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41 Commits
v1.0 ... master

Author SHA1 Message Date
Gaël C
b406bebb7b Use biomegen.skip_chunk and place it before timer. 2024-02-11 22:19:21 +01:00
Gaël C
dcc71225ae Remove debug print 2024-02-11 12:35:28 +01:00
Gaël C
c8b96e2836 Find spawn position and effectively spawn player (yay!) 2024-02-11 09:26:05 +01:00
Gaël C
6017510df0 Re-implement minetest.get_spawn_level 2024-02-11 08:40:48 +01:00
Gaël C
70418f9526 Fix 2D index not being incremented 2024-02-11 08:27:30 +01:00
Gaël C
0e3c83e1d2 Use biomegen.make_void_maps if present.
(latest version of biomegen)
2024-02-08 22:58:26 +01:00
Gaël C
a91a13bbec Insert mapgen callback in first position, to ensure it is called first
Improves compatibility with mods working on mapgen
2024-02-07 10:54:31 +01:00
Gaël C
146f009684 Re-organize grid management code for less dependance between files
Remove gridio.lua and move its function to appropriate files
2024-02-01 19:30:07 +01:00
Gaël C
2cf3b19167 Generate grid directly in pregenerate.lua, not in a function 2024-01-31 11:32:24 +01:00
Gaël C
4697f9c948 Remove "full" grid loading method
I see no reason to let the choice between a greedy and a lighter loading method, so better remove it to simplify the code.
2024-01-31 10:47:37 +01:00
Gaël C
ed832a0806 Use only the 10 last digits of world seed at pregenerate 2024-01-28 22:12:05 +01:00
Gaël C
72e2f3e670 Flow accumulation: minor fix and simplification 2024-01-22 11:46:53 +01:00
Gaël C
f350f8785c Flow routing: Initialize basin_graph + comment where complexity might be non-linear 2024-01-22 11:46:53 +01:00
Gaël C
4bce5fab77 Completely unroll nested function in flow routing algorithm 2024-01-22 11:46:53 +01:00
Gaël C
b54f2c4546 terrainlib: More optimizations on flow routing 2024-01-22 00:33:42 +01:00
Gaël C
c723b28ec6 terrainlib/rivermapper.lua: Move checks out of the nested function 2024-01-22 00:30:07 +01:00
Gaël C
fe6e281130 terrainlib: loop only once for all singular nodes at step 2 of flow routing 2024-01-22 00:30:07 +01:00
Gaël C
2acefb2660 terrainlib: compute current queue length instead of using '#' operator.
Important speedup.
2024-01-22 00:30:07 +01:00
Gaël C
0bc100030c terrainlib_lua: Hardcode flow_local for performance
as it is unlikely that it will be changed one day.
This results in a drastic performance improvement (x4 speed for step 1)
2024-01-22 00:30:07 +01:00
Gael-de-Sailly
d00295600d Add a very brief description at the head of every file 2022-01-26 11:25:17 +01:00
Gael-de-Sailly
0983c27cca Move geometry helpers back to heightmap.lua 2022-01-26 11:09:51 +01:00
Gael-de-Sailly
6564d40b85 Refactor grid loading and reorganize code
Move grid management functions out of polygons.lua, in a new file called gridmanager.lua
Explicitly call other files and grid management functions from init.lua
to make workflow more apparent
Move mapgen loop out of init.lua, into mapgen.lua
2022-01-26 10:54:11 +01:00
Gael-de-Sailly
cd2a77803f Globalize some of the main functions
This will allow to avoid nested 'dofile's
2022-01-21 14:22:22 +01:00
Gael-de-Sailly
b0930f4d40 Fix river shape in confluences (less sharp riverbeds when a small rivers joins a big one)
Also cleaned and commented the code
2022-01-20 15:28:14 +01:00
Gael-de-Sailly
975ad02739 Exclude exact riverbanks from rivers
This avoids considering points that are exactly at the border of a polygon as rivers
2022-01-20 15:28:14 +01:00
Gael-de-Sailly
6d8ee5af1f Added settings for margin, and documented in settingtypes.txt 2022-01-20 15:28:14 +01:00
Gael-de-Sailly
fabe107336 Added margin with a settable width near grid border
Elevation gets closer to -50 when approaching the border
2022-01-20 15:28:14 +01:00
Gael-de-Sailly
7e155b7076 Express map size in Minetest nodes, not in river grid nodes
This introduces new parameters 'map_x_size' and 'map_z_size' that default to 15K
Deprecates 'grid_x_size' and 'grid_z_size'; if they are present, corresponding
values of 'map_x_size' and 'map_z_size' are automatically written in config files.
Also rework compatibility system to better compare versions,
and bump version to 1.0.2-dev1.
2022-01-20 15:28:14 +01:00
Gael-de-Sailly
b374e8ee95 Create settings_default.json to store default values for settings
Move noise parameters to settings.lua
2022-01-18 15:21:14 +01:00
Gaël C
1ad8c96b8c Remove 'default' hard dependency 2022-01-17 23:20:34 +01:00
Gael-de-Sailly
2f7098d752 Bump version (1.0.2) and add changelog 2022-01-10 12:44:33 +01:00
Gael-de-Sailly
942a869b9f Minor fix in README 2022-01-10 12:32:38 +01:00
Gaël C
b3d79eaaf8 Added more comments in terrainlib_lua 2022-01-07 14:48:36 +01:00
Gaël C
68c19c3b94 terrainlib_lua: replaced space indents by tabs 2022-01-06 15:36:31 +01:00
Gael-de-Sailly
417ce1bcbc Use builtin logging system and appropriate loglevels 2022-01-03 16:33:56 +01:00
Gael-de-Sailly
c3a798933f Localize all global functions in load.lua and geometry.lua 2022-01-03 16:20:51 +01:00
Gael-de-Sailly
0c98fc0881 Skip chunks that are fully higher than ground level 2022-01-03 16:18:48 +01:00
Gael-de-Sailly
cb71f4400a Corrected mistake in settingtypes 2022-01-03 12:04:49 +01:00
Gael-de-Sailly
f8f467ac3f Use local variables for math.* functions
and remove an unnecessary index calculation
2022-01-03 11:56:16 +01:00
Gael-de-Sailly
2e29474686 Bump version (1.0.1) 2021-09-14 15:08:29 +02:00
Gael-de-Sailly
27670addb3 Switch to singlenode mapgen if not done 2021-09-07 11:59:33 +02:00
21 changed files with 1364 additions and 949 deletions

18
CHANGELOG.md Normal file
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@ -0,0 +1,18 @@
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

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@ -1,5 +1,5 @@
# Map Generator with Rivers
`mapgen_rivers v1.0` by Gaël de Sailly.
`mapgen_rivers v1.0.2` by Gaël de Sailly.
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).
@ -13,10 +13,11 @@ It used to be composed of a Python script doing pre-generation, and a Lua mod re
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).
No required dependency, but [`biomegen`](https://gitlab.com/gaelysam/biomegen) recommended (provides biome system).
# Installation
This mod should be placed in the `mods/` directory of Minetest like any other mod.

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

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@ -1,37 +0,0 @@
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return math.sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return math.sqrt(c)
else
-- The closest point is on the segment
return math.abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / math.sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpack(X)
local y1, y2, y3, y4 = unpack(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
return transform_quadri

105
gridmanager.lua Normal file
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@ -0,0 +1,105 @@
-- Manages grid loading, writing and generation
local datapath = mapgen_rivers.world_data_path
local registered_on_grid_loaded = {}
function mapgen_rivers.register_on_grid_loaded(func)
if type(func) == "function" then
registered_on_grid_loaded[#registered_on_grid_loaded+1] = func
else
minetest.log("error", "[mapgen_rivers] register_on_grid_loaded can only register functions!")
end
end
local function on_grid_loaded_callback(grid)
for _, func in ipairs(registered_on_grid_loaded) do
func(grid)
end
end
local function offset_conv(o)
return (o + 0.5) * (1/256)
end
local floor = math.floor
local sbyte, schar = string.byte, string.char
local unpk = unpack
-- Loading files
-- Never load the full map during mapgen. Instead, create an empty lookup table
-- and read the file on-the-fly when an element is requested for the first time,
-- using __index metamethod.
local loader_mt = {
__index = function(loader, i) -- Called when accessing a missing key
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
-- Cache key for next use
loader[i] = n
return n
end,
}
local function load_file(filename, bytes, signed, size, converter)
local file = io.open(datapath .. filename, 'rb')
if file then
converter = converter or false
return setmetatable({file=file, bytes=bytes, signed=signed, size=size, conv=converter}, loader_mt)
end
end
function mapgen_rivers.load_or_generate_grid()
-- First, check whether a grid is already loaded
if mapgen_rivers.grid then
return true
end
-- If not, try to load the grid from the files
local sfile = io.open(datapath .. 'size', 'r')
if not sfile then
dofile(mapgen_rivers.modpath .. "/pregenerate.lua")
collectgarbage()
sfile = io.open(datapath .. 'size', 'r')
if not sfile then
return false
end
end
local x, z = sfile:read('*n'), sfile:read('*n')
if not x or not z then
return false
end
minetest.log("action", '[mapgen_rivers] Loading grid')
local grid = {
size = {x=x, y=z},
dem = load_file('dem', 2, true, x*z),
lakes = load_file('lakes', 2, true, x*z),
dirs = load_file('dirs', 1, false, x*z),
rivers = load_file('rivers', 4, false, x*z),
offset_x = load_file('offset_x', 1, true, x*z, offset_conv),
offset_y = load_file('offset_y', 1, true, x*z, offset_conv),
}
mapgen_rivers.grid = grid
on_grid_loaded_callback(grid)
return true
end

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@ -1,12 +1,52 @@
local modpath = mapgen_rivers.modpath
-- Transform polygon data into a heightmap
local make_polygons = dofile(modpath .. 'polygons.lua')
local transform_quadri = dofile(modpath .. 'geometry.lua')
local modpath = mapgen_rivers.modpath
local sea_level = mapgen_rivers.settings.sea_level
local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
local MAP_BOTTOM = -31000
local out_elev = mapgen_rivers.settings.margin_elev
-- Localize for performance
local floor, min, max, sqrt, abs = math.floor, math.min, math.max, math.sqrt, math.abs
local unpk = unpack
-- Geometrical helpers
local function distance_to_segment(x1, y1, x2, y2, x, y)
-- get the distance between point (x,y) and segment (x1,y1)-(x2,y2)
local a = (x1-x2)^2 + (y1-y2)^2 -- square of distance
local b = (x1-x)^2 + (y1-y)^2
local c = (x2-x)^2 + (y2-y)^2
if a + b < c then
-- The closest point of the segment is the extremity 1
return sqrt(b)
elseif a + c < b then
-- The closest point of the segment is the extremity 2
return sqrt(c)
else
-- The closest point is on the segment
return abs(x1 * (y2-y) + x2 * (y-y1) + x * (y1-y2)) / sqrt(a)
end
end
local function transform_quadri(X, Y, x, y)
-- To index points in an irregular quadrilateral, giving x and y between 0 (one edge) and 1 (opposite edge)
-- X, Y 4-vectors giving the coordinates of the 4 vertices
-- x, y position to index.
local x1, x2, x3, x4 = unpk(X)
local y1, y2, y3, y4 = unpk(Y)
-- Compare distance to 2 opposite edges, they give the X coordinate
local d23 = distance_to_segment(x2,y2,x3,y3,x,y)
local d41 = distance_to_segment(x4,y4,x1,y1,x,y)
local xc = d41 / (d23+d41)
-- Same for the 2 other edges, they give the Y coordinate
local d12 = distance_to_segment(x1,y1,x2,y2,x,y)
local d34 = distance_to_segment(x3,y3,x4,y4,x,y)
local yc = d12 / (d12+d34)
return xc, yc
end
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
@ -15,9 +55,9 @@ local function interp(v00, v01, v11, v10, xf, zf)
return v1*zf + v0*(1-zf)
end
local function heightmaps(minp, maxp)
function mapgen_rivers.make_heightmaps(minp, maxp)
local polygons = make_polygons(minp, maxp)
local polygons = mapgen_rivers.make_polygons(minp, maxp)
local incr = maxp.z-minp.z+1
local terrain_height_map = {}
@ -30,11 +70,11 @@ local function heightmaps(minp, maxp)
if poly then
local xf, zf = transform_quadri(poly.x, poly.z, x, z)
local i00, i01, i11, i10 = unpack(poly.i)
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 = unpack(poly.rivers)
local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_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:
@ -42,65 +82,72 @@ local function heightmaps(minp, maxp)
-- = 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,
r_west - xf , -- West edge (1)
r_north - zf , -- North edge (2)
r_east - (1-xf), -- East edge (3)
r_south - (1-zf), -- South edge (4)
c_NW - xf - zf , -- North-West corner (5)
c_NE - (1-xf) - zf , -- North-East corner (6)
c_SE - (1-xf) - (1-zf), -- South-East corner (7)
c_SW - xf - (1-zf), -- South-West corner (8)
}
-- Find the maximal depth factor and determine to which river it belongs
local depth_factor_max = 0
-- Find the maximal depth factor, which determines to which of the 8 river sections (4 edges + 4 corners) the current point belongs.
-- If imax is still at 0, it means that we are not in a river.
local dpmax = 0
local imax = 0
for i=1, 8 do
if depth_factors[i] >= depth_factor_max then
depth_factor_max = depth_factors[i]
if depth_factors[i] > dpmax then
dpmax = 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 = math.max(r_west, c_NW-zf, zf-c_SW)
local x1 = math.min(r_east, c_NE+zf, c_SE-zf)
local z0 = math.max(r_north, c_NW-xf, xf-c_NE)
local z1 = math.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
-- Transform the coordinates to have xfc and zfc = 0 or 1 in rivers (to avoid rivers having lateral slope and to accomodate the riverbanks smoothly)
local xfc, zfc
-- xfc:
if imax == 0 or imax == 2 or imax == 4 then -- river segment does not constrain X coordinate, so accomodate xf in function of other river sections
local x0 = max(r_west-dpmax, c_NW-zf-dpmax, c_SW-(1-zf)-dpmax, 0) -- new xf will be bounded to 0 by western riverbank
local x1 = 1-max(r_east-dpmax, c_NE-zf-dpmax, c_SE-(1-zf)-dpmax, 0) -- and bounded to 1 by eastern riverbank
if x0 >= x1 then
xfc = 0.5
else
xfc = (xf-x0) / (x1-x0)
end
elseif imax == 1 or imax == 5 or imax == 8 then -- river at the western side of the polygon
xfc = 0
else -- 3, 6, 7 : river at the eastern side of the polygon
xfc = 1
end
-- Same for zfc:
if imax == 0 or imax == 1 or imax == 3 then -- river segment does not constrain Z coordinate, so accomodate zf in function of other river sections
local z0 = max(r_north-dpmax, c_NW-xf-dpmax, c_NE-(1-xf)-dpmax, 0) -- new zf will be bounded to 0 by northern riverbank
local z1 = 1-max(r_south-dpmax, c_SW-xf-dpmax, c_SE-(1-xf)-dpmax, 0) -- and bounded to 1 by southern riverbank
if z0 >= z1 then
zfc = 0.5
else
zfc = (zf-z0) / (z1-z0)
end
elseif imax == 2 or imax == 5 or imax == 6 then -- river at the northern side of the polygon
zfc = 0
else -- 4, 7, 8 : river at the southern side of the polygon
zfc = 1
end
-- Determine elevation by interpolation
local vdem = poly.dem
local terrain_height = math.floor(0.5+interp(
local terrain_height = floor(0.5+interp(
vdem[1],
vdem[2],
vdem[3],
vdem[4],
xf, zf
xfc, zfc
))
-- 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 slope_x = zfc*(vdem[3]-vdem[4]) + (1-zfc)*(vdem[2]-vdem[1]) < 0
local slope_z = xfc*(vdem[3]-vdem[2]) + (1-xfc)*(vdem[4]-vdem[1]) < 0
local lake_id = 0
if slope_x then
if slope_z then
@ -115,17 +162,17 @@ local function heightmaps(minp, maxp)
lake_id = 1
end
end
local lake_height = math.max(math.floor(poly.lake[lake_id]), terrain_height)
local lake_height = max(floor(poly.lake[lake_id]), terrain_height)
if imax > 0 and depth_factor_max > 0 then
terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor_max*riverbed_slope), terrain_height)
if imax > 0 and dpmax > 0 then
terrain_height = min(max(lake_height, sea_level) - floor(1+dpmax*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
terrain_height_map[i] = out_elev
lake_height_map[i] = out_elev
end
i = i + 1
end
@ -133,5 +180,3 @@ local function heightmaps(minp, maxp)
return terrain_height_map, lake_height_map
end
return heightmaps

245
init.lua
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@ -1,3 +1,5 @@
-- Main file, calls the other files and triggers main functions
mapgen_rivers = {}
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
@ -5,241 +7,10 @@ mapgen_rivers.modpath = modpath
mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/'
dofile(modpath .. 'settings.lua')
dofile(modpath .. 'gridmanager.lua')
dofile(modpath .. 'polygons.lua')
dofile(modpath .. 'heightmap.lua')
dofile(modpath .. 'mapgen.lua')
dofile(modpath .. 'spawn.lua')
local sea_level = mapgen_rivers.settings.sea_level
local elevation_chill = mapgen_rivers.settings.elevation_chill
local use_distort = mapgen_rivers.settings.distort
local use_biomes = mapgen_rivers.settings.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists('biomegen')
use_biomes = use_biomes and not use_biomegen_mod
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
dofile(modpath .. 'noises.lua')
local heightmaps = dofile(modpath .. 'heightmap.lua')
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
local data = {}
local noise_x_obj, noise_z_obj, noise_distort_obj, noise_heat_obj, noise_heat_blend_obj
local noise_x_map = {}
local noise_z_map = {}
local noise_distort_map = {}
local noise_heat_map = {}
local noise_heat_blend_map = {}
local mapsize
local init = false
local sumtime = 0
local sumtime2 = 0
local ngen = 0
local function generate(minp, maxp, seed)
print(("[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=math.floor(xmin), z=math.floor(zmin)}
local pmaxp = {x=math.floor(xmax)+1, z=math.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
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 nid = mapsize.x*(mapsize.y-1) + 1
local incrY = -mapsize.x
local incrX = 1 - mapsize.y*incrY
local incrZ = mapsize.x*mapsize.y - mapsize.x*incrX - mapsize.x*mapsize.y*incrY
local i2d = 1
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local ivm = a:index(x, minp.y, z)
local ground_above = false
local temperature
if use_biomes then
temperature = noise_heat_map[i2d]+noise_heat_blend_map[i2d]
end
local terrain, lake
if not use_distort then
terrain = terrain_map[i2d]
lake = lake_map[i2d]
end
for y = maxp.y+1, minp.y, -1 do
if use_distort then
local xn = noise_x_map[nid]
local zn = noise_z_map[nid]
local x0 = math.floor(xn)
local z0 = math.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 = math.min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
end
if y <= maxp.y then
local is_lake = lake > terrain
local ivm = a:index(x, y, z)
if y <= terrain then
if not use_biomes or y <= terrain-1 or ground_above then
data[ivm] = c_stone
elseif is_lake or y < sea_level then
data[ivm] = c_sand
else
local temperature_y = temperature - y*elevation_chill
if temperature_y >= 15 then
data[ivm] = c_lawn
elseif temperature_y >= 0 then
data[ivm] = c_dirtsnow
else
data[ivm] = c_snow
end
end
elseif y <= lake and lake > sea_level then
if not use_biomes or temperature - y*elevation_chill >= 0 then
data[ivm] = c_rwater
else
data[ivm] = c_ice
end
elseif y <= sea_level then
data[ivm] = c_water
end
end
ground_above = y <= terrain
ivm = ivm + ystride
if use_distort then
nid = nid + incrY
end
end
if use_distort then
nid = nid + incrX
end
i2d = i2d + 1
end
if use_distort then
nid = nid + incrZ
end
end
if use_biomegen_mod then
biomegen.generate_all(data, a, vm, minp, maxp, seed)
else
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
end
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
local t1 = os.clock()
local t = t1-t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
print(("[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)
print(("[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)
minetest.register_on_mods_loaded(mapgen_rivers.load_or_generate_grid)

100
load.lua
View File

@ -1,100 +0,0 @@
local worldpath = mapgen_rivers.world_data_path
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)
end
local sbyte = string.byte
local map = {}
for i=1, size do
local i0 = (i-1)*bytes+1
local elements = {data:byte(i0, i1)}
local n = sbyte(data, i0)
if signed and n >= 128 then
n = n - 256
end
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
local sbyte = string.byte
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 mfloor = math.floor
local schar = string.char
local upack = unpack
local bytelist = {}
for j=1, bytes do
bytelist[j] = 0
end
for i=1, size do
local n = mfloor(data[i])
data[i] = n
for j=bytes, 2, -1 do
bytelist[j] = n % 256
n = mfloor(n / 256)
end
bytelist[1] = n % 256
file:write(schar(upack(bytelist)))
end
file:close()
end

278
mapgen.lua Normal file
View File

@ -0,0 +1,278 @@
-- Mapgen loop and mapgen-related things
if minetest.get_mapgen_setting("mg_name") ~= "singlenode" then
minetest.set_mapgen_setting("mg_name", "singlenode", true)
minetest.log("warning", "[mapgen_rivers] Mapgen set to singlenode")
end
local sea_level = mapgen_rivers.settings.sea_level
local elevation_chill = mapgen_rivers.settings.elevation_chill
local use_distort = mapgen_rivers.settings.distort
local use_biomes = mapgen_rivers.settings.biomes
local use_biomegen_mod = use_biomes and minetest.global_exists('biomegen')
use_biomes = use_biomes and minetest.global_exists('default') and not use_biomegen_mod
if use_biomegen_mod then
biomegen.set_elevation_chill(elevation_chill)
end
-- Linear interpolation
local function interp(v00, v01, v11, v10, xf, zf)
local v0 = v01*xf + v00*(1-xf)
local v1 = v11*xf + v10*(1-xf)
return v1*zf + v0*(1-zf)
end
-- Localize for performance
local floor, min = math.floor, math.min
local data = {}
local noise_x_obj, noise_z_obj, noise_distort_obj, noise_heat_obj, noise_heat_blend_obj
local noise_x_map = {}
local noise_z_map = {}
local noise_distort_map = {}
local noise_heat_map = {}
local noise_heat_blend_map = {}
local mapsize
local init = false
local sumtime = 0
local sumtime2 = 0
local ngen = 0
function mapgen_rivers.make_chunk(minp, maxp, seed)
minetest.log("info", ("[mapgen_rivers] Generating from %s to %s"):format(minetest.pos_to_string(minp), minetest.pos_to_string(maxp)))
local chulens = {
x = maxp.x-minp.x+1,
y = maxp.y-minp.y+1,
z = maxp.z-minp.z+1,
}
if not init then
mapsize = {
x = chulens.x,
y = chulens.y+1,
z = chulens.z,
}
if use_distort then
noise_x_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_x, mapsize)
noise_z_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_z, mapsize)
noise_distort_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.distort_amplitude, chulens)
end
if use_biomes then
noise_heat_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat, chulens)
noise_heat_blend_obj = minetest.get_perlin_map(mapgen_rivers.noise_params.heat_blend, chulens)
end
init = true
end
local t0 = os.clock()
local minp2d = {x=minp.x, y=minp.z}
if use_distort then
noise_x_obj:get_3d_map_flat(minp, noise_x_map)
noise_z_obj:get_3d_map_flat(minp, noise_z_map)
noise_distort_obj:get_2d_map_flat(minp2d, noise_distort_map)
end
if use_biomes then
noise_heat_obj:get_2d_map_flat(minp2d, noise_heat_map)
noise_heat_blend_obj:get_2d_map_flat(minp2d, noise_heat_blend_map)
end
local terrain_map, lake_map, incr, i_origin
if use_distort then
local xmin, xmax, zmin, zmax = minp.x, maxp.x, minp.z, maxp.z
local i = 0
local i2d = 0
for z=minp.z, maxp.z do
for y=minp.y, maxp.y+1 do
for x=minp.x, maxp.x do
i = i+1
i2d = i2d+1
local distort = noise_distort_map[i2d]
local xv = noise_x_map[i]*distort + x
if xv < xmin then xmin = xv end
if xv > xmax then xmax = xv end
noise_x_map[i] = xv
local zv = noise_z_map[i]*distort + z
if zv < zmin then zmin = zv end
if zv > zmax then zmax = zv end
noise_z_map[i] = zv
end
i2d = i2d-chulens.x
end
i2d = i2d+chulens.x
end
local pminp = {x=floor(xmin), z=floor(zmin)}
local pmaxp = {x=floor(xmax)+1, z=floor(zmax)+1}
incr = pmaxp.x-pminp.x+1
i_origin = 1 - pminp.z*incr - pminp.x
terrain_map, lake_map = mapgen_rivers.make_heightmaps(pminp, pmaxp)
else
terrain_map, lake_map = mapgen_rivers.make_heightmaps(minp, maxp)
end
-- Check that there is at least one position that reaches min y
if minp.y > sea_level then
local y0 = minp.y
local is_empty = true
for i=1, #terrain_map do
if terrain_map[i] >= y0 or lake_map[i] >= y0 then
is_empty = false
break
end
end
-- If not, skip chunk
if is_empty then
if use_biomegen_mod and biomegen.skip_chunk then
biomegen.skip_chunk(minp, maxp)
end
local t = os.clock() - t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", "[mapgen_rivers] Skipping empty chunk (fully above ground level)")
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
return
end
end
local c_stone = minetest.get_content_id("mapgen_stone")
local c_water = minetest.get_content_id("mapgen_water_source")
local c_rwater = minetest.get_content_id("mapgen_river_water_source")
local c_dirt, c_lawn, c_dirtsnow, c_snow, c_sand, c_ice
if use_biomes then
c_dirt = minetest.get_content_id("default:dirt")
c_lawn = minetest.get_content_id("default:dirt_with_grass")
c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
c_snow = minetest.get_content_id("default:snowblock")
c_sand = minetest.get_content_id("default:sand")
c_ice = minetest.get_content_id("default:ice")
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
vm:get_data(data)
local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index.
local nid = mapsize.x*(mapsize.y-1) + 1
local incrY = -mapsize.x
local incrX = 1 - mapsize.y*incrY
local incrZ = mapsize.x*mapsize.y - mapsize.x*incrX - mapsize.x*mapsize.y*incrY
local i2d = 1
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local ivm = a:index(x, maxp.y+1, z)
local ground_above = false
local temperature
if use_biomes then
temperature = noise_heat_map[i2d]+noise_heat_blend_map[i2d]
end
local terrain, lake
if not use_distort then
terrain = terrain_map[i2d]
lake = lake_map[i2d]
end
for y = maxp.y+1, minp.y, -1 do
if use_distort then
local xn = noise_x_map[nid]
local zn = noise_z_map[nid]
local x0 = floor(xn)
local z0 = floor(zn)
local i0 = i_origin + z0*incr + x0
local i1 = i0+1
local i2 = i1+incr
local i3 = i2-1
terrain = interp(terrain_map[i0], terrain_map[i1], terrain_map[i2], terrain_map[i3], xn-x0, zn-z0)
lake = min(lake_map[i0], lake_map[i1], lake_map[i2], lake_map[i3])
end
if y <= maxp.y then
local is_lake = lake > terrain
if y <= terrain then
if not use_biomes or y <= terrain-1 or ground_above then
data[ivm] = c_stone
elseif is_lake or y < sea_level then
data[ivm] = c_sand
else
local temperature_y = temperature - y*elevation_chill
if temperature_y >= 15 then
data[ivm] = c_lawn
elseif temperature_y >= 0 then
data[ivm] = c_dirtsnow
else
data[ivm] = c_snow
end
end
elseif y <= lake and lake > sea_level then
if not use_biomes or temperature - y*elevation_chill >= 0 then
data[ivm] = c_rwater
else
data[ivm] = c_ice
end
elseif y <= sea_level then
data[ivm] = c_water
end
end
ground_above = y <= terrain
ivm = ivm - ystride
if use_distort then
nid = nid + incrY
end
end
if use_distort then
nid = nid + incrX
end
i2d = i2d + 1
end
if use_distort then
nid = nid + incrZ
end
end
if use_biomegen_mod then
biomegen.generate_all(data, a, vm, minp, maxp, seed)
else
vm:set_data(data)
minetest.generate_ores(vm, minp, maxp)
end
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
local t = os.clock()-t0
ngen = ngen + 1
sumtime = sumtime + t
sumtime2 = sumtime2 + t*t
minetest.log("verbose", ("[mapgen_rivers] Done in %5.3f s"):format(t))
end
-- Enforce first position in mapgen callbacks
table.insert(minetest.registered_on_generateds, 1, mapgen_rivers.make_chunk)
--minetest.register_on_generated(mapgen_rivers.make_chunk)
minetest.register_on_shutdown(function()
local avg = sumtime / ngen
local std = math.sqrt(sumtime2/ngen - avg*avg)
minetest.log("action", ("[mapgen_rivers] Mapgen statistics:\n- Mapgen calls: %4d\n- Mean time: %5.3f s\n- Standard deviation: %5.3f s"):format(ngen, avg, std))
end)

View File

@ -1,4 +1,3 @@
name = mapgen_rivers
title = Map generator with realistic rivers
depends = default
optional_depends = biomegen
optional_depends = biomegen, default

View File

@ -1,80 +0,0 @@
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
print("[mapgen_rivers] Noise " .. name .. ": 'octaves' reduced to " .. omax)
np.octaves = omax
end
end
end

View File

@ -1,105 +1,37 @@
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
-- Fetch polygons from a given areas, and compute their properties
-- and find to which polygon every point belongs
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()
print('[mapgen_rivers] Generating grid')
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
print('[mapgen_rivers] Loading full grid')
else
print('[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 blocksize = mapgen_rivers.settings.blocksize
local X = math.floor(mapgen_rivers.settings.map_x_size / blocksize)
local Z = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
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
mapgen_rivers.register_on_grid_loaded(function(grid)
X = grid.size.x
Z = grid.size.y
if mapgen_rivers.settings.center then
map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2
end
end
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 = math.abs(flow)
flow = abs(flow)
if flow < min_catchment then
return 0
end
return math.min(wfactor * flow ^ wpower, 1)
return min(wfactor * flow ^ wpower, 1)
end
local noise_heat -- Need a large-scale noise here so no heat blend
@ -116,7 +48,7 @@ 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)
function mapgen_rivers.make_polygons(minp, maxp)
local grid = mapgen_rivers.grid
local dem = grid.dem
@ -138,8 +70,8 @@ local function make_polygons(minp, maxp)
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 = math.max(math.floor((minp.x+map_offset.x)/blocksize - 0.5), 0), math.min(math.ceil((maxp.x+map_offset.x)/blocksize + 0.5), X-2)
local zpmin, zpmax = math.max(math.floor((minp.z+map_offset.z)/blocksize - 0.5), 0), math.min(math.ceil((maxp.z+map_offset.z)/blocksize + 0.5), Z-2)
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
@ -165,8 +97,8 @@ local function make_polygons(minp, maxp)
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 = math.max(math.floor(math.min(unpack(poly_z)))+1, minp.z)
local zmax = math.min(math.floor(math.max(unpack(poly_z))), maxp.z)
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] = {}
@ -176,14 +108,14 @@ local function make_polygons(minp, maxp)
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 = math.floor(math.min(z1, z2))+1
local lzmax = math.floor(math.max(z1, z2))
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=math.max(lzmin, minp.z), math.min(lzmax, maxp.z) do
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
@ -194,11 +126,11 @@ local function make_polygons(minp, maxp)
-- Now sort the bounds list
local zlist = bounds[z]
table.sort(zlist)
local c = math.floor(#zlist/2)
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 = math.max(math.floor(zlist[l*2-1])+1, minp.x)
local xmax = math.min(math.floor(zlist[l*2]), maxp.x)
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
@ -220,28 +152,28 @@ local function make_polygons(minp, maxp)
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 = math.min(riverA*glacier_factor, 1)
riverA = min(riverA*glacier_factor, 1)
end
if get_temperature(poly_x[2], poly_dem[2], poly_z[2]) < 0 then
riverB = math.min(riverB*glacier_factor, 1)
riverB = min(riverB*glacier_factor, 1)
end
if get_temperature(poly_x[3], poly_dem[3], poly_z[3]) < 0 then
riverC = math.min(riverC*glacier_factor, 1)
riverC = min(riverC*glacier_factor, 1)
end
if get_temperature(poly_x[4], poly_dem[4], poly_z[4]) < 0 then
riverD = math.min(riverD*glacier_factor, 1)
riverD = min(riverD*glacier_factor, 1)
end
end
polygon.river_corners = {riverA, 1-riverB, 2-riverC, 1-riverD}
polygon.river_corners = {riverA, riverB, riverC, 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)
local river_east = (dirB==1 and riverB or 0) + (dirC==3 and riverC or 0)
local river_south = (dirD==2 and riverD or 0) + (dirC==4 and riverC or 0)
polygon.rivers = {river_west, river_north, river_east, river_south}
end
@ -249,5 +181,3 @@ local function make_polygons(minp, maxp)
return polygons
end
return make_polygons

View File

@ -1,3 +1,8 @@
-- Generate the grid using terrainlib_lua
-- Only called on first mapgen, if there is no grid yet
-- Constants
local EvolutionModel = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/erosion.lua')
local twist = dofile(mapgen_rivers.modpath .. '/terrainlib_lua/twist.lua')
@ -5,6 +10,7 @@ local blocksize = mapgen_rivers.settings.blocksize
local tectonic_speed = mapgen_rivers.settings.tectonic_speed
local np_base = table.copy(mapgen_rivers.noise_params.base)
np_base.spread = vector.divide(np_base.spread, blocksize)
local evol_params = mapgen_rivers.settings.evol_params
@ -13,27 +19,70 @@ 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 use_margin = mapgen_rivers.settings.margin
local margin_width = mapgen_rivers.settings.margin_width / blocksize
local margin_elev = mapgen_rivers.settings.margin_elev
local seed = tonumber(minetest.get_mapgen_setting("seed"))
np_base.seed = (np_base.seed or 0) + seed
local X = math.floor(mapgen_rivers.settings.map_x_size / blocksize)
local Y = math.floor(mapgen_rivers.settings.map_z_size / blocksize)
local nobj_base = PerlinNoiseMap(np_base, {x=size.x, y=1, z=size.y})
local function margin(dem, width, elev)
local X, Y = dem.X, dem.Y
for i=1, width do
local c1 = ((i-1)/width) ^ 0.5
local c2 = (1-c1) * elev
local index = (i-1)*X + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = i
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
index = X*(Y-i) + 1
for x=1, X do
dem[index] = dem[index] * c1 + c2
index = index + 1
end
index = X-i + 1
for y=1, Y do
dem[index] = dem[index] * c1 + c2
index = index + X
end
end
end
local dem = nobj_base:get_3d_map_flat({x=0, y=0, z=0})
dem.X = size.x
dem.Y = size.y
-- Generate grid
local model = EvolutionModel(evol_params)
model.dem = dem
local ref_dem = model:define_isostasy(dem)
minetest.log("action", '[mapgen_rivers] Generating grid, this may take a while...')
local tectonic_step = tectonic_speed * time_step
collectgarbage()
for i=1, niter do
print("[mapgen_rivers] Iteration " .. i .. " of " .. niter)
if X*Y > 4e6 then
minetest.log("warning", "[mapgen_rivers] You are going to generate a very large grid (>4M nodes). If you experience problems, you should increase blocksize or reduce map size.")
end
local seed = tonumber(minetest.get_mapgen_setting("seed"):sub(-10))
np_base.seed = (np_base.seed or 0) + seed
local nobj_base = PerlinNoiseMap(np_base, {x=X, y=1, z=Y})
local dem = nobj_base:get_3d_map_flat({x=0, y=0, z=0})
dem.X = X
dem.Y = Y
if use_margin then
margin(dem, margin_width, margin_elev)
end
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()
@ -41,41 +90,61 @@ local function pregenerate(keep_loaded)
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)
if use_margin then
margin(ref_dem, margin_width, margin_elev)
end
end
model:isostasy()
end
collectgarbage()
end
model:flow()
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
local mfloor = math.floor
local mmin, mmax = math.min, math.max
local unpk, schar = unpack, string.char
local offset_x, offset_y = twist(model.dirs, model.rivers, 5)
for i=1, X*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
-- Write data
local datapath = mapgen_rivers.world_data_path
minetest.mkdir(datapath)
local sfile = io.open(datapath .. 'size', "w")
sfile:write(X..'\n'..Y)
sfile:close()
local function write_file(filename, data, bytes)
local file = io.open(datapath .. filename, 'wb')
local bytelist = {}
for j=1, bytes do
bytelist[j] = 0
end
for i=1, #data do
local n = mfloor(data[i])
data[i] = n
for j=bytes, 2, -1 do
bytelist[j] = n % 256
n = mfloor(n / 256)
end
bytelist[1] = n % 256
file:write(schar(unpk(bytelist)))
end
file:close()
end
write_file('dem', model.dem, 2)
write_file('lakes', model.lakes, 2)
write_file('dirs', model.dirs, 1)
write_file('rivers', model.rivers, 4)
write_file('offset_x', offset_x, 1)
write_file('offset_y', offset_y, 1)

View File

@ -1,7 +1,9 @@
-- Read global and per-world settings
local mtsettings = minetest.settings
local mgrsettings = Settings(minetest.get_worldpath() .. '/mapgen_rivers.conf')
mapgen_rivers.version = "1.0"
mapgen_rivers.version = "1.0.2-dev1"
local previous_version_mt = mtsettings:get("mapgen_rivers_version") or "0.0"
local previous_version_mgr = mgrsettings:get("version") or "0.0"
@ -19,13 +21,33 @@ end
mtsettings:set("mapgen_rivers_version", mapgen_rivers.version)
mgrsettings:set("version", mapgen_rivers.version)
local defaults
do
local f = io.open(mapgen_rivers.modpath .. "/settings_default.json")
defaults = minetest.parse_json(f:read("*all"))
f:close()
end
-- Convert strings to numbers in noise params because Minetest API is not able to do it cleanly...
local function clean_np(np)
for field, value in pairs(np) do
if field ~= 'flags' and type(value) == 'string' then
np[field] = tonumber(value) or value
elseif field == 'spread' then
for dir, v in pairs(value) do
value[dir] = tonumber(v) or v
end
end
end
end
function mapgen_rivers.define_setting(name, dtype, default)
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
v = defaults[name]
end
mgrsettings:set(name, v)
end
@ -39,7 +61,7 @@ function mapgen_rivers.define_setting(name, dtype, default)
if v == nil then
v = mtsettings:get_bool('mapgen_rivers_' .. name)
if v == nil then
v = default
v = defaults[name]
end
mgrsettings:set_bool(name, v)
end
@ -49,10 +71,11 @@ function mapgen_rivers.define_setting(name, dtype, default)
if v == nil then
v = mtsettings:get_np_group('mapgen_rivers_' .. name)
if v == nil then
v = default
v = defaults[name]
end
mgrsettings:set_np_group(name, v)
end
clean_np(v)
return v
end
end
@ -60,33 +83,47 @@ end
local def_setting = mapgen_rivers.define_setting
mapgen_rivers.settings = {
center = def_setting('center', 'bool', true),
blocksize = def_setting('blocksize', 'number', 15),
center = def_setting('center', 'bool'),
blocksize = def_setting('blocksize', 'number'),
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),
min_catchment = def_setting('min_catchment', 'number'),
river_widening_power = def_setting('river_widening_power', 'number'),
riverbed_slope = def_setting('riverbed_slope', 'number'),
distort = def_setting('distort', 'bool'),
biomes = def_setting('biomes', 'bool'),
glaciers = def_setting('glaciers', 'bool'),
glacier_factor = def_setting('glacier_factor', 'number'),
elevation_chill = def_setting('elevation_chill', 'number'),
grid_x_size = def_setting('grid_x_size', 'number', 1000),
grid_z_size = def_setting('grid_z_size', 'number', 1000),
map_x_size = def_setting('map_x_size', 'number'),
map_z_size = def_setting('map_z_size', 'number'),
margin = def_setting('margin', 'bool'),
margin_width = def_setting('margin_width', 'number'),
margin_elev = def_setting('margin_elev', 'number'),
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),
K = def_setting('river_erosion_coef', 'number'),
m = def_setting('river_erosion_power', 'number'),
d = def_setting('diffusive_erosion', 'number'),
compensation_radius = def_setting('compensation_radius', 'number'),
},
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')
tectonic_speed = def_setting('tectonic_speed', 'number'),
evol_time = def_setting('evol_time', 'number'),
evol_time_step = def_setting('evol_time_step', 'number'),
}
mapgen_rivers.noise_params = {
base = def_setting("np_base", "noise"),
distort_x = def_setting("np_distort_x", "noise"),
distort_z = def_setting("np_distort_z", "noise"),
distort_amplitude = def_setting("np_distort_amplitude", "noise"),
heat = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat'),
heat_blend = minetest.get_mapgen_setting_noiseparams('mg_biome_np_heat_blend'),
}
mapgen_rivers.noise_params.heat.offset = mapgen_rivers.noise_params.heat.offset +
mapgen_rivers.settings.sea_level * mapgen_rivers.settings.elevation_chill
local function write_settings()
mgrsettings:write()
end

70
settings_default.json Normal file
View File

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

View File

@ -3,19 +3,35 @@
# 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.
# Every cell of the river grid will represent a square of this size.
# A lower value will result in more detailed terrain and finer computation
# of rivers, but will be slower to generate and use more resources.
#
# WARNING: Excessively low values may cause crashes at pre-generation, due to
# memory issues
mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0
# 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
# X size of the map being generated
#
# X size of the river grid will be this/blocksize
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_x_size (Map X size) int 15000 500 66000
# Z size of the 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
# Z size of the map being generated
#
# Z size of the river grid will be this/blocksize
# When increasing, it is recommended to increase blocksize too
mapgen_rivers_map_z_size (Map Z size) int 15000 500 66000
# If margin is enabled, elevation becomes closer to a fixed value when approaching
# the edges of the map.
mapgen_rivers_margin (Margin) bool true
# Width of the transition at map borders, in nodes
mapgen_rivers_margin_width (Margin width) float 2000.0 0.0 15000.0
# Elevation toward which to converge at map borders
mapgen_rivers_margin_elev (Margin elevation) float -200.0 -31000.0 31000.0
# Minimal catchment area for a river to be drawn, in square nodes
# Lower value means bigger river density
@ -23,7 +39,7 @@ mapgen_rivers_min_catchment (Minimal catchment area) float 3600.0 100.0 1000000.
# 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 a river needs to receive more tributaries to grow in width.
# 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
@ -54,11 +70,6 @@ mapgen_rivers_glacier_widening_factor (Glacier widening factor) float 8.0 1.0 20
# 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

119
spawn.lua Normal file
View File

@ -0,0 +1,119 @@
local np_distort_x = mapgen_rivers.noise_params.distort_x
local np_distort_z = mapgen_rivers.noise_params.distort_z
local np_distort_amplitude = mapgen_rivers.noise_params.distort_amplitude
local nobj_distort_x, nobj_distort_z, nobj_distort_amplitude
local sea_level = mapgen_rivers.settings.sea_level
local distort = mapgen_rivers.settings.distort
-- 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 estimate_spawn_level(pos, use_distort)
local x, z = pos.x, pos.z
if distort and use_distort then
nobj_distort_x = nobj_distort_x or minetest.get_perlin(np_distort_x)
nobj_distort_z = nobj_distort_z or minetest.get_perlin(np_distort_z)
nobj_distort_amplitude = nobj_distort_amplitude or minetest.get_perlin(np_distort_amplitude)
local amplitude = nobj_distort_amplitude:get_2d({x=pos.x, y=pos.z})
x = x + nobj_distort_x:get_3d(pos)*amplitude
z = z + nobj_distort_z:get_3d(pos)*amplitude
end
local terrain, lakes = mapgen_rivers.make_heightmaps(
{x=math.floor(x), z=math.floor(z) },
{x=math.floor(x)+1, z=math.floor(z)+1}
)
local ex, ez = x % 1, z % 1
--local h = terrain[1]*(1-ex)*(1-ez) + terrain[2]*ex*(1-ez) + terrain[3]*(1-ex)*ez + terrain[4]*ex*ez
local h = interp(terrain[1], terrain[2], terrain[4], terrain[3], ex, ez)
local lake = math.min(lakes[1], lakes[2], lakes[3], lakes[4])
if h < lake or h <= sea_level then
return false, h
end
return true, h
end
local function get_spawn_level(x, z)
local pos = {x=x, z=z}
local suitable, y = estimate_spawn_level(pos, false)
if not suitable then
return
end
if not distort then
return math.floor(y) + 1
end
local low_bound = -math.huge
local high_bound = math.huge
local suitable_high = false
repeat
pos.y = math.max(math.min(math.floor(y+0.5), high_bound-1), low_bound+1)
suitable, y = estimate_spawn_level(pos, true)
if y > pos.y then
low_bound = pos.y
else
high_bound = pos.y
suitable_high = suitable
end
until high_bound - low_bound <= 1
if not suitable_high then
return
end
return high_bound + 1
end
minetest.get_spawn_level = get_spawn_level
local rmax = 2000
local function find_spawn_point(seed)
local level = get_spawn_level(0, 0)
if level then
return {x=0, y=level, z=0}
end
local pr = PcgRandom(seed or os.time())
local incr = 16
local r0 = 0
while r0 < rmax do
local r1 = r0 + incr
local r = pr:next(r0*r0+1, r1*r1) ^ 0.5
local a = pr:next() / 2147483648 * math.pi
local x = math.floor(math.cos(a) * r + 0.5)
local z = math.floor(math.sin(a) * r + 0.5)
level = get_spawn_level(x, z)
if level then
return {x=x, y=level, z=z}
end
r0 = r1
end
end
local function spawn_player(player)
if minetest.settings:get("static_spawnpoint") then
return
end
local spawn_point = find_spawn_point()
if spawn_point then
player:set_pos(spawn_point)
end
end
minetest.register_on_newplayer(spawn_player)
minetest.register_on_respawnplayer(spawn_player)

View File

@ -1,7 +1,13 @@
-- erosion.lua
-- This is the main file of terrainlib_lua. It registers the EvolutionModel object and some of the
local function erode(model, time)
--local tinsert = table.insert
-- 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
@ -22,9 +28,9 @@ local function erode(model, time)
if scalars then
for i=1, X*Y do
local etime = 1 / (K*rivers[i]^m)
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)
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
@ -39,10 +45,12 @@ local function erode(model, time)
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]
if d == 0 then
-- 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
@ -56,13 +64,13 @@ local function erode(model, time)
end
local etime = erosion_time[iw]
if remaining <= etime then
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]
new_elev = (1-c) * lakes[iw] + c * lakes[inext] -- Interpolate linearly between the two nodes
break
end
remaining = remaining - etime
remaining = remaining - etime -- If we still don't reach the target time, decrement time and move to next point.
iw = inext
end
@ -71,10 +79,13 @@ local function erode(model, time)
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
@ -84,6 +95,8 @@ local function diffuse(model, time)
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
@ -96,6 +109,7 @@ local function diffuse(model, time)
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
@ -105,7 +119,6 @@ local function diffuse(model, time)
dem[i] = dem[i] + temp[i]*ddiff
end
end
-- TODO Test this
end
local modpath = ""
@ -121,11 +134,12 @@ 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.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes)
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
@ -142,6 +156,7 @@ local function uplift(model, time)
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
@ -151,6 +166,12 @@ local function noise(model, time)
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
@ -168,18 +189,20 @@ local function define_isostasy(model, ref, link)
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]
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]
dem[i] = dem[i] + temp[i] -- Apply the difference
end
end

View File

@ -71,20 +71,6 @@ local function box_blur_2d(map1, size, map2)
return map1
end
--[[local function gaussian_blur(map, std, tail)
local exp = math.exp
local kernel_mid = math.ceil(std*tail) + 1
local kernel_size = kernel_mid * 2 - 1
local kernel = {}
local cst1 = 1/(std*(2*math.pi)^0.5)
local cst2 = -1/(2*std^2)
for i=1, kernel_size do
kernel[i] = cst1 * exp((i-kernel_mid)^2 * cst2)
end
]]
local function gaussian_blur_approx(map, sigma, n, map2)
map2 = map2 or {}
local sizes = get_box_size(sigma, n)

View File

@ -9,47 +9,19 @@
--
-- 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 Boruvka algorithm.
-- Only flow_local and accumulate_flow are custom algorithms.
-- The algorithm here makes use of most of the paper's concepts, including the Planar Borůvka algorithm.
local function flow_local_semirandom(plist)
local sum = 0
for i=1, #plist do
sum = sum + plist[i]
end
--for _, p in ipairs(plist) do
--sum = sum + p
--end
if sum == 0 then
return 0
end
local r = math.random() * sum
for i=1, #plist do
local p = plist[i]
--for i, p in ipairs(plist) do
if r < p then
return i
end
r = r - p
end
return 0
end
local flow_methods = {
semirandom = flow_local_semirandom,
}
local function flow_routing(dem, dirs, lakes, method)
method = method or 'semirandom'
local flow_local = flow_methods[method] or 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) -- 'dirs' and 'lakes' are optional tables to reuse for memory optimization, they may contain any data.
dirs = dirs or {}
lakes = lakes or {}
-- Localize for performance
--local tinsert = table.insert
local tremove = table.remove
local mmax = math.max
local mrand = math.random
local X, Y = dem.X, dem.Y
dirs.X = X
@ -62,20 +34,41 @@ local function flow_routing(dem, dirs, lakes, method)
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 = {
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
}
-- Determine 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, with probability depending 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.
local pSouth = y<Y and mmax(zi-dem[i+X], 0) or 0
local pEast = x<X and mmax(zi-dem[i+1], 0) or 0
local pNorth = y>1 and mmax(zi-dem[i-X], 0) or 0
local pWest = x>1 and mmax(zi-dem[i-1], 0) or 0
local d = flow_local(plist)
local d = 0
local sum = pSouth + pEast + pNorth + pWest
local r = mrand() * sum
if sum > 0 then
if r < pSouth then
d = 1
elseif r-pSouth < pEast then
d = 2
elseif r-pSouth-pEast < pNorth then
d = 3
else
d = 4
end
end
-- 'dirs': Direction toward which water flow
-- 'dirs2': Directions from which water comes
dirs[i] = d
if d == 0 then
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
@ -90,91 +83,180 @@ local function flow_routing(dem, dirs, lakes, method)
end
end
-- Compute basins and links
--------------------------------------
-- 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
local function add_link(i1, i2, b1, isY)
local b2
if i2 == 0 then
b2 = 0
else
b2 = basin_id[i2]
if b2 == 0 then
return
end
end
if b2 ~= b1 then
local elev = i2 == 0 and dem[i1] or mmax(dem[i1], dem[i2])
local l2 = basin_links[b2]
if not l2 then
l2 = {}
basin_links[b2] = l2
end
if not l2.elev or l2.elev > elev then
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, s in ipairs(singular) do
for ib=1, nbasins do
--local s = singular[ib]
local queue = {singular[ib]}
local cur = nbasins
local ib = 0
while cur > 0 do
local i = singular[cur]
cur = cur - 1
if dirs[i] == 0 then
basin_links = {}
links[#links+1] = basin_links
--tinsert(links, basin_links)
while #queue > 0 do
local i = tremove(queue)
ib = ib + 1
end
basin_id[i] = ib
local d = dirs2[i]
local d = dirs2[i] -- Get the directions water is coming from
if d >= 8 then -- River coming from East
-- Iterate through the 4 directions
-- Loop is unrolled on purpose, for performance (critical part!)
----------
-- EAST --
----------
if d >= 8 then -- River coming from the East
d = d - 8
queue[#queue+1] = i+1
--tinsert(queue, i+X)
cur = cur + 1
singular[cur] = i+1
-- If no river is coming from the East, we might be at the limit of two basins, thus we need to test adjacency.
elseif i%X > 0 then
add_link(i, i+1, ib, false)
else
add_link(i, 0, ib, false)
if basin_id[i+1] ~= ib and basin_id[i+1] ~= 0 then
local b2 = basin_id[i+1]
local elev = mmax(dem[i], dem[i+1]) -- Elevation of the highest of the two sides of the link (or only i1 if b2 is map outside)
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+1, is_y=false}
basin_links[b2] = l2 -- Potential non-linear complexity here
elseif l2.elev > elev then -- If this link is lower than the lowest registered link between these two basins, register it as the new lowest pass
l2.elev = elev
l2.i = i+1
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else -- If the eastern neighbour is outside the map
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end
if d >= 4 then -- River coming from South
-----------
-- SOUTH --
-----------
if d >= 4 then -- River coming from the South
d = d - 4
queue[#queue+1] = i+X
--tinsert(queue, i+1)
cur = cur + 1
singular[cur] = i+X
elseif i <= X*(Y-1) then
add_link(i, i+X, ib, true)
if basin_id[i+X] ~= ib and basin_id[i+X] ~= 0 then
local b2 = basin_id[i+X]
local elev = mmax(dem[i], dem[i+X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i+X, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i+X
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, true)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end
end
if d >= 2 then -- River coming from West
----------
-- WEST --
----------
if d >= 2 then -- River coming from the West
d = d - 2
queue[#queue+1] = i-1
--tinsert(queue, i-X)
cur = cur + 1
singular[cur] = i-1
elseif i%X ~= 1 then
add_link(i, i-1, ib, false)
if basin_id[i-1] ~= ib and basin_id[i-1] ~= 0 then
local b2 = basin_id[i-1]
local elev = mmax(dem[i], dem[i-1])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=false}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = false
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, false)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=false}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = false
l2[1] = 0
l2[2] = ib
end
end
if d >= 1 then -- River coming from North
queue[#queue+1] = i-X
--tinsert(queue, i-1)
-----------
-- NORTH --
-----------
if d >= 1 then -- River coming from the North
cur = cur + 1
singular[cur] = i-X
elseif i > X then
add_link(i, i-X, ib, true)
if basin_id[i-X] ~= ib and basin_id[i-X] ~= 0 then
local b2 = basin_id[i-X]
local elev = mmax(dem[i], dem[i-X])
local l2 = basin_links[b2]
if not l2 then
l2 = {b2, ib, elev=elev, i=i, is_y=true}
basin_links[b2] = l2
elseif l2.elev > elev then
l2.elev = elev
l2.i = i
l2.is_y = true
l2[1] = b2
l2[2] = ib
end
end
else
add_link(i, 0, ib, true)
local l2 = basin_links[0]
if not l2 then
l2 = {0, ib, elev=dem[i], i=i, is_y=true}
basin_links[0] = l2
elseif l2.elev > dem[i] then
l2.elev = dem[i]
l2.i = i
l2.is_y = true
l2[1] = 0
l2[2] = ib
end
end
end
@ -186,7 +268,7 @@ local function flow_routing(dem, dirs, lakes, method)
nlinks[i] = 0
end
--for ib1, blinks in ipairs(links) do
-- 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
@ -197,40 +279,51 @@ local function flow_routing(dem, dirs, lakes, method)
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]
cur = 0
local ref = singular -- Reuse table
for i=0, nbasins do
if nlinks[i] <= 8 then
cur = cur + 1
lowlevel[cur] = i
ref[i] = cur
end
end
local basin_graph = {}
for n=1, nbasins do
local b1, lnk1 = next(lowlevel)
lowlevel[b1] = nil
for i=0, nbasins do
basin_graph[i] = {} -- Initialize (to ensure subtables don't go in the hash part)
end
for i=1, nbasins do
-- Iterate in lowlevel but its contents may change during the loop
local b1 = lowlevel[cur]
cur = cur - 1
local lnk1 = links[b1]
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
-- 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[bb1][bb2] = bound -- Potential non-linear complexity here
basin_graph[bb2][bb1] = bound
-- Merge basin b1 into b2
@ -239,49 +332,67 @@ local function flow_routing(dem, dirs, lakes, method)
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
cur = cur + 1
lowlevel[cur] = b2
ref[b2] = cur
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
nlinks[bn] = nlinks[bn] - 1
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
cur = cur + 1
lowlevel[cur] = bn
ref[bn] = cur
end
else
nlinks[b2] = nlinks[b2] + 1
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
lowlevel[ref[b2]] = lowlevel[cur]
ref[lowlevel[cur]] = ref[b2]
cur = cur - 1
end
end
if not lnkn[b2] or lnkn[b2].elev > bdata.elev then
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
local queue = {[0] = -math.huge}
--------------------------------------------------------------
-- 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}
local queuevalues = {-math.huge}
cur = 1
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)
queue[b1] = nil
while cur > 0 do
local b1, elev1 = queue[cur], queuevalues[cur] -- Pop from queue
cur = cur - 1
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
local dir = bound.is_y and 3 or 4
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
@ -291,8 +402,12 @@ local function flow_routing(dem, dirs, lakes, method)
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
@ -302,57 +417,65 @@ local function flow_routing(dem, dirs, lakes, method)
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
-- Add b2 into the queue
queue[b2] = mmax(elev1, bound.elev)
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
cur = cur + 1
queue[cur] = b2
queuevalues[cur] = 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)
waterq = waterq or {}
-- 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.
local X, Y = dirs.X, dirs.Y
--local tinsert = table.insert
waterq = waterq or {X=X, Y=Y}
local ndonors = {}
local waterq = {X=X, Y=Y}
for i=1, X*Y do
ndonors[i] = 0
waterq[i] = 1
end
--for i1, dir in ipairs(dirs) do
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
-- Calculate the number of direct donors
for i=1, X*Y do
if dirs[i] == 1 then
ndonors[i+X] = ndonors[i+X] + 1
elseif dirs[i] == 2 then
ndonors[i+1] = ndonors[i+1] + 1
elseif dirs[i] == 3 then
ndonors[i-X] = ndonors[i-X] + 1
elseif dirs[i] == 4 then
ndonors[i-1] = ndonors[i-1] + 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
@ -363,9 +486,12 @@ local function accumulate(dirs, waterq)
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
@ -381,5 +507,4 @@ end
return {
flow_routing = flow_routing,
accumulate = accumulate,
flow_methods = flow_methods,
}

View File

@ -1,4 +1,4 @@
-- bounds.lua
-- twist.lua
local function get_bounds(dirs, rivers)
local X, Y = dirs.X, dirs.Y