local flow function and fill the flow direction tables
local singular = {}
for y=1, Y do
for x=1, X do
local zi = dem[i]
local plist = { -- Get the height difference of the 4 neighbours (and 0 if uphill)
y<Y and mmax(zi-dem[i+X], 0) or 0, -- Southward
x<X and mmax(zi-dem[i+1], 0) or 0, -- Eastward
y>1 and mmax(zi-dem[i-X], 0) or 0, -- Northward
x>1 and mmax(zi-dem[i-1], 0) or 0, -- Westward
}
local d = flow_local(plist)
-- 'dirs': Direction toward which water flow
-- 'dirs2': Directions from which water comes
dirs[i] = d
if d == 0 then -- If water can't flow from this node, add it to the list of singular nodes that will be resolved later
singular[#singular+1] = i
elseif d == 1 then
dirs2[i+X] = dirs2[i+X] + 1
elseif d == 2 then
dirs2[i+1] = dirs2[i+1] + 2
elseif d == 3 then
dirs2[i-X] = dirs2[i-X] + 4
elseif d == 4 then
dirs2[i-1] = dirs2[i-1] + 8
end
i = i + 1
end
end
--------------------------------------
-- STEP 2: Compute basins and links --
--------------------------------------
-- Now water can flow until it reaches a singular node (which is in most cases the bottom of a depression)
-- We will calculate the drainage basin of every singular node (all the nodes from which the water will flow in this singular node, directly or indirectly), make an adjacency list of basins, and find the lowest pass between each pair of adjacent basins (they are potential lake outlets)
local nbasins = #singular
local basin_id = {}
local 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
basin_id[i] = 0
end
for ib=1, nbasins do
-- Here we will recursively search upstream from the singular node to determine its drainage basin
local queue = {singular[ib]} -- Start with the singular node, then this queue will be filled with water donors neighbours
basin_links = {}
links[#links+1] = basin_links
while #queue > 0 do
local i = tremove(queue)
basin_id[i] = ib
local d = dirs2[i] -- Get the directions water is coming from
-- Iterate through the 4 directions
if d >= 8 then -- River coming from the East
d = d - 8
queue[#queue+1] = 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.
elseif i%X > 0 then
add_link(i, i+1, ib, false)
else -- If the eastern neighbour is outside the map
add_link(i, 0, ib, false)
end
if d >= 4 then -- River coming from the South
d = d - 4
queue[#queue+1] = i+X
elseif i <= X*(Y-1) then
add_link(i, i+X, ib, true)
else
add_link(i, 0, ib, true)
end
if d >= 2 then -- River coming from the West
d = d - 2
queue[#queue+1] = i-1
elseif i%X ~= 1 then
add_link(i, i-1, ib, false)
else
add_link(i, 0, ib, false)
end
if d >= 1 then -- River coming from the North
queue[#queue+1] = i-X
elseif i > X then
add_link(i, i-X, ib, true)
else
add_link(i, 0, ib, true)
end
end
end
dirs2 = nil
links[0] = {}
local nlinks = {}
for i=0, nbasins do
nlinks[i] = 0
end
-- Iterate through pairs of adjacent basins, and make the links reciprocal
for ib1=1, #links do
for ib2, link in pairs(links[ib1]) do
if ib2 < ib1 then
links[ib2][ib1] = link
nlinks[ib1] = nlinks[ib1] + 1
nlinks[ib2] = nlinks[ib2] + 1
end
end
end
-----------------------------------------------------
-- STEP 3: Compute minimal spanning tree of basins --
-----------------------------------------------------
-- We've got an adjacency list of basins with the elevation of their links.
-- We will build a minimal spanning tree of the basins (where costs are the elevation of the links). As demonstrated by Cordonnier et al., this finds the outlets of the basins, where water would naturally flow. This does not tell in which direction water is flowing, however.
-- We will use a version of Borůvka's algorithm, with Mareš' optimizations to approach linear complexity (see paper).
-- The concept of Borůvka's algorithm is to take elements and merge them with their lowest neighbour, until all 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.
local lowlevel = {}
for i, n in pairs(nlinks) do
if n <= 8 then
lowlevel[i] = links[i]
end
end
local basin_graph = {}
for n=1, nbasins do
-- Iterate in lowlevel but its contents may change during the loop
-- 'next' called with only one argument always returns an element if table is not empty
local b1, lnk1 = next(lowlevel)
lowlevel[b1] = nil
local b2
local lowest = math.huge
local lnk1 = links[b1]
local i = 0
-- Look for lowest link
for bn, bdata in pairs(lnk1) do
i = i + 1
if bdata.elev < lowest then
lowest = bdata.elev
b2 = bn
end
end
-- Add link to the graph, in both directions
local bound = lnk1[b2]
local bb1, bb2 = bound[1], bound[2]
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
-- Merge basin b1 into b2
local lnk2 = links[b2]
-- First, remove the link between b1 and b2
lnk1[b2] = nil
lnk2[b1] = nil
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'
if nlinks[b2] == 8 then
lowlevel[b2] = lnk2
end
-- 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
local lnkn = links[bn]
lnkn[b1] = nil
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
if nlinks[bn] == 8 then
lowlevel[bn] = lnkn
end
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
if nlinks[b2] == 9 then
lowlevel[b2] = nil
end
end
if not lnkn[b2] or lnkn[b2].elev > bdata.elev then -- If the link b1-bn will become the new lowest link between b2 and bn, redirect the link to b2
lnkn[b2] = bdata
lnk2[bn] = bdata
end
end
end
--------------------------------------------------------------
-- STEP 4: Orient basin graph, and grid nodes inside basins --
--------------------------------------------------------------
-- We will finally solve those freaking singular nodes.
-- 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.
-- And within each basin, we need to modify flow directions to connect the singular node to the outlet.
local queue = {[0] = -math.huge}
local basin_lake = {}
for n=1, nbasins do
basin_lake[n] = 0
end
local reverse = {3, 4, 1, 2, [0]=0}
for n=1, nbasins do
local b1, elev1 = next(queue) -- Pop from queue
queue[b1] = nil
basin_lake[b1] = elev1
-- Iterate through b1's neighbours (according to the spanning tree)
for b2, bound in pairs(basin_graph[b1]) do
-- Make b2 flow into b1
local i = bound.i -- Get the coordinate of the link (which is the basin's outlet)
local dir = bound.is_y and 3 or 4 -- And get the direction (S/E/N/W)
if basin_id[i] ~= b2 then
dir = dir - 2
-- Coordinate 'i' refers to the side of the link with the highest X/Y position. In case it is in the wrong basin, take the other side by decrementing by one row/column.
if bound.is_y then
i = i - X
else
i = i - 1
end
elseif b1 == 0 then
dir = 0
end
-- Use the flow directions computed in STEP 2 to find the route from the outlet position to the singular node, and reverse this route to make the singular node flow into the outlet
-- This can make the river flow uphill, which may seem unnatural, but it can only happen below a lake (because outlet elevation defines lake surface elevation)
repeat
-- Assign i's direction to 'dir', and get i's former direction
dir, dirs[i] = dirs[i], dir
-- Move i by following its former flow direction (downstream)
if dir == 1 then
i = i + X
elseif dir == 2 then
i = i + 1
elseif dir == 3 then
i = i - X
elseif dir == 4 then
i = i - 1
end
-- Reverse the flow direction for the next node, which will flow into i
dir = reverse[dir]
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
queue[b2] = mmax(elev1, bound.elev)
-- Remove b1 from b2's neighbours to avoid coming back to b1
basin_graph[b2][b1] = nil
end
basin_graph[b1] = nil
end
-- Every node will be assigned the lake elevation of the basin it belongs to.
-- If lake elevation is lower than ground elevation, it simply means that there is no lake here.
for i=1, X*Y do
lakes[i] = basin_lake[basin_id[i]]
end
-- That's it!
return dirs, lakes
end
local function accumulate(dirs, waterq)
-- Calculates the river flow by determining the surface of the catchment area for every node
-- 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 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 ndonors = {}
local waterq = {X=X, Y=Y}
for i=1, X*Y do
ndonors[i] = 0
waterq[i] = 1
end
-- Calculate the number of direct donors
for i1=1, X*Y do
local i2
local dir = dirs[i1]
if dir == 1 then
i2 = i1+X
elseif dir == 2 then
i2 = i1+1
elseif dir == 3 then
i2 = i1-X
elseif dir == 4 then
i2 = i1-1
end
if i2 then
ndonors[i2] = ndonors[i2] + 1
end
end
for i1=1, X*Y do
-- Find sources (nodes that have no donor)
if ndonors[i1] == 0 then
local i2 = i1
local dir = dirs[i2]
local w = waterq[i2]
-- Follow the water flow downstream: move 'i2' to the next node according to its flow direction
while dir > 0 do
if dir == 1 then
i2 = i2 + X
elseif dir == 2 then
i2 = i2 + 1
elseif dir == 3 then
i2 = i2 - X
elseif dir == 4 then
i2 = i2 - 1
end
-- Increment the water quantity of i2
w = w + waterq[i2]
waterq[i2] = w
-- Stop on an unresolved confluence (node with >1 donors) and decrease the number of remaining donors
-- When the ndonors of a confluence has decreased to 1, it means that its water quantity has already been incremented by its tributaries, so it can be resolved like a standard river section. However, do not decrease ndonors to zero to avoid considering it as a source.
if ndonors[i2] > 1 then
ndonors[i2] = ndonors[i2] - 1
break
end
dir = dirs[i2]
end
end
end
return waterq
end
return {
flow_routing = flow_routing,
accumulate = accumulate,
flow_methods = flow_methods,
}

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-- twist.lua
local function get_bounds(dirs, rivers)
local X, Y = dirs.X, dirs.Y
local bounds_x = {X=X, Y=Y}
local bounds_y = {X=X, Y=Y}
for i=1, X*Y do
bounds_x[i] = 0
bounds_y[i] = 0
end
for i=1, X*Y do
local dir = dirs[i]
local river = rivers[i]
if dir == 1 then -- South (+Y)
bounds_y[i] = river
elseif dir == 2 then -- East (+X)
bounds_x[i] = river
elseif dir == 3 then -- North (-Y)
bounds_y[i-X] = river
elseif dir == 4 then -- West (-X)
bounds_x[i-1] = river
end
end
return bounds_x, bounds_y
end
local function twist(dirs, rivers, n)
n = n or 5
local X, Y = dirs.X, dirs.Y
local bounds_x, bounds_y = get_bounds(dirs, rivers)
local dn = 0.5 / n
local offset_x = {X=X, Y=Y}
local offset_y = {X=X, Y=Y}
local offset_x_alt = {X=X, Y=Y}
local offset_y_alt = {X=X, Y=Y}
for i=1, X*Y do
offset_x[i] = 0
offset_y[i] = 0
end
for nn=1, n do
local i = 1
for y=1, Y do
for x=1, X do
local ox, oy = offset_x[i], offset_y[i]
if dirs[i] ~= 0 and rivers[i] > 1 then
local sum_fx = 0
local sum_fy = 0
local sum_w = 0
local b
if x < X then
b = bounds_x[i]
sum_fx = sum_fx + b*(offset_x[i+1]+1)
sum_fy = sum_fy + b*offset_y[i+1]
sum_w = sum_w + b
end
if y < Y then
b = bounds_y[i]
sum_fx = sum_fx + b*offset_x[i+X]
sum_fy = sum_fy + b*(offset_y[i+X]+1)
sum_w = sum_w + b
end
if x > 1 then
b = bounds_x[i-1]
sum_fx = sum_fx + b*(offset_x[i-1]-1)
sum_fy = sum_fy + b*offset_y[i-1]
sum_w = sum_w + b
end
if y > 1 then
b = bounds_y[i-X]
sum_fx = sum_fx + b*offset_x[i-X]
sum_fy = sum_fy + b*(offset_y[i-X]-1)
sum_w = sum_w + b
end
local fx, fy = sum_fx/sum_w - ox, sum_fy/sum_w - oy
local fd = (fx*fx+fy*fy) ^ 0.5
if fd > dn then
local c = dn/fd
fx, fy = fx*c, fy*c
end
offset_x_alt[i] = ox+fx
offset_y_alt[i] = oy+fy
else
offset_x_alt[i] = ox
offset_y_alt[i] = oy
end
i = i + 1
end
end
offset_x, offset_x_alt = offset_x_alt, offset_x
offset_y, offset_y_alt = offset_y_alt, offset_y
end
return offset_x, offset_y
end
return twist

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#!/usr/bin/env python3
import numpy as np
import sys, traceback
has_matplotlib = True
try:
import matplotlib.colors as mcl
import matplotlib.pyplot as plt
try:
import colorcet as cc
cmap1 = cc.cm.CET_L11
cmap2 = cc.cm.CET_L12
except ImportError: # No module colorcet
import matplotlib.cm as cm
cmap1 = cm.summer
cmap2 = cm.Blues
except ImportError: # No module matplotlib
has_matplotlib = False
if has_matplotlib:
def view_map(dem, lakes, scale=1, center=False, sea_level=0.0, title=None):
lakes_sea = np.maximum(lakes, sea_level)
water = np.maximum(lakes_sea - dem, 0)
max_elev = dem.max()
max_depth = water.max()
ls = mcl.LightSource(azdeg=315, altdeg=45)
norm_ground = plt.Normalize(vmin=sea_level, vmax=max_elev)
norm_sea = plt.Normalize(vmin=0, vmax=max_depth)
rgb = ls.shade(dem, cmap=cmap1, vert_exag=1/scale, blend_mode='soft', norm=norm_ground)
(X, Y) = dem.shape
if center:
extent = (-(Y+1)*scale/2, (Y-1)*scale/2, -(X+1)*scale/2, (X-1)*scale/2)
else:
extent = (-0.5*scale, (Y-0.5)*scale, -0.5*scale, (X-0.5)*scale)
plt.imshow(np.flipud(rgb), extent=extent, interpolation='antialiased')
alpha = (water > 0).astype('u1')
plt.imshow(np.flipud(water), alpha=np.flipud(alpha), cmap=cmap2, extent=extent, vmin=0, vmax=max_depth, interpolation='antialiased')
sm1 = plt.cm.ScalarMappable(cmap=cmap1, norm=norm_ground)
plt.colorbar(sm1).set_label('Elevation')
sm2 = plt.cm.ScalarMappable(cmap=cmap2, norm=norm_sea)
plt.colorbar(sm2).set_label('Water depth')
plt.xlabel('X')
plt.ylabel('Z')
if title is not None:
plt.title(title, fontweight='bold')
def update(*args, t=0.01, **kwargs):
try:
plt.clf()
view_map(*args, **kwargs)
plt.pause(t)
except:
traceback.print_exception(*sys.exc_info())
def plot(*args, **kwargs):
try:
plt.clf()
view_map(*args, **kwargs)
plt.pause(0.01)
plt.show()
except Exception as e:
traceback.print_exception(*sys.exc_info())
else:
def update(*args, **kwargs):
pass
def plot(*args, **kwargs):
pass
def stats(dem, lakes, scale=1):
surface = dem.size
continent = np.maximum(dem, lakes) >= 0
continent_surface = continent.sum()
lake = continent & (lakes>dem)
lake_surface = lake.sum()
print('--- General ---')
print('Grid size: {:5d}x{:5d}'.format(dem.shape[0], dem.shape[1]))
if scale > 1:
print('Map size: {:5d}x{:5d}'.format(int(dem.shape[0]*scale), int(dem.shape[1]*scale)))
print()
print('--- Surfaces ---')
print('Continents: {:6.2%}'.format(continent_surface/surface))
print('-> Ground: {:6.2%}'.format((continent_surface-lake_surface)/surface))
print('-> Lakes: {:6.2%}'.format(lake_surface/surface))
print('Oceans: {:6.2%}'.format(1-continent_surface/surface))
print()
print('--- Elevations ---')
print('Mean elevation: {:4.0f}'.format(dem.mean()))
print('Mean ocean depth: {:4.0f}'.format((dem*~continent).sum()/(surface-continent_surface)))
print('Mean continent elev: {:4.0f}'.format((dem*continent).sum()/continent_surface))
print('Lowest elevation: {:4.0f}'.format(dem.min()))
print('Highest elevation: {:4.0f}'.format(dem.max()))

View File

@ -2,7 +2,23 @@
import numpy as np
import zlib
import matplotlib.pyplot as plt
import sys
import os
from view import stats, plot
from readconfig import read_conf_file
os.chdir(sys.argv[1])
conf = read_conf_file('mapgen_rivers.conf')
if 'center' in conf:
center = conf['center'] == 'true'
else:
center = True
if 'blocksize' in conf:
blocksize = float(conf['blocksize'])
else:
blocksize = 15.0
def load_map(name, dtype, shape):
dtype = np.dtype(dtype)
@ -12,28 +28,10 @@ def load_map(name, dtype, shape):
data = zlib.decompress(data)
return np.frombuffer(data, dtype=dtype).reshape(shape)
shape = np.loadtxt('size', dtype='u4')
n = shape[0] * shape[1]
dem = load_map('dem', '>i2', shape)
lakes = load_map('lakes', '>i2', shape)
rivers = load_map('rivers', '>u4', shape)
shape = np.loadtxt('river_data/size', dtype='u4')
shape = (shape[1], shape[0])
dem = load_map('river_data/dem', '>i2', shape)
lakes = load_map('river_data/lakes', '>i2', shape)
plt.subplot(1,3,1)
plt.pcolormesh(dem, cmap='viridis')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Raw elevation')
plt.subplot(1,3,2)
plt.pcolormesh(lakes, cmap='viridis')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Lake surface elevation')
plt.subplot(1,3,3)
plt.pcolormesh(np.log(rivers), vmin=0, vmax=np.log(n/25), cmap='Blues')
plt.gca().set_aspect('equal', 'box')
#plt.colorbar(orientation='horizontal')
plt.title('Rivers discharge')
plt.show()
stats(dem, lakes, scale=blocksize)
plot(dem, lakes, scale=blocksize, center=center)