SAPI/Noise: Add PerlinNoiseMap:getMapSlice() function

This adds the ability to grab 'slices' of noise calculated by PerlinNoiseMap.
Retrieving smaller slices of noise from the computation result as needed
optimizes memory usage while maintaining a reasonable amount of CPU overhead.
master
kwolekr 2015-05-17 03:38:39 -04:00
parent c0edb8e313
commit 4c9a8a91c4
6 changed files with 178 additions and 4 deletions

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@ -2640,16 +2640,30 @@ Format of `size` is `{x=dimx, y=dimy, z=dimz}`. The `z` conponent is ommitted
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
`nil` is returned). `nil` is returned).
For each of the functions with an optional `buffer` parameter: If `buffer` is not
nil, this table will be used to store the result instead of creating a new table.
#### Methods #### Methods
* `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise * `get2dMap(pos)`: returns a `<size.x>` times `<size.y>` 2D array of 2D noise
with values starting at `pos={x=,y=}` with values starting at `pos={x=,y=}`
* `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array * `get3dMap(pos)`: returns a `<size.x>` times `<size.y>` times `<size.z>` 3D array
of 3D noise with values starting at `pos={x=,y=,z=}` of 3D noise with values starting at `pos={x=,y=,z=}`
* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise * `get2dMap_flat(pos, buffer)`: returns a flat `<size.x * size.y>` element array of 2D noise
with values starting at `pos={x=,y=}` with values starting at `pos={x=,y=}`
* if the param `buffer` is present, this table will be used to store the result instead * `get3dMap_flat(pos, buffer)`: Same as `get2dMap_flat`, but 3D noise
* `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise * `calc2dMap(pos)`: Calculates the 2d noise map starting at `pos`. The result is stored internally.
* if the param `buffer` is present, this table will be used to store the result instead * `calc3dMap(pos)`: Calculates the 3d noise map starting at `pos`. The result is stored internally.
* `getMapSlice(slice_offset, slice_size, buffer)`: In the form of an array, returns a slice of the
most recently computed noise results. The result slice begins at coordinates `slice_offset` and
takes a chunk of `slice_size`.
E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer offset y = 20:
`noisevals = noise:getMapSlice({y=20}, {y=2})`
It is important to note that `slice_offset` offset coordinates begin at 1, and are relative to
the starting position of the most recently calculated noise.
To grab a single vertical column of noise starting at map coordinates x = 1023, y=1000, z = 1000:
`noise:calc3dMap({x=1000, y=1000, z=1000})`
`noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})`
### `VoxelManip` ### `VoxelManip`
An interface to the `MapVoxelManipulator` for Lua. An interface to the `MapVoxelManipulator` for Lua.

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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
typedef core::vector3df v3f; typedef core::vector3df v3f;
typedef core::vector3d<s16> v3s16; typedef core::vector3d<s16> v3s16;
typedef core::vector3d<u16> v3u16;
typedef core::vector3d<s32> v3s32; typedef core::vector3d<s32> v3s32;
#endif #endif

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@ -510,3 +510,95 @@ void setboolfield(lua_State *L, int table,
} }
////
//// Array table slices
////
size_t write_array_slice_float(
lua_State *L,
int table_index,
float *data,
v3u16 data_size,
v3u16 slice_offset,
v3u16 slice_size)
{
v3u16 pmin, pmax(data_size);
if (slice_offset.X > 0) {
slice_offset.X--;
pmin.X = slice_offset.X;
pmax.X = MYMIN(slice_offset.X + slice_size.X, data_size.X);
}
if (slice_offset.Y > 0) {
slice_offset.Y--;
pmin.Y = slice_offset.Y;
pmax.Y = MYMIN(slice_offset.Y + slice_size.Y, data_size.Y);
}
if (slice_offset.Z > 0) {
slice_offset.Z--;
pmin.Z = slice_offset.Z;
pmax.Z = MYMIN(slice_offset.Z + slice_size.Z, data_size.Z);
}
const u32 ystride = data_size.X;
const u32 zstride = data_size.X * data_size.Y;
u32 elem_index = 1;
for (u32 z = pmin.Z; z != pmax.Z; z++)
for (u32 y = pmin.Y; y != pmax.Y; y++)
for (u32 x = pmin.X; x != pmax.X; x++) {
u32 i = z * zstride + y * ystride + x;
lua_pushnumber(L, data[i]);
lua_rawseti(L, table_index, elem_index);
elem_index++;
}
return elem_index - 1;
}
size_t write_array_slice_u16(
lua_State *L,
int table_index,
u16 *data,
v3u16 data_size,
v3u16 slice_offset,
v3u16 slice_size)
{
v3u16 pmin, pmax(data_size);
if (slice_offset.X > 0) {
slice_offset.X--;
pmin.X = slice_offset.X;
pmax.X = MYMIN(slice_offset.X + slice_size.X, data_size.X);
}
if (slice_offset.Y > 0) {
slice_offset.Y--;
pmin.Y = slice_offset.Y;
pmax.Y = MYMIN(slice_offset.Y + slice_size.Y, data_size.Y);
}
if (slice_offset.Z > 0) {
slice_offset.Z--;
pmin.Z = slice_offset.Z;
pmax.Z = MYMIN(slice_offset.Z + slice_size.Z, data_size.Z);
}
const u32 ystride = data_size.X;
const u32 zstride = data_size.X * data_size.Y;
u32 elem_index = 1;
for (u32 z = pmin.Z; z != pmax.Z; z++)
for (u32 y = pmin.Y; y != pmax.Y; y++)
for (u32 x = pmin.X; x != pmax.X; x++) {
u32 i = z * zstride + y * ystride + x;
lua_pushinteger(L, data[i]);
lua_rawseti(L, table_index, elem_index);
elem_index++;
}
return elem_index - 1;
}

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@ -106,4 +106,9 @@ void warn_if_field_exists(lua_State *L, int table,
const char *fieldname, const char *fieldname,
const std::string &message); const std::string &message);
size_t write_array_slice_float(lua_State *L, int table_index, float *data,
v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
size_t write_array_slice_u16(lua_State *L, int table_index, u16 *data,
v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
#endif /* C_CONVERTER_H_ */ #endif /* C_CONVERTER_H_ */

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@ -272,6 +272,61 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
} }
int LuaPerlinNoiseMap::l_calc2dMap(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkobject(L, 1);
v2f p = check_v2f(L, 2);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
return 0;
}
int LuaPerlinNoiseMap::l_calc3dMap(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkobject(L, 1);
v3f p = check_v3f(L, 2);
if (!o->m_is3d)
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
return 0;
}
int LuaPerlinNoiseMap::l_getMapSlice(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkobject(L, 1);
v3s16 slice_offset = read_v3s16(L, 2);
v3s16 slice_size = read_v3s16(L, 3);
bool use_buffer = lua_istable(L, 4);
Noise *n = o->noise;
if (use_buffer)
lua_pushvalue(L, 3);
else
lua_newtable(L);
write_array_slice_float(L, lua_gettop(L), n->result,
v3u16(n->sx, n->sy, n->sz),
v3u16(slice_offset.X, slice_offset.Y, slice_offset.Z),
v3u16(slice_size.X, slice_size.Y, slice_size.Z));
return 1;
}
int LuaPerlinNoiseMap::create_object(lua_State *L) int LuaPerlinNoiseMap::create_object(lua_State *L)
{ {
NoiseParams np; NoiseParams np;
@ -339,8 +394,11 @@ const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
const luaL_reg LuaPerlinNoiseMap::methods[] = { const luaL_reg LuaPerlinNoiseMap::methods[] = {
luamethod(LuaPerlinNoiseMap, get2dMap), luamethod(LuaPerlinNoiseMap, get2dMap),
luamethod(LuaPerlinNoiseMap, get2dMap_flat), luamethod(LuaPerlinNoiseMap, get2dMap_flat),
luamethod(LuaPerlinNoiseMap, calc2dMap),
luamethod(LuaPerlinNoiseMap, get3dMap), luamethod(LuaPerlinNoiseMap, get3dMap),
luamethod(LuaPerlinNoiseMap, get3dMap_flat), luamethod(LuaPerlinNoiseMap, get3dMap_flat),
luamethod(LuaPerlinNoiseMap, calc3dMap),
luamethod(LuaPerlinNoiseMap, getMapSlice),
{0,0} {0,0}
}; };

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@ -74,6 +74,10 @@ class LuaPerlinNoiseMap : public ModApiBase {
static int l_get3dMap(lua_State *L); static int l_get3dMap(lua_State *L);
static int l_get3dMap_flat(lua_State *L); static int l_get3dMap_flat(lua_State *L);
static int l_calc2dMap(lua_State *L);
static int l_calc3dMap(lua_State *L);
static int l_getMapSlice(lua_State *L);
public: public:
LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size); LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size);