29 Commits

Author SHA1 Message Date
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
35 changed files with 1424 additions and 967 deletions

112
README.md
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@ -1,114 +1,40 @@
# Map Generator with Rivers
`mapgen_rivers v0.0` by Gaël de Sailly.
`mapgen_rivers v1.0` by Gaël de Sailly.
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).
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).
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/6905002/98825953-6289d980-2435-11eb-9e0b-704a95663ce0.png)
![Screenshot](https://content.minetest.net/uploads/fff09f2269.png)
**Important to know**: Unlike most other Minetest mods, it does not contain standalone Lua code, but does part of its processing with a separate Python program (included).
- The Python part does pre-processing: it creates large-scale terrain data and applies landscape evolution algorithms, then outputs a grid of data in the mod's or world's folder. The grid is typically an array of 1000x1000 points of data, each of them representing a cell (by default 12x12 nodes). This pre-processing is long and should be run in advance.
- The Lua part does actual map generation on Minetest. It reads grid data, upscales it (by a factor 12 by default), and adds small-scale features.
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.
Map pre-generation requires Python 3 with the following libraries installed:
- `numpy`, widely used library for numerical calculations
- `scipy`, a library for advanced data treatments, that is used here for Gaussian filtering
- `noise`, implementing Perlin/Simplex noises
Also, the following are optional (for map preview)
- `matplotlib`, a famous library for graphical plotting
- `colorcet` if you absolutely need better colormaps for preview :-)
They are all commonly found on `pip` or `conda` Python distributions.
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 of Minetest like any other mod.
# Usage
By default, the mod contains a demo 400x400 grid (so you can start the game directly), but it is recommended to run the pre-processing script to generate a new grid before world creation, if you can.
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.
1. Run the script `generate.py` to generate a grid, preferentially from inside the mod's directory, but you can also run it directly in a Minetest world. See next paragraph for details about parameters.
```
./generate.py
```
2. Start Minetest, create a world with `singlenode` mapgen, enable `mapgen_rivers` mod, and launch the game. If you generated a grid in the world directory, it will copy it. If not, it will use the demo grid.
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).
## Parameters for `generate.py`
For a basic use you do not need to append any argument:
```
./generate.py
```
By default this will produce a 1000x1000 grid and save it in `river_data/`. Expect a computing time of about 30 minutes.
## Settings
Settings can be found in Minetest in the `Settings` tab, `All settings` -> `Mods` -> `mapgen_rivers`.
### Parameters and config files
This pre-processing takes many parameters. Instead of asking all these parameters to the end user, they are grouped in `.conf` files for usability, but the script still allows to override individual settings.
Generic usage:
```
./generate.py conf_file output_dir
```
- `conf_file`: Path to configuration file from which parameters should be read. If omitted, attempts to read in `terrain.conf`.
- `output_dir`: Directory in which to save the grid data, defaults to `river_data/`. If it does not exist, it is created. If it already contains previous grid data, they are overwritten.
#### Config files
The mod currently includes 3 config files, providing different terrain styles:
- `terrain_default.conf` generates the standard terrain, with highest elevations around 250 with sharp peaks, and otherwise hilly terrain.
- `terrain_higher.conf` generates higher mountains (up to 400 nodes), and wider valleys.
- `terrain_original.conf` provides a terrain similar to what was generated with the first release of `mapgen_rivers`.
More work is needed to find better and more varied terrain styles.
### Complete list of parameters
Other parameters can be specified by `--parameter value`. Syntax `--parameter=value` is also supported.
| Parameter | Description | Example |
|---------------|-------------|---------|
| | **Generic parameters** |
| `mapsize` | Size of the grid, in number of cells per edge. Usually `1000`, so to have 1000x1000 cells, the grid will have 1001x1001 nodes. Note that the grid is upscaled 12x in the game (this ratio can be changed), so that a `mapsize` of 1000 will result in a 12000x12000 map by default. | `--mapsize 1000` |
| `sea_level` | Height of the sea; height below which a point is considered under water even if it is not in a closed depression. | `--sea_level 1` |
| | **Noise parameters** |
| `scale` | Horizontal variation wavlength of the largest noise octave, in grid cells (equivalent to the `spread` of a `PerlinNoise`). | `--scale 400` |
| `vscale` | Elevation coefficient, determines the approximate height difference between deepest seas and highest mountains. | `--vscale 300` |
| `offset` | Offset of the noise, will determine mean elevation. | `--offset 0` |
| `persistence` | Relative height of smaller noise octaves compared to bigger ones. | `--persistence 0.6` |
| `lacunarity` | Relative reduction of wavelength between octaves. If `lacunarity`×`persistence` is larger than 1 (usual case), smaller octaves result in higher slopes than larger ones. This case is interesting for rivers networks because slopes determine rivers position. | `--lacunarity 2` |
| | **Landscape evolution parameters**|
| `K` | Abstract erosion constant. Increasing it will increase erosive intensity. | `--K 1` |
| `m` | Parameter representing the influence of river flux on erosion. For `m=0`, small and big rivers are equal contributors to erosion. For `m=1` the erosive capability is proportional to river flux (assumed to be catchment area). Usual values: `0.25`-`0.60`. Be careful, this parameter is *highly sensitive*. | `--m 0.35` |
| `d` | Diffusion coefficient acting on sea/lake floor. Usual values `0`-`1`. | `--d 0.2` |
| `flex_radius` | Flexure radius. Wavelength over which loss/gain of mass is compensated by uplift/subsidence. This ensures that mountain ranges will not get eventually flattened by erosion, and that an equilibrium is reached. Geologically speaking, this implements [isostatic rebound](https://en.wikipedia.org/wiki/Isostasy). | `--flex_radius 20` |
| `time` | Simulated time of erosion modelling, in abstract units. | `--time 10` |
| `niter` | Number of iterations. Each iteration represents a time `time/niter`. | `--niter 10` |
| `sea_level_variations` | Amplitude of sea level variations throughout the simulation (if any). | `--sea_level_variations 10` |
| `sea_level_variations_time` | Characteristic time of variation for sea level, in the same units than `time`. Increasing it will result in slower variations between iterations. | `--sea_level_variations_time 1` |
| `flow_method` | Algorithm used for local flow calculation. Possible values are `steepest` (every node flows toward the steepest neighbour when possible), and `semirandom` (default, flow direction is determined randomly between lower neighbours, with lowest ones having greater probability). | `--flow_method semirandom` |
| | **Alternatives** |
| `config` | Another way to specify configuration file | `--config terrain_higher.conf` |
| `output` | Another way to specify output dir | `--output ~/.minetest/worlds/my_world/river_data` |
### Example
```
./generate.py terrain_higher.conf --mapsize 700 --K 0.4 --m 0.5
```
Reads parameters in `terrain_higher.conf`, and will generate a 700x700 grid using custom values for `K` and `m`.
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
If you have `matplotlib` installed, `generate.py` will automatically show the grid aspect in real time during the erosion simulation.
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.
There is also a script to view a generated map afterwards: `view_map.py`. Its syntax is the following:
It can be run from command line by passing the world folder. Example:
```
./view_map.py grid blocksize
```
- `grid` is the path to the grid directory to view. For example `river_data/`.
- `blocksize` is the size at which 1 grid cell will be upscaled, in order to match game coordinates. If you use default settings, use `12`.
Example:
```
./view_map.py river_data 12
./view_map.py ~/.minetest/worlds/test_mg_rivers
```

34
compatibility.lua Normal file
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@ -0,0 +1,34 @@
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

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401
401

10
environment.yml Normal file
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name: mapgen_rivers
channels:
- conda-forge
dependencies:
- python
- matplotlib
- numpy
- colorcet

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@ -1,179 +0,0 @@
#!/usr/bin/env python3
import numpy as np
from noise import snoise2
import os
import sys
import terrainlib
def noisemap(X, Y, scale=0.01, vscale=1.0, offset=0.0, log=False, **params):
# Determine noise offset randomly
xbase = np.random.randint(8192)-4096
ybase = np.random.randint(8192)-4096
if log:
vscale /= offset
# Generate the noise
n = np.zeros((X, Y))
for x in range(X):
for y in range(Y):
n[x,y] = snoise2(x/scale + xbase, y/scale + ybase, **params)
if log:
return np.exp(n*vscale) * offset
else:
return n*vscale + offset
### PARSE COMMAND-LINE ARGUMENTS
argc = len(sys.argv)
config_file = 'terrain_default.conf'
output_dir = 'river_data'
params_from_args = {}
i = 1 # Index of arguments
j = 1 # Number of 'orphan' arguments (the ones that are not preceded by '--something')
while i < argc:
arg = sys.argv[i]
if arg[:2] == '--':
pname = arg[2:]
v = None
split = pname.split('=', maxsplit=1)
if len(split) == 2:
pname, v = split
i += 1
elif i+1 < argc:
v = sys.argv[i+1]
i += 2
if v is not None:
if pname == 'config':
config_file = v
elif pname == 'output':
output_dir = v
else:
params_from_args[pname] = v
else:
if j == 1:
config_file = arg
elif j == 2:
output_dir = arg
i += 1
j += 1
print(config_file, output_dir)
params = terrainlib.read_config_file(config_file)
params.update(params_from_args) # Params given from args prevail against conf file
### READ SETTINGS
def get_setting(name, default):
if name in params:
return params[name]
return default
mapsize = int(get_setting('mapsize', 1000))
scale = float(get_setting('scale', 400.0))
vscale = float(get_setting('vscale', 300.0))
offset = float(get_setting('offset', 0.0))
persistence = float(get_setting('persistence', 0.6))
lacunarity = float(get_setting('lacunarity', 2.0))
K = float(get_setting('K', 0.5))
m = float(get_setting('m', 0.5))
d = float(get_setting('d', 0.5))
sea_level = float(get_setting('sea_level', 0.0))
sea_level_variations = float(get_setting('sea_level_variations', 0.0))
sea_level_variations_time = float(get_setting('sea_level_variations_time', 1.0))
flex_radius = float(get_setting('flex_radius', 20.0))
flow_method = get_setting('flow_method', 'semirandom')
time = float(get_setting('time', 10.0))
niter = int(get_setting('niter', 10))
### MAKE INITIAL TOPOGRAPHY
n = np.zeros((mapsize+1, mapsize+1))
# Set noise parameters
params = {
"offset" : offset,
"vscale" : vscale,
"scale" : scale,
"octaves" : int(np.ceil(np.log2(mapsize)))+1,
"persistence" : persistence,
"lacunarity" : lacunarity,
}
params_sealevel = {
"octaves" : 1,
"persistence" : 1,
"lacunarity" : 2,
}
if sea_level_variations != 0.0:
sea_ybase = np.random.randint(8192)-4096
sea_level_ref = snoise2(time * (1-1/niter) / sea_level_variations, sea_ybase, **params_sealevel) * sea_level_variations
params['offset'] -= (sea_level_ref + sea_level)
n = noisemap(mapsize+1, mapsize+1, **params)
### COMPUTE LANDSCAPE EVOLUTION
# Initialize landscape evolution model
print('Initializing model')
model = terrainlib.EvolutionModel(n, K=K, m=m, d=d, sea_level=sea_level, flex_radius=flex_radius, flow_method=flow_method)
terrainlib.update(model.dem, model.lakes, t=5, sea_level=model.sea_level, title='Initializing...')
dt = time/niter
# Run the model's processes: the order in which the processes are run is arbitrary and could be changed.
for i in range(niter):
disp_niter = 'Iteration {:d} of {:d}...'.format(i+1, niter)
if sea_level_variations != 0:
model.sea_level = snoise2((i*dt)/sea_level_variations_time, sea_ybase, **params_sealevel) * sea_level_variations - sea_level_ref
terrainlib.update(model.dem, model.lakes, sea_level=model.sea_level, title=disp_niter)
print(disp_niter)
print('Diffusion')
model.diffusion(dt)
print('Flow calculation')
model.calculate_flow()
terrainlib.update(model.dem, model.lakes, sea_level=model.sea_level, title=disp_niter)
print('Advection')
model.advection(dt)
print('Isostatic equilibration')
model.adjust_isostasy()
print('Last flow calculation')
model.calculate_flow()
print('Done!')
# Twist the grid
bx, by = terrainlib.make_bounds(model.dirs, model.rivers)
offset_x, offset_y = terrainlib.twist(bx, by, terrainlib.get_fixed(model.dirs))
# Convert offset in 8-bits
offset_x = np.clip(np.floor(offset_x * 256), -128, 127)
offset_y = np.clip(np.floor(offset_y * 256), -128, 127)
### SAVE OUTPUT
if not os.path.isdir(output_dir):
os.mkdir(output_dir)
os.chdir(output_dir)
# Save the files
terrainlib.save(model.dem, 'dem', dtype='>i2')
terrainlib.save(model.lakes, 'lakes', dtype='>i2')
terrainlib.save(offset_x, 'offset_x', dtype='i1')
terrainlib.save(offset_y, 'offset_y', dtype='i1')
terrainlib.save(model.dirs, 'dirs', dtype='u1')
terrainlib.save(model.rivers, 'rivers', dtype='>u4')
with open('size', 'w') as sfile:
sfile.write('{:d}\n{:d}'.format(mapsize+1, mapsize+1))
terrainlib.stats(model.dem, model.lakes)
print()
print('Grid is ready for use!')
terrainlib.plot(model.dem, model.lakes, title='Final grid, ready for use!')

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@ -1,11 +1,10 @@
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
local modpath = mapgen_rivers.modpath
local make_polygons = dofile(modpath .. 'polygons.lua')
local transform_quadri = dofile(modpath .. 'geometry.lua')
local blocksize = mapgen_rivers.blocksize
local sea_level = mapgen_rivers.sea_level
local riverbed_slope = mapgen_rivers.riverbed_slope
local sea_level = mapgen_rivers.settings.sea_level
local riverbed_slope = mapgen_rivers.settings.riverbed_slope * mapgen_rivers.settings.blocksize
local MAP_BOTTOM = -31000

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@ -1,15 +1,15 @@
mapgen_rivers = {}
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
mapgen_rivers.modpath = modpath
mapgen_rivers.world_data_path = minetest.get_worldpath() .. '/river_data/'
dofile(modpath .. 'settings.lua')
local blocksize = mapgen_rivers.blocksize
local sea_level = mapgen_rivers.sea_level
local riverbed_slope = mapgen_rivers.riverbed_slope
local elevation_chill = mapgen_rivers.elevation_chill
local use_distort = mapgen_rivers.distort
local use_biomes = mapgen_rivers.biomes
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
@ -38,7 +38,13 @@ 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,
@ -63,6 +69,7 @@ local function generate(minp, maxp, seed)
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)
@ -130,7 +137,7 @@ local function generate(minp, maxp, seed)
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)
@ -221,6 +228,18 @@ local function generate(minp, maxp, seed)
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)

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@ -1,31 +1,100 @@
local worldpath = minetest.get_worldpath() .. "/river_data/"
local worldpath = mapgen_rivers.world_data_path
local function load_map(filename, bytes, signed, size)
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, 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 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

View File

@ -1,5 +1,18 @@
local def_setting = mapgen_rivers.define_setting
mapgen_rivers.noise_params = {
distort_x = {
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,
@ -7,9 +20,9 @@ mapgen_rivers.noise_params = {
octaves = 3,
persistence = 0.75,
lacunarity = 2,
},
}),
distort_z = {
distort_z = def_setting('np_distort_z', 'noise', {
offset = 0,
scale = 1,
seed = -7940,
@ -17,9 +30,9 @@ mapgen_rivers.noise_params = {
octaves = 3,
persistence = 0.75,
lacunarity = 2,
},
}),
distort_amplitude = {
distort_amplitude = def_setting('np_distort_amplitude', 'noise', {
offset = 0,
scale = 10,
seed = 676,
@ -28,10 +41,40 @@ mapgen_rivers.noise_params = {
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'),
}
mapgen_rivers.noise_params.heat.offset = mapgen_rivers.noise_params.heat.offset + mapgen_rivers.sea_level*mapgen_rivers.elevation_chill
-- 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

@ -1,76 +1,98 @@
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
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 = minetest.get_worldpath() .. '/river_data/'
local world_data_path = mapgen_rivers.world_data_path
minetest.mkdir(world_data_path)
local load_map = dofile(modpath .. 'load.lua')
dofile(modpath .. 'load.lua')
local function copy_if_needed(filename)
local wfilename = world_data_path..filename
local wfile = io.open(wfilename, 'rb')
if wfile then
wfile:close()
return
end
local mfilename = mod_data_path..filename
local mfile = io.open(mfilename, 'rb')
local wfile = io.open(wfilename, 'wb')
wfile:write(mfile:read("*all"))
mfile:close()
wfile:close()
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
copy_if_needed('size')
local load_all = mapgen_rivers.settings.load_all
-- Try to read file 'size'
local sfile = io.open(world_data_path..'size', 'r')
local X = tonumber(sfile:read('*l'))
local Z = tonumber(sfile:read('*l'))
sfile:close()
copy_if_needed('dem')
local dem = load_map('dem', 2, true, X*Z)
copy_if_needed('lakes')
local lakes = load_map('lakes', 2, true, X*Z)
copy_if_needed('dirs')
local dirs = load_map('dirs', 1, false, X*Z)
copy_if_needed('rivers')
local rivers = load_map('rivers', 4, false, X*Z)
copy_if_needed('offset_x')
local offset_x = load_map('offset_x', 1, true, X*Z)
for k, v in ipairs(offset_x) do
offset_x[k] = (v+0.5)/256
local first_mapgen = true
if sfile then
X, Z = tonumber(sfile:read('*l')), tonumber(sfile:read('*l'))
sfile:close()
first_mapgen = false
end
copy_if_needed('offset_y')
local offset_z = load_map('offset_y', 1, true, X*Z)
for k, v in ipairs(offset_z) do
offset_z[k] = (v+0.5)/256
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
-- To index a flat array representing a 2D map
-- 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 function index(x, z)
return z*X+x+1
end
local blocksize = mapgen_rivers.blocksize
local min_catchment = mapgen_rivers.min_catchment
local max_catchment = mapgen_rivers.max_catchment
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.center then
if mapgen_rivers.settings.center then
map_offset.x = blocksize*X/2
map_offset.z = blocksize*Z/2
end
-- 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 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)
if flow < min_catchment then
@ -81,22 +103,29 @@ local function river_width(flow)
end
local noise_heat -- Need a large-scale noise here so no heat blend
local elevation_chill = mapgen_rivers.elevation_chill
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.glaciers
local glacier_factor = mapgen_rivers.glacier_factor
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)
print("Generating polygon map")
print(minp.x, maxp.x, minp.z, maxp.z)
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
@ -111,7 +140,6 @@ local function make_polygons(minp, maxp)
-- 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)
print(xpmin, xpmax, zpmin, zpmax)
-- Iterate over the polygons
for xp = xpmin, xpmax do
@ -133,9 +161,6 @@ local function make_polygons(minp, maxp)
(offset_z[iC]+zp+1) * blocksize - map_offset.z,
(offset_z[iD]+zp+1) * blocksize - map_offset.z,
}
if xp==xpmin and zp==zpmin then
print(xp, zp, poly_x[1], poly_z[1])
end
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)

81
pregenerate.lua Normal file
View File

@ -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
print("[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
View File

@ -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'

View File

@ -1,58 +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)
elseif dtype == "bool" then
return storage:get_string(key) == 'true'
end
mapgen_rivers.version = "1.0"
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
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)
else
storage:set_string(key, conf_val)
if dtype == "bool" then
conf_val = conf_val == 'true'
end
end
return conf_val
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)
elseif dtype == "bool" then
storage:set_string(key, tostring(default))
end
return default
if mapgen_rivers.version ~= previous_version_mgr then
compat_mgr(mgrsettings)
end
end
mapgen_rivers.center = get_settings('center', 'bool', false)
mapgen_rivers.blocksize = get_settings('blocksize', 'int', 12)
mapgen_rivers.sea_level = get_settings('sea_level', 'int', 1)
mapgen_rivers.min_catchment = get_settings('min_catchment', 'float', 25)
mapgen_rivers.max_catchment = get_settings('max_catchment', 'float', 40000)
mapgen_rivers.riverbed_slope = get_settings('riverbed_slope', 'float', 0.4) * mapgen_rivers.blocksize
mapgen_rivers.distort = get_settings('distort', 'bool', true)
mapgen_rivers.biomes = get_settings('biomes', 'bool', true)
mapgen_rivers.glaciers = get_settings('glaciers', 'bool', false)
mapgen_rivers.glacier_factor = get_settings('glacier_factor', 'float', 8)
mapgen_rivers.elevation_chill = get_settings('elevation_chill', 'float', 0.25)
mtsettings:set("mapgen_rivers_version", mapgen_rivers.version)
mgrsettings:set("version", mapgen_rivers.version)
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
return v
end
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
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)

View File

@ -1,26 +1,31 @@
# 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 false
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 15000.
mapgen_rivers_blocksize (Block size) float 12.0 2.0 40.0
# the actual size of the map will be 12000.
mapgen_rivers_blocksize (Block size) float 15.0 2.0 100.0
# Sea level used by mapgen_rivers
mapgen_rivers_sea_level (Sea level) int 1
# 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
# Minimal catchment area for a river to be drawn, in grid cells
# (1 cell = blocksize x blocksize).
# 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 25.0 1.0 1000.0
mapgen_rivers_min_catchment (Minimal catchment area) float 3600.0 100.0 1000000.0
# Catchment area in grid cells (1 grid cell = blocksize x blocksize)
# at which rivers reach their maximal width of 2*blocksize.
# 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.
mapgen_rivers_max_catchment (Maximal catchment area) float 40000.0 1000.0 10000000.0
# 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.
@ -49,4 +54,64 @@ 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
# Noises: to be added. For now they are hardcoded.
# 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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mapsize = 1000
scale = 400
vscale = 300
offset = 0
persistence = 0.6
lacunarity = 2.0
K = 0.5
m = 0.5
d = 0.5
sea_level = 0
sea_level_variations = 8
sea_level_variations_time = 2
flex_radius = 20
time = 10
niter = 10

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mapsize = 1000
scale = 400
vscale = 600
offset = 0
persistence = 0.65
lacunarity = 2.0
K = 0.5
m = 0.45
d = 0.55
sea_level = 0
sea_level_variations = 12
sea_level_variations_time = 2
flex_radius = 50
time = 10
niter = 10

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mapsize = 1000
scale = 400
vscale = 300
offset = 0
persistence = 0.6
lacunarity = 2.0
flow_method = steepest
K = 1
m = 0.35
d = 0
sea_level = 0
flex_radius = 20
time = 10
niter = 10

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# Load packages and provide easy access to important functions
from .settings import read_config_file
from .erosion import EvolutionModel
from .save import save
from .bounds import make_bounds, twist, get_fixed
from .view import stats, update, plot

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import numpy as np
def make_bounds(dirs, rivers):
"""
Give an array of all horizontal and vertical bounds
"""
(Y, X) = dirs.shape
bounds_h = np.zeros((Y, X-1), dtype=rivers.dtype)
bounds_v = np.zeros((Y-1, X), dtype=rivers.dtype)
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):
"""
Give the list of points that should not be twisted
"""
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):
"""
Twist the grid (define an offset for every node). Model river bounds as if they were elastics.
Smoothes preferentially big rivers.
"""
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 # Normalize, take into account the direction only
offset_x += force_x * coeff
offset_y += force_y * coeff
return offset_x, offset_y

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import numpy as np
import scipy.ndimage as im
from .rivermapper import flow
def advection(dem, dirs, rivers, time, K=1, m=0.5, sea_level=0):
"""
Simulate erosion by rivers.
This models erosion as an upstream advection of elevations ("erosion waves").
Advection speed depends on water flux and parameters:
v = K * flux^m
"""
adv_time = 1 / (K*rivers**m) # For every pixel, calculate the time an "erosion wave" will need to cross it.
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]):
# Elevations propagate upstream, so for every pixel we seek the downstream pixel whose erosion wave just reached the current pixel.
# This means summing the advection times downstream until we reach the erosion time.
x0, y0 = x, y
x1, y1 = x, y
remaining = time
while True:
# Move one pixel downstream
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]: # Time is over, we found it.
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] # If between 2 pixels, perform linear interpolation.
return dem_new
def diffusion(dem, time, d=1):
radius = d * time**.5
if radius == 0:
return dem
return im.gaussian_filter(dem, radius, mode='reflect') # Diffusive erosion is a simple Gaussian blur
class EvolutionModel:
def __init__(self, dem, K=1, m=0.5, d=1, sea_level=0, flow=False, flex_radius=100, flow_method='semirandom'):
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()
self.flow_method = flow_method
#set_flow_method(flow_method)
if flow:
self.calculate_flow()
else:
self.lakes = dem
self.dirs = np.zeros(dem.shape, dtype=int)
self.rivers = np.zeros(dem.shape, dtype=int)
self.flow_uptodate = False
def calculate_flow(self):
self.dirs, self.lakes, self.rivers = flow(self.dem, method=self.flow_method)
self.flow_uptodate = True
def advection(self, time):
dem = advection(np.maximum(self.dem, 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') # Define a blurred version of the DEM that will be considered as the reference isostatic elevation.
def adjust_isostasy(self, rate=1):
isostasy = im.gaussian_filter(self.dem, self.flex_radius, mode='reflect') # Calculate blurred DEM
correction = (self.ref_isostasy - isostasy) * rate # Compare it with the reference isostasy
self.dem = self.dem + correction # Adjust

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import numpy as np
import numpy.random as npr
from collections import defaultdict
# 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 Boruvka algorithm.
# Only flow_local and accumulate_flow are custom algorithms.
# Define two different method for local flow routing
def flow_local_steepest(plist):
vmax = 0.0
imax = 0.0
for i, p in enumerate(plist):
if p > vmax:
vmax = p
imax = i
if vmax > 0.0:
return imax+1
return 0
def flow_local_semirandom(plist):
"""
Determines a flow direction based on denivellation for every neighbouring node.
Denivellation must be positive for downward and zero for flat or upward:
dz = max(zref-z, 0)
"""
psum = sum(plist)
if psum == 0:
return 0
r = npr.random() * psum
for i, p in enumerate(plist):
if r < p:
return i+1
r -= p
flow_local_methods = {
'steepest' : flow_local_steepest,
'semirandom' : flow_local_semirandom,
}
def flow(dem, method='semirandom'):
if method in flow_local_methods:
flow_local = flow_local_methods[method]
else:
raise KeyError('Flow method \'{}\' does not exist'.format(method))
# Flow locally
dirs1 = np.zeros(dem.shape, dtype=int)
dirs2 = np.zeros(dem.shape, dtype=int)
(X, Y) = dem.shape
Xmax, Ymax = X-1, Y-1
singular = []
for x in range(X):
z0 = z1 = z2 = dem[x,0]
for y in range(Y):
z0 = z1
z1 = z2
if y < Ymax:
z2 = dem[x, y+1]
plist = [
max(z1-dem[x+1,y],0) if x<Xmax else 0, # 1: x -> x+1
max(z1-z2,0), # 2: y -> y+1
max(z1-dem[x-1,y],0) if x>0 else 0, # 3: x -> x-1
max(z1-z0,0), # 4: y -> y-1
]
pdir = flow_local(plist)
dirs2[x,y] = pdir
if pdir == 0:
singular.append((x,y))
elif pdir == 1:
dirs1[x+1,y] += 1
elif pdir == 2:
dirs1[x,y+1] += 2
elif pdir == 3:
dirs1[x-1,y] += 4
elif pdir == 4:
dirs1[x,y-1] += 8
# Compute basins
basin_id = np.zeros(dem.shape, dtype=int)
stack = []
for i, s in enumerate(singular):
queue = [s]
while queue:
x, y = queue.pop()
basin_id[x,y] = i
d = int(dirs1[x,y])
if d & 1:
queue.append((x-1,y))
if d & 2:
queue.append((x,y-1))
if d & 4:
queue.append((x+1,y))
if d & 8:
queue.append((x,y+1))
del dirs1
# Link basins
nsing = len(singular)
links = {}
def add_link(b0, b1, elev, bound):
b = (min(b0,b1),max(b0,b1))
if b not in links or links[b][0] > elev:
links[b] = (elev, bound)
for x in range(X):
b0 = basin_id[x,0]
add_link(-1, b0, dem[x,0], (True, x, 0))
for y in range(1,Y):
b1 = basin_id[x,y]
if b0 != b1:
add_link(b0, b1, max(dem[x,y-1],dem[x,y]), (True, x, y))
b0 = b1
add_link(-1, b1, dem[x,Ymax], (True, x, Y))
for y in range(Y):
b0 = basin_id[0,y]
add_link(-1, b0, dem[0,y], (False, 0, y))
for x in range(1,X):
b1 = basin_id[x,y]
if b0 != b1:
add_link(b0, b1, max(dem[x-1,y],dem[x,y]), (False, x, y))
b0 = b1
add_link(-1, b1, dem[Xmax,y], (False, X, y))
# Computing basin tree
graph = planar_boruvka(links)
basin_links = defaultdict(dict)
for elev, b1, b2, bound in graph:
basin_links[b1][b2] = basin_links[b2][b1] = (elev, bound)
basins = np.zeros(nsing+1)
stack = [(-1, float('-inf'))]
# Applying basin flowing
dir_reverse = (0, 3, 4, 1, 2)
while stack:
b1, elev1 = stack.pop()
basins[b1] = elev1
for b2, (elev2, bound) in basin_links[b1].items():
stack.append((b2, max(elev1, elev2)))
# Reverse flow direction in b2 (TODO)
isY, x, y = bound
backward = True # Whether water will escape the basin in +X/+Y direction
if not (x < X and y < Y and basin_id[x,y] == b2):
if isY:
y -= 1
else:
x -= 1
backward = False
d = 2*backward + isY + 1
while d > 0:
d, dirs2[x,y] = dirs2[x,y], d
if d == 1:
x += 1
elif d == 2:
y += 1
elif d == 3:
x -= 1
elif d == 4:
y -= 1
d = dir_reverse[d]
del basin_links[b2][b1]
del basin_links[b1]
# Calculating water quantity
dirs2[-1,:][dirs2[-1,:]==1] = 0
dirs2[:,-1][dirs2[:,-1]==2] = 0
dirs2[0,:][dirs2[0,:]==3] = 0
dirs2[:,0][dirs2[:,0]==4] = 0
waterq = accumulate_flow(dirs2)
return dirs2, basins[basin_id], waterq
def accumulate_flow(dirs):
ndonors = np.zeros(dirs.shape, dtype=int)
ndonors[1:,:] += dirs[:-1,:] == 1
ndonors[:,1:] += dirs[:,:-1] == 2
ndonors[:-1,:] += dirs[1:,:] == 3
ndonors[:,:-1] += dirs[:,1:] == 4
waterq = np.ones(dirs.shape, dtype=int)
(X, Y) = dirs.shape
rangeX = range(X)
rangeY = range(Y)
for x in rangeX:
for y in rangeY:
if ndonors[x,y] > 0:
continue
xw, yw = x, y
w = waterq[xw, yw]
while 1:
d = dirs[xw, yw]
if d <= 0:
break
elif d == 1:
xw += 1
elif d == 2:
yw += 1
elif d == 3:
xw -= 1
elif d == 4:
yw -= 1
w += waterq[xw, yw]
waterq[xw, yw] = w
if ndonors[xw, yw] > 1:
ndonors[xw, yw] -= 1
break
return waterq
def planar_boruvka(links):
# Compute basin tree
basin_list = defaultdict(dict)
for (b1, b2), (elev, bound) in links.items():
basin_list[b1][b2] = basin_list[b2][b1] = (elev, b1, b2, bound)
threshold = 8
lowlevel = {}
for k, v in basin_list.items():
if len(v) <= threshold:
lowlevel[k] = v
basin_graph = []
n = len(basin_list)
while n > 1:
(b1, lnk1) = lowlevel.popitem()
b2 = min(lnk1, key=lnk1.get)
lnk2 = basin_list[b2]
# Add link to the graph
basin_graph.append(lnk1[b2])
# Union : merge basin 1 into basin 2
# First, delete the direct link
del lnk1[b2]
del lnk2[b1]
# Look for basin 1's neighbours, and add them to basin 2 if they have a lower pass
for k, v in lnk1.items():
bk = basin_list[k]
if k in lnk2 and lnk2[k] < v:
del bk[b1]
else:
lnk2[k] = v
bk[b2] = bk.pop(b1)
if k not in lowlevel and len(bk) <= threshold:
lowlevel[k] = bk
if b2 in lowlevel:
if len(lnk2) > threshold:
del lowlevel[b2]
elif len(lnk2) <= threshold:
lowlevel[b2] = lnk2
del lnk1
n -= 1
return basin_graph

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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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import os.path
def read_config_file(fname):
settings = {}
if not os.path.isfile(fname):
return settings
with open(fname, 'r') as f:
for line in f:
slist = line.split('=', 1)
if len(slist) >= 2:
prefix, suffix = slist
settings[prefix.strip()] = suffix.strip()
return settings

221
terrainlib_lua/erosion.lua Normal file
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-- erosion.lua
local function erode(model, time)
--local tinsert = table.insert
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)
erosion_time[i] = etime
lakes[i] = mmax(lakes[i], dem[i], sea_level)
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
local inext = iw
local d = dirs[iw]
if d == 0 then
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
local c = remaining / etime
new_elev = (1-c) * lakes[iw] + c * lakes[inext]
break
end
remaining = remaining - etime
iw = inext
end
dem[i] = mmin(dem[i], new_elev)
end
end
local function diffuse(model, time)
local mmax = math.max
local dem = model.dem
local X, Y = dem.X, dem.Y
local d = model.params.d
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
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
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
-- TODO Test this
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)
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)
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
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
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]
end
gaussian.gaussian_blur_approx(temp, model.params.compensation_radius, 4)
for i=1, X*Y do
dem[i] = dem[i] + temp[i]
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

102
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@ -0,0 +1,102 @@
-- 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(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)
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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@ -0,0 +1,385 @@
-- 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 Boruvka algorithm.
-- Only flow_local and accumulate_flow are custom algorithms.
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
dirs = dirs or {}
lakes = lakes or {}
-- Localize for performance
--local tinsert = table.insert
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
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
}
local d = flow_local(plist)
dirs[i] = d
if d == 0 then
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
-- Compute basins and links
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]}
basin_links = {}
links[#links+1] = basin_links
--tinsert(links, basin_links)
while #queue > 0 do
local i = tremove(queue)
basin_id[i] = ib
local d = dirs2[i]
if d >= 8 then -- River coming from East
d = d - 8
queue[#queue+1] = i+1
--tinsert(queue, i+X)
elseif i%X > 0 then
add_link(i, i+1, ib, false)
else
add_link(i, 0, ib, false)
end
if d >= 4 then -- River coming from South
d = d - 4
queue[#queue+1] = i+X
--tinsert(queue, i+1)
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 West
d = d - 2
queue[#queue+1] = i-1
--tinsert(queue, i-X)
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 North
queue[#queue+1] = i-X
--tinsert(queue, i-1)
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
--for ib1, blinks in ipairs(links) do
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
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
local b1, lnk1 = next(lowlevel)
lowlevel[b1] = nil
local b2
local lowest = math.huge
local lnk1 = links[b1]
local i = 0
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
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
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
nlinks[bn] = nlinks[bn] - 1
if nlinks[bn] == 8 then
lowlevel[bn] = lnkn
end
else
nlinks[b2] = nlinks[b2] + 1
if nlinks[b2] == 9 then
lowlevel[b2] = nil
end
end
if not lnkn[b2] or lnkn[b2].elev > bdata.elev then
lnkn[b2] = bdata
lnk2[bn] = bdata
end
end
end
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)
queue[b1] = nil
basin_lake[b1] = elev1
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
if basin_id[i] ~= b2 then
dir = dir - 2
if bound.is_y then
i = i - X
else
i = i - 1
end
elseif b1 == 0 then
dir = 0
end
repeat
dir, dirs[i] = dirs[i], dir
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
dir = reverse[dir]
until dir == 0
-- Add b2 into the queue
queue[b2] = mmax(elev1, bound.elev)
basin_graph[b2][b1] = nil
end
basin_graph[b1] = nil
end
for i=1, X*Y do
lakes[i] = basin_lake[basin_id[i]]
end
return dirs, lakes
end
local function accumulate(dirs, waterq)
waterq = waterq or {}
local X, Y = dirs.X, dirs.Y
--local tinsert = table.insert
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
end
end
for i1=1, X*Y do
if ndonors[i1] == 0 then
local i2 = i1
local dir = dirs[i2]
local w = waterq[i2]
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
w = w + waterq[i2]
waterq[i2] = w
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,
}

102
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@ -0,0 +1,102 @@
-- bounds.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

View File

@ -19,7 +19,7 @@ except ImportError: # No module matplotlib
has_matplotlib = False
if has_matplotlib:
def view_map(dem, lakes, scale=1, sea_level=0.0, title=None):
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()
@ -31,7 +31,10 @@ if has_matplotlib:
rgb = ls.shade(dem, cmap=cmap1, vert_exag=1/scale, blend_mode='soft', norm=norm_ground)
(X, Y) = dem.shape
extent = (0, Y*scale, 0, X*scale)
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')

View File

@ -5,13 +5,20 @@ import zlib
import sys
import os
from terrainlib import stats, plot
from view import stats, plot
from readconfig import read_conf_file
scale = 1
if len(sys.argv) > 1:
os.chdir(sys.argv[1])
if len(sys.argv) > 2:
scale = int(sys.argv[2])
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)
@ -21,9 +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')
dem = load_map('dem', '>i2', shape)
lakes = load_map('lakes', '>i2', 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)
stats(dem, lakes, scale=scale)
plot(dem, lakes, scale=scale)
stats(dem, lakes, scale=blocksize)
plot(dem, lakes, scale=blocksize, center=center)