mirror of
https://gitlab.com/gaelysam/mapgen_rivers.git
synced 2024-11-14 23:00:22 +01:00
e5b8f2b3b8
Also remove globally stored path for modpath and data. Basically use less global variables for better adaptation to multithreading.
241 lines
7.1 KiB
Lua
241 lines
7.1 KiB
Lua
-- erosion.lua
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-- This is the main file of terrainlib_lua. It registers the EvolutionModel object and some of the
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local function erode(model, time)
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-- Apply river erosion on the model
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-- Erosion model is based on the simplified version of the stream-power law Ey = K×A^m×S
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-- where Ey is the vertical erosion speed, A catchment area of the river, S slope along the river, m and K local constants.
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-- It is equivalent to considering a horizontal erosion wave travelling at Ex = K×A^m, and this latter approach allows much greather time steps so it is used here.
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-- For each point, instead of moving upstream and see what point the erosion wave would reach, we move downstream and see from which point the erosion wave would reach the given point, then we can set the elevation.
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local mmin, mmax = math.min, math.max
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local dem = model.dem
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local dirs = model.dirs
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local lakes = model.lakes
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local rivers = model.rivers
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local sea_level = model.params.sea_level
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local K = model.params.K
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local m = model.params.m
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local X, Y = dem.X, dem.Y
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local scalars = type(K) == "number" and type(m) == "number"
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local erosion_time
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if model.params.variable_erosion then
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erosion_time = {}
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else
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erosion_time = model.erosion_time or {}
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end
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if scalars then
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for i=1, X*Y do
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local etime = 1 / (K*rivers[i]^m) -- Inverse of erosion speed (Ex); time needed for the erosion wave to move through the river section.
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erosion_time[i] = etime
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lakes[i] = mmax(lakes[i], dem[i], sea_level) -- Use lake/sea surface if higher than ground level, because rivers can not erode below.
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end
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else
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for i=1, X*Y do
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local etime = 1 / (K[i]*rivers[i]^m[i])
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erosion_time[i] = etime
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lakes[i] = mmax(lakes[i], dem[i], sea_level)
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end
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end
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for i=1, X*Y do
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local iw = i
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local remaining = time
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local new_elev
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while true do
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-- Explore downstream until we find the point 'iw' from which the erosion wave will reach 'i'
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local inext = iw
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local d = dirs[iw]
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-- Follow the river downstream (move 'iw')
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if d == 0 then -- If no flow direction, we reach the border of the map: set elevation to the latest node's elev and abort.
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new_elev = lakes[iw]
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break
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elseif d == 1 then
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inext = iw+X
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elseif d == 2 then
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inext = iw+1
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elseif d == 3 then
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inext = iw-X
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elseif d == 4 then
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inext = iw-1
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end
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local etime = erosion_time[iw]
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if remaining <= etime then -- We have found the node from which the erosion wave will take 'time' to arrive to 'i'.
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local c = remaining / etime
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new_elev = (1-c) * lakes[iw] + c * lakes[inext] -- Interpolate linearly between the two nodes
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break
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end
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remaining = remaining - etime -- If we still don't reach the target time, decrement time and move to next point.
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iw = inext
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end
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dem[i] = mmin(dem[i], new_elev)
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end
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end
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local function diffuse(model, time)
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-- Apply diffusion using finite differences methods
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-- Adapted for small radiuses
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local mmax = math.max
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local dem = model.dem
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local X, Y = dem.X, dem.Y
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local d = model.params.d
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-- 'd' is equal to 4 times the diffusion coefficient
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local dmax = d
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if type(d) == "table" then
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dmax = -math.huge
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for i=1, X*Y do
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dmax = mmax(dmax, d[i])
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end
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end
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local diff = dmax * time
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-- diff should never exceed 1 per iteration.
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-- If needed, we will divide the process in enough iterations so that 'ddiff' is below 1.
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local niter = math.floor(diff) + 1
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local ddiff = diff / niter
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local temp = {}
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for n=1, niter do
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local i = 1
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for y=1, Y do
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local iN = (y==1) and 0 or -X
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local iS = (y==Y) and 0 or X
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for x=1, X do
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local iW = (x==1) and 0 or -1
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local iE = (x==X) and 0 or 1
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-- Laplacian Δdem × 1/4
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temp[i] = (dem[i+iN]+dem[i+iE]+dem[i+iS]+dem[i+iW])*0.25 - dem[i]
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i = i + 1
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end
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end
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for i=1, X*Y do
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dem[i] = dem[i] + temp[i]*ddiff
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end
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end
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end
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local modpath = ""
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if minetest then
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modpath = minetest.get_modpath(minetest.get_current_modname()) .. "terrainlib_lua/"
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end
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local rivermapper = dofile(modpath .. "rivermapper.lua")
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local gaussian = dofile(modpath .. "gaussian.lua")
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local function flow(model)
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model.dirs, model.lakes = rivermapper.flow_routing(model.dem, model.dirs, model.lakes, 'semirandom')
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model.rivers = rivermapper.accumulate(model.dirs, model.rivers)
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end
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local function uplift(model, time)
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-- Raises the terrain according to uplift rate (model.params.uplift)
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local dem = model.dem
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local X, Y = dem.X, dem.Y
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local uplift_rate = model.params.uplift
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if type(uplift_rate) == "number" then
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local uplift_total = uplift_rate * time
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for i=1, X*Y do
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dem[i] = dem[i] + uplift_total
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end
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else
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for i=1, X*Y do
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dem[i] = dem[i] + uplift_rate[i]*time
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end
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end
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end
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local function noise(model, time)
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-- Adds noise to the terrain according to noise depth (model.params.noise)
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local random = math.random
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local dem = model.dem
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local noise_depth = model.params.noise * 2 * time
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local X, Y = dem.X, dem.Y
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for i=1, X*Y do
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dem[i] = dem[i] + (random()-0.5) * noise_depth
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end
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end
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-- Isostasy
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-- This is the geological phenomenon that makes the lithosphere "float" over the underlying layers.
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-- One of the key implications is that when a very large mass is removed from the ground, the lithosphere reacts by moving upward. This compensation only occurs at large scale (as the lithosphere is not flexible enough for small scale adjustments) so the implementation is using a very large-window Gaussian blur of the elevation array.
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-- This implementation is quite simplistic, it does not do a mass balance of the lithosphere as this would introduce too many parameters. Instead, it defines a reference equilibrium elevation, and the ground will react toward this elevation (at the scale of the gaussian window).
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-- A change in reference isostasy during the run can also be used to simulate tectonic forcing, like making a new mountain range appear.
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local function define_isostasy(model, ref, link)
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ref = ref or model.dem
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if link then
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model.isostasy_ref = ref
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return
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end
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local X, Y = ref.X, ref.Y
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local ref2 = model.isostasy_ref or {X=X, Y=Y}
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model.isostasy_ref = ref2
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for i=1, X*Y do
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ref2[i] = ref[i]
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end
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return ref2
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end
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-- Apply isostasy
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local function isostasy(model)
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local dem = model.dem
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local X, Y = dem.X, dem.Y
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local temp = {X=X, Y=Y}
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local ref = model.isostasy_ref
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for i=1, X*Y do
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temp[i] = ref[i] - dem[i] -- Compute the difference between the ground level and the target level
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end
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-- Blur the difference map using Gaussian blur
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gaussian.gaussian_blur_approx(temp, model.params.compensation_radius, 4)
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for i=1, X*Y do
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dem[i] = dem[i] + temp[i] -- Apply the difference
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end
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end
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local evol_model_mt = {
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erode = erode,
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diffuse = diffuse,
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flow = flow,
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uplift = uplift,
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noise = noise,
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isostasy = isostasy,
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define_isostasy = define_isostasy,
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}
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evol_model_mt.__index = evol_model_mt
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local defaults = {
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K = 1,
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m = 0.5,
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d = 1,
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variable_erosion = false,
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sea_level = 0,
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uplift = 10,
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noise = 0.001,
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compensation_radius = 50,
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}
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local function EvolutionModel(params)
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params = params or {}
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local o = {params = params}
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for k, v in pairs(defaults) do
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if params[k] == nil then
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params[k] = v
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end
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end
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o.dem = params.dem
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return setmetatable(o, evol_model_mt)
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end
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return EvolutionModel
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