418 lines
15 KiB
Lua
418 lines
15 KiB
Lua
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local fill_lake_with = "default:river_water_source";
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-- helper function for mark_min_max_height_in_mapchunk(..)
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-- math_extrema: math.min for maxheight; math.max for minheight
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-- populates the tables minheight and maxheight with data;
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local mark_min_max_height_local = function(minp, maxp, heightmap, ax, az, i, chunksize, minheight, maxheight, direction)
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i = i+1;
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if( ax==minp.x or az==minp.z or ax==maxp.x or az==maxp.z) then
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minheight[i] = heightmap[i];
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maxheight[i] = heightmap[i];
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else
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if( not( minheight[i])) then
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minheight[i] = -100000;
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end
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if( not( maxheight[i])) then
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maxheight[i] = 100000;
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end
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local i_side = i-chunksize;
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local i_prev = i-1;
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local i_add = -1;
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local swap_args = false;
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if( direction==-1 ) then
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i_side = i+chunksize;
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i_prev = i+1;
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i_add = 1;
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swap_args = true;
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else
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direction = 1;
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end
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-- do for minheight (=search for hills)
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local hr = minheight[ i_side ];
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-- handle minheight
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-- compare minheight with the neighbour to the right or left
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if( hr and heightmap[i] and hr>minheight[i]) then
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minheight[i] = math.min(hr, heightmap[i]);
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end
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if( ((direction==1 and ax>minp.x) or (direction==-1 and ax<maxp.x))
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-- has the neighbour before a higher minheight?
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and minheight[ i_prev ]
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and minheight[ i_prev ] > minheight[ i ]) then
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minheight[ i ] = math.min( minheight[ i_prev ], heightmap[i]);
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end
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hr = minheight[ i ];
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-- walk backward in that row and set all with a lower minheight but
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-- a sufficiently high height to the new minheight
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local n = 1;
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local i_run = i-n;
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while( hr
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and ((direction==1 and (ax-n)>=minp.x) or (direction==-1 and (ax+n)<=maxp.x))
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-- has the neighbour before a lower minheight?
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and minheight[ i_run ]
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and minheight[ i_run ] < hr
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-- is the neighbour before heigh enough?
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and (heightmap[ i_run ] >= hr or heightmap[ i_run ] > minheight[ i_run ])) do
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hr = math.min( hr, heightmap[ i_run ]);
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minheight[ i_run ] = hr;
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n = n+1;
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i_run = i_run + i_add;
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end
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-- same for maxheight (= search for holes)
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hr = maxheight[ i_side ];
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-- compare maxheight with the neighbour to the right or left
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if( hr and heightmap[i] and hr<maxheight[i]) then
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maxheight[i] = math.max(hr, heightmap[i]);
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end
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if( ((direction==1 and ax>minp.x) or (direction==-1 and ax<maxp.x))
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-- has the neighbour before a higher maxheight?
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and maxheight[ i_prev ]
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and maxheight[ i_prev ] < maxheight[ i ]) then
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maxheight[ i ] = math.max( maxheight[ i_prev ], heightmap[i]);
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end
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hr = maxheight[ i ];
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-- walk backward in that row and set all with a lower maxheight but
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-- a sufficiently high height to the new maxheight
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local n = 1;
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local i_run = i-n;
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while( hr
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and ((direction==1 and (ax-n)>=minp.x) or (direction==-1 and (ax+n)<=maxp.x))
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-- has the neighbour before a lower maxheight?
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and maxheight[ i_run ]
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and maxheight[ i_run ] > hr
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-- is the neighbour before heigh enough?
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and (heightmap[ i_run ] <= hr or heightmap[ i_run ] < maxheight[ i_run ])) do
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hr = math.max( hr, heightmap[ i_run ]);
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maxheight[ i_run ] = hr;
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n = n+1;
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i_run = i_run + i_add;
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end
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end
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end
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-- detect places where nodes might be removed or added without changing the borders
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-- of the mapchunk; afterwards, the landscape may be levelled, but one hill or hole
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-- cannot yet be distinguished from the other;
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-- more complex shapes may require multiple runs
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-- Note: There is no general merging here (apart fromm the two runs) because MT maps are
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-- usually very small-scale and there would be too many areas that may need merging.
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local mark_min_max_height_in_mapchunk = function(minp, maxp, heightmap)
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local chunksize = maxp.x - minp.x + 1;
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local minheight = {}
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local maxheight = {}
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for j=1, 2 do
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local i = 0
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for az=minp.z,maxp.z do
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for ax=minp.x,maxp.x do
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-- fill minheight and maxheight with data whereever hills or holes are
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mark_min_max_height_local(minp, maxp, heightmap, ax, az, i, chunksize, minheight, maxheight, 1);
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i = i+1
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end
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end
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-- we keep i the way it is;
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i = i+1;
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-- the previous run could not cover all situations; check from the other side now
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for az=maxp.z,minp.z,-1 do
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for ax=maxp.x,minp.x,-1 do
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-- update minheight and maxheight for hills and holes; but this time, start from the
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-- opposite corner of the mapchunk in order to preserve what is needed there
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mark_min_max_height_local(minp, maxp, heightmap, ax, az, i, chunksize, minheight, maxheight, -1);
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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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return {minheight = minheight, maxheight = maxheight};
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end
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-- helper function for mark_holes_and_hills_in_mapchunk(..)
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local identify_individual_holes_or_hills = function( minp, maxp, ax, az, i, chunksize, markmap, merge_into, hole_counter, hole_data, h_real, h_max, condition)
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markmap[ i ] = 0;
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-- no hole or hill
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if( not( condition )) then
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return hole_counter;
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end
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local h_prev_z = markmap[ i-chunksize ];
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local h_prev_x = markmap[ i-1 ];
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local match_z = 0;
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local match_x = 0;
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-- if the node to the right (at z=z-1) is also part of a hole, then
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-- both nodes are part of the same hole
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if( az>minp.z and h_prev_z and h_prev_z > 0 ) then
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match_z = h_prev_z;
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end
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-- if the node before (at x=x-1) is also part of a hole, then both
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-- nodes are also part of the same hole
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if( ax>minp.x and h_prev_x and h_prev_x > 0 ) then
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match_x = h_prev_x;
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end
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-- continue the hole from z direction
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if( match_z > 0 and match_x ==0) then
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markmap[ i ] = merge_into[ match_z ];
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-- continue the hole from x direction
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elseif( match_z ==0 and match_x > 0) then
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markmap[ i ] = merge_into[ match_x ];
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-- new hole at this place
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elseif( match_z ==0 and match_x ==0) then
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hole_counter = hole_counter + 1;
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merge_into[ hole_counter ] = hole_counter;
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markmap[ i ] = hole_counter;
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-- both are larger than 0 and diffrent - we need to merge
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else
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markmap[ i ] = merge_into[ match_z ];
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-- actually do the merge
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for k,v in ipairs(merge_into) do
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if( merge_into[ k ] == match_x ) then
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merge_into[ k ] = merge_into[ match_z ];
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end
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end
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end
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-- gather some statistical data in hole_data
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if( markmap[ i ]>0 ) then
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local id = markmap[ i ];
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-- height difference
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local ay = math.abs(h_max - h_real);
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if( not( hole_data[ id ])) then
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hole_data[ id ] = {
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minp = {x=ax, z=az, y=math.min(h_max, h_real)},
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maxp = {x=ax, z=az, y=math.max(h_max, h_real)},
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size = 1,
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volume = ay,
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};
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else
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-- the surface area is one larger now
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hole_data[ id ].size = hole_data[ id ].size + 1;
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-- the volume has also grown
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hole_data[ id ].volume = hole_data[ id ].volume + ay;
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if( ax < hole_data[ id ].minp.x ) then
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hole_data[ id ].minp.x = ax;
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end
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-- minimal and maximal dimensions may have changed
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hole_data[ id ].minp.x = math.min( ax, hole_data[ id ].minp.x );
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hole_data[ id ].maxp.x = math.max( ax, hole_data[ id ].maxp.x );
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hole_data[ id ].minp.z = math.min( az, hole_data[ id ].minp.z );
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hole_data[ id ].maxp.z = math.max( az, hole_data[ id ].maxp.z );
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hole_data[ id ].minp.y = math.min( ay, hole_data[ id ].minp.y );
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hole_data[ id ].maxp.y = math.max( ay, hole_data[ id ].maxp.y );
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end
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end
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return hole_counter;
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end
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-- helper function for mark_holes_and_hills_in_mapchunk(..)
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-- works the same for hills and holes
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local merge_if_same_hole_or_hill = function(hole_data, merge_into)
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local id2merged = {}
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local merged = {}
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local hole_counter = 1;
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-- we already know from merge_into that k needs to be merged into v
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for k,v in ipairs(merge_into) do
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-- we have not covered the merge target
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if( not( id2merged[ v ])) then
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id2merged[ v ] = hole_counter;
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hole_counter = hole_counter + 1;
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merged[ v ] = hole_data[ v ];
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-- another hole or hill has already been treated -> merge with new data needed
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else
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-- merge hole_data_merged
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merged[v].size = merged[ v ].size + hole_data[ k ].size;
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merged[v].volume = merged[ v ].volume + hole_data[ k ].volume;
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-- minimal and maximal dimensions may have changed
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merged[v].minp.x = math.min( merged[v].minp.x, hole_data[k].minp.x );
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merged[v].maxp.x = math.max( merged[v].maxp.x, hole_data[k].maxp.x );
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merged[v].minp.z = math.min( merged[v].minp.z, hole_data[k].minp.z );
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merged[v].maxp.z = math.max( merged[v].maxp.z, hole_data[k].maxp.z );
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merged[v].minp.y = math.min( merged[v].minp.y, hole_data[k].minp.y );
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merged[v].maxp.y = math.max( merged[v].maxp.y, hole_data[k].maxp.y );
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end
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id2merged[ k ] = id2merged[ v ];
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end
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return {id2merged=id2merged, merged=merged};
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end
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local mark_holes_and_hills_in_mapchunk = function( minp, maxp, heightmap, minheight, maxheight)
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local chunksize = maxp.x - minp.x + 1;
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-- distinguish the individual hills and holes from each other so that we may treat
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-- each one diffrently if so desired
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local holes_markmap = {}
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local hills_markmap = {}
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-- used to mark the individual holes on the markmap
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local hole_counter = 0;
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local hill_counter = 0;
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-- some holes will first be seen from diffrent directions and get diffrent IDs (=
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-- hole_counter) assigned; these need to be merged because they're the same
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local holes_merge_into = {};
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local hills_merge_into = {};
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-- store size, minp/maxp, max/min depth/height
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local hole_data = {};
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local hill_data = {};
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local i = 0
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for az=minp.z,maxp.z do
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for ax=minp.x,maxp.x do
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i = i+1;
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local h_real = heightmap[i];
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local h_min = minheight[i];
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local h_max = maxheight[i];
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-- do this for holes
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hole_counter = identify_individual_holes_or_hills( minp, maxp, ax, az, i, chunksize,
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holes_markmap, holes_merge_into, hole_counter, hole_data, h_real, h_min,
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-- h_max>0 because we do not want to create pools/fill land below sea level
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( h_max and h_real and h_max>h_real and h_max<maxp.y and h_max>minp.y and h_max>0));
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-- ..and for hills
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hill_counter = identify_individual_holes_or_hills( minp, maxp, ax, az, i, chunksize,
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hills_markmap, hills_merge_into, hill_counter, hill_data, h_real, h_max,
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-- the socket of individual hills may well lie below water level
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( h_min and h_real and h_min<h_real and h_min<maxp.y and h_min>minp.y and h_min>minp.y));
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end
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end
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-- a hole or hill might have been found from diffrent directions and thus
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-- might have gotten diffrent ids; merge them if they represent the same
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-- hole or hill
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local holes = merge_if_same_hole_or_hill(hole_data, holes_merge_into);
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local hills = merge_if_same_hole_or_hill(hill_data, hills_merge_into);
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return {holes = holes, holes_merge_into = holes_merge_into, holes_markmap = holes_markmap,
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hills = hills, hills_merge_into = hills_merge_into, hills_markmap = hills_markmap};
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end
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-- create a (potential) new heightmap where all the hills we discovered are flattened and all
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-- holes filled with something so that we get more flat terrain;
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-- this function also adjusts
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-- detected.hills.merged[id].target_height (set to the flattened value)
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-- and detected.hills_markmap[i] for easier access without having to go throuh
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-- detected.hills_merge_into in the future
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-- (same for holes)
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local heightmap_with_hills_lowered_and_holes_filled = function( minp, maxp, heightmap, extrema, detected)
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local adjusted_heightmap = {}
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local chunksize = maxp.x - minp.x + 1;
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local i = 0
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for az=minp.z,maxp.z do
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for ax=minp.x,maxp.x do
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i = i+1;
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-- no changes at the borders of the mapchunk
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if( ax==minp.x or ax==maxp.x or az==minp.z or az==maxp.z) then
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adjusted_heightmap[i] = heightmap[i];
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else
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-- make sure it gets one value set
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adjusted_heightmap[i] = heightmap[i];
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-- is there a hill?
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local hill_id = detected.hills_markmap[i];
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if( hill_id and hill_id>0) then
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-- which hill are we dealing with?
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local id = detected.hills_merge_into[ hill_id ];
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local new_height = detected.hills.merged[id].target_height;
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if( not( new_height )) then
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-- target height: height if this hill would be removed completely
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new_height = minp.y-1;
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end
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new_height = math.max( new_height, extrema.minheight[i]);
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local id_hole_right = detected.holes_markmap[ i-chunksize ];
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if( id_hole_right and id_hole_right > 0) then
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new_height = math.max( new_height, detected.holes.merged[id_hole_right].target_height);
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end
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local id_hole_prev = detected.holes_markmap[ i-1 ];
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if( id_hole_prev and id_hole_prev > 0) then
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new_height = math.min( new_height, detected.holes.merged[id_hole_prev ].target_height);
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end
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detected.hills.merged[id].target_height = new_height;
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adjusted_heightmap[i] = new_height;
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-- store for later use
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detected.hills_markmap[i] = id;
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end
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-- is there a hole?
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local hole_id = detected.holes_markmap[i];
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if( hole_id and hole_id>0) then
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-- which hole are we dealing with?
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local id = detected.holes_merge_into[ hole_id ];
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local new_height = detected.holes.merged[id].target_height;
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if( not( new_height )) then
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-- target height: height if this hole would be filled completely
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new_height = maxp.y + 1;
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end
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new_height = math.min( new_height, extrema.maxheight[i]);
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-- is either the neighbour to the right or in the south a hill?
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-- we have processed that place already; thus we can be sure
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-- that this is an id that can be fed to detected.hills.merged
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-- directly
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local id_hill_right = detected.hills_markmap[ i-chunksize ];
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if( id_hill_right and id_hill_right > 0) then
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new_height = math.min( new_height, detected.hills.merged[id_hill_right].target_height);
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end
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local id_hill_prev = detected.hills_markmap[ i-1 ];
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if( id_hill_prev and id_hill_prev > 0) then
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new_height = math.min( new_height, detected.hills.merged[id_hill_prev ].target_height);
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end
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detected.holes.merged[id].target_height = new_height;
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adjusted_heightmap[i] = new_height;
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-- store for later use
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detected.holes_markmap[i] = id;
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end
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end
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end
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end
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return adjusted_heightmap;
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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local heightmap = minetest.get_mapgen_object('heightmap');
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local chunksize = maxp.x - minp.x + 1;
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if( not( heightmap )) then
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return;
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end
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-- do the actual work of hill and hole detection
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local t1 = minetest.get_us_time();
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-- find places where the land could be lowered or raised
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local extrema = mark_min_max_height_in_mapchunk(minp, maxp, heightmap);
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-- distinguish between individual holes and hills
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local detected = mark_holes_and_hills_in_mapchunk( minp, maxp, heightmap, extrema.minheight, extrema.maxheight);
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-- flatten hills, fill holes (just virutal in adjusted_heightmap)
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local adjusted_heightmap = heightmap_with_hills_lowered_and_holes_filled( minp, maxp, heightmap, extrema, detected);
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local t2 = minetest.get_us_time();
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print("Time elapsed: "..tostring( t2-t1 ));
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-- for now: fill each hole (no matter how big or tiny) with river water
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for id, data in pairs( detected.holes.merged ) do
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detected.holes.merged[id].material = fill_lake_with;
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end
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-- show something to the user; change the landscape
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local i = 0
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for az=minp.z,maxp.z do
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for ax=minp.x,maxp.x do
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i = i+1;
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-- is there a hole?
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if( detected.holes_markmap[i] and detected.holes_markmap[i]>0) then
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local id = detected.holes_merge_into[ detected.holes_markmap[i] ];
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local hole = detected.holes.merged[id];
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minetest.set_node( {x=ax, z=az, y=hole.target_height}, {name=hole.material});
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end
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end
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end
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end)
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