mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-11-13 06:10:21 +01:00
307 lines
9.1 KiB
Lua
307 lines
9.1 KiB
Lua
local modpath = minetest.get_modpath(minetest.get_current_modname()) .. '/'
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local worldpath = minetest.get_worldpath() .. '/'
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local load_map = dofile(modpath .. 'load.lua')
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local geometry = dofile(modpath .. 'geometry.lua')
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local function copy_if_needed(filename)
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local wfilename = worldpath..filename
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local wfile = io.open(wfilename, 'r')
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if wfile then
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wfile:close()
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return
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end
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local mfilename = modpath..filename
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local mfile = io.open(mfilename, 'r')
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local wfile = io.open(wfilename, 'w')
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wfile:write(mfile:read("*all"))
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mfile:close()
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wfile:close()
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end
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copy_if_needed('size')
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local sfile = io.open(worldpath..'size')
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local X = tonumber(sfile:read('*l'))
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local Z = tonumber(sfile:read('*l'))
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copy_if_needed('dem')
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local dem = load_map(worldpath..'dem', 2, true, X*Z)
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copy_if_needed('lakes')
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local lakes = load_map(worldpath..'lakes', 2, true, X*Z)
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copy_if_needed('bounds_x')
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local bounds_x = load_map(worldpath..'bounds_x', 4, false, (X-1)*Z)
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copy_if_needed('bounds_y')
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local bounds_z = load_map(worldpath..'bounds_y', 4, false, X*(Z-1))
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copy_if_needed('offset_x')
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local offset_x = load_map(worldpath..'offset_x', 1, true, X*Z)
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for k, v in ipairs(offset_x) do
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offset_x[k] = (v+0.5)/256
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end
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copy_if_needed('offset_y')
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local offset_z = load_map(worldpath..'offset_y', 1, true, X*Z)
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for k, v in ipairs(offset_z) do
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offset_z[k] = (v+0.5)/256
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end
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local function index(x, z)
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return z*X+x+1
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end
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local function interp(v00, v01, v11, v10, xf, zf)
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local v0 = v01*xf + v00*(1-xf)
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local v1 = v11*xf + v10*(1-xf)
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return v1*zf + v0*(1-zf)
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end
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local data = {}
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local blocksize = 12
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local sea_level = 1
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local min_catchment = 25
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local max_catchment = 40000
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local riverbed_slope = 0.4
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local get_settings = dofile(modpath .. 'settings.lua')
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blocksize = get_settings('blocksize', 'int', blocksize)
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sea_level = get_settings('sea_level', 'int', sea_level)
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min_catchment = get_settings('min_catchment', 'float', min_catchment)
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max_catchment = get_settings('max_catchment', 'float', max_catchment)
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riverbed_slope = get_settings('riverbed_slope', 'float', riverbed_slope) * blocksize
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-- Width coefficients: coefficients solving
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-- wfactor * min_catchment ^ wpower = 1/(2*blocksize)
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-- wfactor * max_catchment ^ wpower = 1
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local wpower = math.log(2*blocksize)/math.log(max_catchment/min_catchment)
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local wfactor = 1 / max_catchment ^ wpower
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local function river_width(flow)
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flow = math.abs(flow)
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if flow < min_catchment then
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return 0
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end
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return math.min(wfactor * flow ^ wpower, 1)
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end
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local function generate(minp, maxp, seed)
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local c_stone = minetest.get_content_id("default:stone")
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local c_dirt = minetest.get_content_id("default:dirt")
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local c_lawn = minetest.get_content_id("default:dirt_with_grass")
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local c_sand = minetest.get_content_id("default:sand")
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local c_water = minetest.get_content_id("default:water_source")
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local c_rwater = minetest.get_content_id("default:river_water_source")
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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vm:get_data(data)
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local a = VoxelArea:new({MinEdge = emin, MaxEdge = emax})
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local ystride = a.ystride -- Tip : the ystride of a VoxelArea is the number to add to the array index to get the index of the position above. It's faster because it avoids to completely recalculate the index.
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local chulens = maxp.z - minp.z + 1
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local polygons = {}
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local xpmin, xpmax = math.max(math.floor(minp.x/blocksize - 0.5), 0), math.min(math.ceil(maxp.x/blocksize), X-2)
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local zpmin, zpmax = math.max(math.floor(minp.z/blocksize - 0.5), 0), math.min(math.ceil(maxp.z/blocksize), Z-2)
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for xp = xpmin, xpmax do
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for zp=zpmin, zpmax do
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local iA = index(xp, zp)
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local iB = index(xp+1, zp)
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local iC = index(xp+1, zp+1)
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local iD = index(xp, zp+1)
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local poly_x = {offset_x[iA]+xp, offset_x[iB]+xp+1, offset_x[iC]+xp+1, offset_x[iD]+xp}
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local poly_z = {offset_z[iA]+zp, offset_z[iB]+zp, offset_z[iC]+zp+1, offset_z[iD]+zp+1}
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local polygon = {x=poly_x, z=poly_z, i={iA, iB, iC, iD}}
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local bounds = {}
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local xmin = math.max(math.floor(blocksize*math.min(unpack(poly_x)))+1, minp.x)
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local xmax = math.min(math.floor(blocksize*math.max(unpack(poly_x))), maxp.x)
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for x=xmin, xmax do
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bounds[x] = {}
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end
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local i1 = 4
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for i2=1, 4 do -- Loop on 4 edges
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local x1, x2 = poly_x[i1], poly_x[i2]
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local lxmin = math.floor(blocksize*math.min(x1, x2))+1
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local lxmax = math.floor(blocksize*math.max(x1, x2))
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if lxmin <= lxmax then
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local z1, z2 = poly_z[i1], poly_z[i2]
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local a = (z1-z2) / (x1-x2)
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local b = blocksize*(z1 - a*x1)
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for x=math.max(lxmin, minp.x), math.min(lxmax, maxp.x) do
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table.insert(bounds[x], a*x+b)
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end
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end
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i1 = i2
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end
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for x=xmin, xmax do
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local xlist = bounds[x]
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table.sort(xlist)
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local c = math.floor(#xlist/2)
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for l=1, c do
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local zmin = math.max(math.floor(xlist[l*2-1])+1, minp.z)
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local zmax = math.min(math.floor(xlist[l*2]), maxp.z)
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local i = (x-minp.x) * chulens + (zmin-minp.z) + 1
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for z=zmin, zmax do
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polygons[i] = polygon
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i = i + 1
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end
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end
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end
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polygon.dem = {dem[iA], dem[iB], dem[iC], dem[iD]}
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polygon.lake = math.min(lakes[iA], lakes[iB], lakes[iC], lakes[iD])
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local river_west = river_width(bounds_z[iA])
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local river_north = river_width(bounds_x[iA-zp])
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local river_east = 1-river_width(bounds_z[iB])
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local river_south = 1-river_width(bounds_x[iD-zp-1])
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if river_west > river_east then
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local mean = (river_west + river_east) / 2
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river_west = mean
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river_east = mean
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end
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if river_north > river_south then
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local mean = (river_north + river_south) / 2
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river_north = mean
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river_south = mean
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end
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polygon.rivers = {river_west, river_north, river_east, river_south}
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local around = {0,0,0,0,0,0,0,0}
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if zp > 0 then
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around[1] = river_width(bounds_z[iA-X])
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around[2] = river_width(bounds_z[iB-X])
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end
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if xp < X-2 then
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around[3] = river_width(bounds_x[iB-zp])
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around[4] = river_width(bounds_x[iC-zp-1])
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end
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if zp < Z-2 then
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around[5] = river_width(bounds_z[iC])
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around[6] = river_width(bounds_z[iD])
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end
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if xp > 0 then
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around[7] = river_width(bounds_x[iD-zp-2])
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around[8] = river_width(bounds_x[iA-zp-1])
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end
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polygon.river_corners = {math.max(around[8], around[1]), math.max(around[2], around[3]), math.max(around[4], around[5]), math.max(around[6], around[7])}
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end
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end
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local i = 1
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for x = minp.x, maxp.x do
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for z = minp.z, maxp.z do
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local poly = polygons[i]
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if poly then
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local xf, zf = geometry.transform_quadri(poly.x, poly.z, x/blocksize, z/blocksize)
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local i00, i01, i11, i10 = unpack(poly.i)
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local is_river = false
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local depth_factor = 0
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local r_west, r_north, r_east, r_south = unpack(poly.rivers)
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if xf >= r_east then
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is_river = true
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depth_factor = xf-r_east
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xf = 1
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elseif xf <= r_west then
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is_river = true
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depth_factor = r_west-xf
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xf = 0
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end
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if zf >= r_south then
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is_river = true
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depth_factor = zf-r_south
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zf = 1
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elseif zf <= r_north then
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is_river = true
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depth_factor = r_north-zf
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zf = 0
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end
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if not is_river then
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local c_NW, c_NE, c_SE, c_SW = unpack(poly.river_corners)
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if xf+zf <= c_NW then
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is_river = true
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depth_factor = c_NW-xf-zf
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xf, zf = 0, 0
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elseif 1-xf+zf <= c_NE then
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is_river = true
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depth_factor = c_NE-1+xf-zf
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xf, zf = 1, 0
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elseif 2-xf-zf <= c_SE then
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is_river = true
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depth_factor = c_SE-2+xf+zf
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xf, zf = 1, 1
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elseif xf+1-zf <= c_SW then
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is_river = true
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depth_factor = c_SW-xf-1+zf
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xf, zf = 0, 1
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end
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end
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if not is_river then
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xf = (xf-r_west) / (r_east-r_west)
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zf = (zf-r_north) / (r_south-r_north)
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end
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local vdem = poly.dem
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local terrain_height = math.floor(0.5+interp(
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vdem[1],
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vdem[2],
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vdem[3],
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vdem[4],
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xf, zf
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))
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local lake_height = math.max(math.floor(poly.lake), terrain_height)
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if is_river then
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terrain_height = math.min(math.max(lake_height, sea_level) - math.floor(1+depth_factor*riverbed_slope), terrain_height)
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end
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local is_lake = lake_height > terrain_height
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local ivm = a:index(x, minp.y-1, z)
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if terrain_height >= minp.y then
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for y=minp.y, math.min(maxp.y, terrain_height) do
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if y == terrain_height then
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if is_lake or y <= sea_level then
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data[ivm] = c_sand
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else
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data[ivm] = c_lawn
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end
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else
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data[ivm] = c_stone
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end
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ivm = ivm + ystride
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end
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end
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if lake_height > sea_level then
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if is_lake and lake_height > minp.y then
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for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, lake_height) do
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data[ivm] = c_rwater
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ivm = ivm + ystride
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end
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end
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else
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for y=math.max(minp.y, terrain_height+1), math.min(maxp.y, sea_level) do
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data[ivm] = c_water
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ivm = ivm + ystride
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end
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end
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end
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i = i + 1
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end
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end
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vm:set_data(data)
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minetest.generate_ores(vm, minp, maxp)
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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vm:update_liquids()
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vm:write_to_map()
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end
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minetest.register_on_generated(generate)
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