mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
1156 lines
55 KiB
Rust
1156 lines
55 KiB
Rust
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use super::{downhill, neighbors, uniform_idx_as_vec2, uphill, WORLD_SIZE};
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use crate::{config::CONFIG, util::RandomField};
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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use noise::{NoiseFn, Point3};
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use num::Float;
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use ordered_float::NotNan;
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use rayon::prelude::*;
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use std::{
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cmp::{Ordering, Reverse},
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collections::BinaryHeap,
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f32, f64, mem, u32,
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};
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use vek::*;
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/// Compute the water flux at all chunks, given a list of chunk indices sorted by increasing
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/// height.
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pub fn get_drainage(newh: &[u32], downhill: &[isize], _boundary_len: usize) -> Box<[f32]> {
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// FIXME: Make the below work. For now, we just use constant flux.
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// Initially, flux is determined by rainfall. We currently treat this as the same as humidity,
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// so we just use humidity as a proxy. The total flux across the whole map is normalize to
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// 1.0, and we expect the average flux to be 0.5. To figure out how far from normal any given
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// chunk is, we use its logit.
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// NOTE: If there are no non-boundary chunks, we just set base_flux to 1.0; this should still
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// work fine because in that case there's no erosion anyway.
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// let base_flux = 1.0 / ((WORLD_SIZE.x * WORLD_SIZE.y) as f32);
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let base_flux = 1.0;
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let mut flux = vec![base_flux; WORLD_SIZE.x * WORLD_SIZE.y].into_boxed_slice();
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for &chunk_idx in newh.into_iter().rev() {
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let chunk_idx = chunk_idx as usize;
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let downhill_idx = downhill[chunk_idx];
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if downhill_idx >= 0 {
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flux[downhill_idx as usize] += flux[chunk_idx];
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}
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}
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flux
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}
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/// Kind of water on this tile.
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum RiverKind {
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Ocean,
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Lake {
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/// In addition to a downhill node (pointing to, eventually, the bottom of the lake), each
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/// lake also has a "pass" that identifies the direction out of which water should flow
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/// from this lake if it is minimally flooded. While some lakes may be too full for this
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/// to be the actual pass used by their enclosing lake, we still use this as a way to make
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/// sure that lake connections to rivers flow in the correct direction.
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neighbor_pass_pos: Vec2<i32>,
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},
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/// River should be maximal.
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River {
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/// Dimensions of the river's cross-sectional area, as m × m (rivers are approximated
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/// as an open rectangular prism in the direction of the velocity vector).
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cross_section: Vec2<f32>,
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},
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}
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impl RiverKind {
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pub fn is_river(&self) -> bool {
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if let RiverKind::River { .. } = *self {
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true
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} else {
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false
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}
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}
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pub fn is_lake(&self) -> bool {
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if let RiverKind::Lake { .. } = *self {
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true
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} else {
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false
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}
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}
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}
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impl PartialOrd for RiverKind {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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match (*self, *other) {
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(RiverKind::Ocean, RiverKind::Ocean) => Some(Ordering::Equal),
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(RiverKind::Ocean, _) => Some(Ordering::Less),
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(_, RiverKind::Ocean) => Some(Ordering::Greater),
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(RiverKind::Lake { .. }, RiverKind::Lake { .. }) => None,
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(RiverKind::Lake { .. }, _) => Some(Ordering::Less),
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(_, RiverKind::Lake { .. }) => Some(Ordering::Greater),
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(RiverKind::River { .. }, RiverKind::River { .. }) => None,
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}
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}
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}
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/// From velocity and cross_section we can calculate the volumetric flow rate, as the
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/// cross-sectional area times the velocity.
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///
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/// TODO: we might choose to include a curve for the river, as long as it didn't allow it to
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/// cross more than one neighboring chunk away. For now we defer this to rendering time.
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///
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/// NOTE: This structure is 57 (or more likely 64) bytes, which is kind of big.
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#[derive(Clone, Debug, Default)]
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pub struct RiverData {
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/// A velocity vector (in m / minute, i.e. voxels / second from a game perspective).
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///
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/// TODO: To represent this in a better-packed way, use u8s instead (as "f8s").
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pub(crate) velocity: Vec3<f32>,
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/// The computed derivative for the segment of river starting at this chunk (and flowing
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/// downhill). Should be 0 at endpoints. For rivers with more than one incoming segment, we
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/// weight the derivatives by flux (cross-sectional area times velocity) which is correlated
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/// with mass / second; treating the derivative as "velocity" with respect to length along the
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/// river, we treat the weighted sum of incoming splines as the "momentum", and can divide it
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/// by the total incoming mass as a way to find the velocity of the center of mass. We can
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/// then use this derivative to find a "tangent" for the incoming river segment at this point,
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/// and as the linear part of the interpolating spline at this point.
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///
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/// Note that we aren't going to have completely smooth curves here anyway, so we will probably
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/// end up applying a dampening factor as well (maybe based on the length?) to prevent
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/// extremely wild oscillations.
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pub(crate) spline_derivative: Vec2<f32>,
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/// If this chunk is part of a river, this should be true. We can't just compute this from the
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/// cross section because once a river becomes visible, we want it to stay visible until it
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/// reaches its sink.
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pub river_kind: Option<RiverKind>,
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/// We also have a second record for recording any rivers in nearby chunks that manage to
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/// intersect this chunk, though this is unlikely to happen in current gameplay. This is
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/// because river areas are allowed to cross arbitrarily many chunk boundaries, if they are
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/// wide enough. In such cases we may choose to render the rivers as particularly deep in
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/// those places.
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pub(crate) neighbor_rivers: Vec<u32>,
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}
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impl RiverData {
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pub fn is_river(&self) -> bool {
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self.river_kind
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.as_ref()
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.map(RiverKind::is_river)
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.unwrap_or(false)
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}
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pub fn is_lake(&self) -> bool {
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self.river_kind
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.as_ref()
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.map(RiverKind::is_lake)
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.unwrap_or(false)
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}
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}
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/// Draw rivers and assign them heights, widths, and velocities. Take some liberties with the
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/// constant factors etc. in order to make it more likely that we draw rivers at all.
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pub fn get_rivers(
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newh: &[u32],
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water_alt: &[f32],
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downhill: &[isize],
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indirection: &[i32],
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drainage: &[f32],
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) -> Box<[RiverData]> {
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// For continuity-preserving quadratic spline interpolation, we (appear to) need to build
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// up the derivatives from the top down. Fortunately this computation seems tractable.
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let mut rivers = vec![RiverData::default(); WORLD_SIZE.x * WORLD_SIZE.y].into_boxed_slice();
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let neighbor_coef = TerrainChunkSize::RECT_SIZE.map(|e| e as f64);
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// NOTE: This technically makes us discontinuous, so we should be cautious about using this.
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let derivative_divisor = 1.0;
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for &chunk_idx in newh.into_iter().rev() {
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let chunk_idx = chunk_idx as usize;
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let downhill_idx = downhill[chunk_idx];
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if downhill_idx < 0 {
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// We are in the ocean.
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debug_assert!(downhill_idx == -2);
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rivers[chunk_idx].river_kind = Some(RiverKind::Ocean);
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continue;
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}
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let downhill_idx = downhill_idx as usize;
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let downhill_pos = uniform_idx_as_vec2(downhill_idx);
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let dxy = (downhill_pos - uniform_idx_as_vec2(chunk_idx)).map(|e| e as f64);
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let neighbor_dim = neighbor_coef * dxy;
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// First, we calculate the river's volumetric flow rate.
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let chunk_drainage = drainage[chunk_idx] as f64;
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// Volumetric flow rate is just the total drainage area to this chunk, times rainfall
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// height per chunk per minute (needed in order to use this as a m³ volume).
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// TODO: consider having different rainfall rates (and including this information in the
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// computation of drainage).
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let volumetric_flow_rate = chunk_drainage * CONFIG.rainfall_chunk_rate as f64;
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let downhill_drainage = drainage[downhill_idx] as f64;
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// We know the drainage to the downhill node is just chunk_drainage - 1.0 (the amount of
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// rainfall this chunk is said to get), so we don't need to explicitly remember the
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// incoming mass. How do we find a slope for endpoints where there is no incoming data?
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// Currently, we just assume it's set to 0.0.
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// TODO: Fix this when we add differing amounts of rainfall.
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let incoming_drainage = downhill_drainage - 1.0;
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let get_river_spline_derivative =
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|neighbor_dim: Vec2<f64>, spline_derivative: Vec2<f32>| {
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/*if incoming_drainage == 0.0 {
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Vec2::zero()
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} else */
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{
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// "Velocity of center of mass" of splines of incoming flows.
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let river_prev_slope = spline_derivative.map(|e| e as f64)/* / incoming_drainage*/;
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// NOTE: We need to make sure the slope doesn't get *too* crazy.
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// ((dpx - cx) - 4 * MAX).abs() = bx
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// NOTE: This will fail if the distance between chunks in any direction
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// is exactly TerrainChunkSize::RECT * 4.0, but hopefully this should not be possible.
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// NOTE: This isn't measuring actual distance, you can go farther on diagonals.
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// let max_deriv = neighbor_dim - neighbor_coef * 4.0;
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let max_deriv = neighbor_dim - neighbor_coef * 2.0 * 2.0.sqrt();
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let extra_divisor = river_prev_slope
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.map2(max_deriv, |e, f| (e / f).abs())
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.reduce_partial_max();
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// Set up the river's spline derivative. For each incoming river at pos with
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// river_spline_derivative bx, we can compute our interpolated slope as:
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// d_x = 2 * (chunk_pos - pos - bx) + bx
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// = 2 * (chunk_pos - pos) - bx
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//
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// which is exactly twice what was weighted by uphill nodes to get our
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// river_spline_derivative in the first place.
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//
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// NOTE: this probably implies that the distance shouldn't be normalized, since the
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// distances aren't actually equal between x and y... we'll see what happens.
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(if extra_divisor > 1.0 {
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river_prev_slope / extra_divisor
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} else {
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river_prev_slope
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})
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.map(|e| e as f32)
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}
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};
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let river = &rivers[chunk_idx];
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let river_spline_derivative =
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get_river_spline_derivative(neighbor_dim, river.spline_derivative);
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let indirection_idx = indirection[chunk_idx];
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// Find the lake we are flowing into.
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let lake_idx = if indirection_idx < 0 {
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// If we're a lake bottom, our own indirection is negative.
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let mut lake = &mut rivers[chunk_idx];
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let neighbor_pass_idx = downhill_idx;
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// Mass flow from this lake is treated as a weighting factor (this is currently
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// considered proportional to drainage, but in the direction of "lake side of pass to
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// pass.").
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let neighbor_pass_pos = downhill_pos;
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lake.river_kind = Some(RiverKind::Lake {
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neighbor_pass_pos: neighbor_pass_pos
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* TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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});
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lake.spline_derivative = Vec2::zero()/*river_spline_derivative*/;
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let pass_idx = (-indirection_idx) as usize;
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let pass_pos = uniform_idx_as_vec2(pass_idx);
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let lake_direction = neighbor_coef * (neighbor_pass_pos - pass_pos).map(|e| e as f64);
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// Our side of the pass must have already been traversed (even if our side of the pass
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// is the lake bottom), so we acquire its computed river_spline_derivative.
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let pass = &rivers[pass_idx];
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debug_assert!(pass.is_lake());
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let pass_spline_derivative = pass.spline_derivative.map(|e| e as f64)/*Vec2::zero()*/;
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// Normally we want to not normalize, but for the lake we don't want to generate a
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// super long edge since it could lead to a lot of oscillation... this is another
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// reason why we shouldn't use the lake bottom.
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// lake_direction.normalize();
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// We want to assign the drained node from any lake to be a river.
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let lake_drainage = /*drainage[chunk_idx]*/chunk_drainage;
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let lake_neighbor_pass_incoming_drainage = incoming_drainage;
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let weighted_flow = (lake_direction * 2.0 - pass_spline_derivative)
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/ derivative_divisor
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* lake_drainage
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/ lake_neighbor_pass_incoming_drainage;
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let mut lake_neighbor_pass = &mut rivers[neighbor_pass_idx];
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// We definitely shouldn't have encountered this yet!
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debug_assert!(lake_neighbor_pass.velocity == Vec3::zero());
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// TODO: Rethink making the lake neighbor pass always a river or lake, no matter how
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// much incoming water there is? Sometimes it looks weird having a river emerge from a
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// tiny pool.
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lake_neighbor_pass.river_kind = Some(RiverKind::River {
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cross_section: Vec2::default(),
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});
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// We also want to add to the out-flow side of the pass a (flux-weighted)
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// derivative coming from the lake center.
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//
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// NOTE: Maybe consider utilizing 3D component of spline somehow? Currently this is
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// basically a flat vector, but that might be okay from lake to other side of pass.
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lake_neighbor_pass.spline_derivative += /*Vec2::new(weighted_flow.x, weighted_flow.y)*/
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weighted_flow.map(|e| e as f32);
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continue;
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} else {
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indirection_idx as usize
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};
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// Add our spline derivative to the downhill river (weighted by the chunk's drainage).
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//
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// TODO: consider utilizing height difference component of flux as well; currently we
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// just discard it in figuring out the spline's slope.
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let downhill_river = &mut rivers[downhill_idx];
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let weighted_flow = (neighbor_dim * 2.0 - river_spline_derivative.map(|e| e as f64))
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/ derivative_divisor
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* chunk_drainage
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/ incoming_drainage;
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downhill_river.spline_derivative += weighted_flow.map(|e| e as f32);
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// Find the pass this lake is flowing into (i.e. water at the lake bottom gets
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// pushed towards the point identified by pass_idx).
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let neighbor_pass_idx = downhill[lake_idx];
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// Find our own water height.
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let chunk_water_alt = water_alt[chunk_idx];
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if neighbor_pass_idx >= 0 {
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// We may be a river. But we're not sure yet, since we still could be
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// underwater. Check the lake height and see if our own water height is within ε of
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// it.
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let pass_idx = (-indirection[lake_idx]) as usize;
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let lake_water_alt = water_alt[lake_idx];
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if chunk_water_alt == lake_water_alt {
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// Not a river.
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// Check whether we we are the lake side of the pass.
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// NOTE: Safe because this is a lake.
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let (neighbor_pass_pos, river_spline_derivative) = if pass_idx == chunk_idx
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/*true*/
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{
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// This is a pass, so set our flow direction to point to the neighbor pass
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// rather than downhill.
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// NOTE: Safe because neighbor_pass_idx >= 0.
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(
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uniform_idx_as_vec2(neighbor_pass_idx as usize),
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river_spline_derivative,
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)
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} else {
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// Try pointing towards the lake side of the pass.
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(uniform_idx_as_vec2(pass_idx), river_spline_derivative)
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};
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let mut lake = &mut rivers[chunk_idx];
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lake.spline_derivative = river_spline_derivative;
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lake.river_kind = Some(RiverKind::Lake {
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neighbor_pass_pos: neighbor_pass_pos
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* TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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});
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continue;
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}
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// Otherwise, we must be a river.
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} else {
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// We are flowing into the ocean.
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debug_assert!(neighbor_pass_idx == -2);
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// But we are not the ocean, so we must be a river.
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|
}
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|||
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// Now, we know we are a river *candidate*. We still don't know whether we are actually a
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|||
|
// river, though. There are two ways for that to happen:
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|||
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// (i) We are already a river.
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// (ii) Using the Gauckler–Manning–Strickler formula for cross-sectional average velocity
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|||
|
// of water, we establish that the river can be "big enough" to appear on the Veloren
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|||
|
// map.
|
|||
|
//
|
|||
|
// This is very imprecise, of course, and (ii) may (and almost certainly will) change over
|
|||
|
// time.
|
|||
|
//
|
|||
|
// In both cases, we preemptively set our child to be a river, to make sure we have an
|
|||
|
// unbroken stream. Also in both cases, we go to the effort of computing an effective
|
|||
|
// water velocity vector and cross-sectional dimensions, as well as figuring out the
|
|||
|
// derivative of our interpolating spline (since this percolates through the whole river
|
|||
|
// network).
|
|||
|
let downhill_water_alt = water_alt[downhill_idx];
|
|||
|
let neighbor_distance = neighbor_dim.magnitude();
|
|||
|
let dz = (downhill_water_alt - chunk_water_alt) * CONFIG.mountain_scale;
|
|||
|
let slope = dz.abs() as f64 / neighbor_distance;
|
|||
|
if slope == 0.0 {
|
|||
|
// This is not a river--how did this even happen?
|
|||
|
let pass_idx = (-indirection_idx) as usize;
|
|||
|
log::error!("Our chunk (and downhill, lake, pass, neighbor_pass): {:?} (to {:?}, in {:?} via {:?} to {:?}), chunk water alt: {:?}, lake water alt: {:?}",
|
|||
|
uniform_idx_as_vec2(chunk_idx),
|
|||
|
uniform_idx_as_vec2(downhill_idx),
|
|||
|
uniform_idx_as_vec2(lake_idx),
|
|||
|
uniform_idx_as_vec2(pass_idx),
|
|||
|
if neighbor_pass_idx >= 0 { Some(uniform_idx_as_vec2(neighbor_pass_idx as usize)) } else { None },
|
|||
|
water_alt[chunk_idx],
|
|||
|
water_alt[lake_idx]);
|
|||
|
panic!("Should this happen at all?");
|
|||
|
}
|
|||
|
let slope_sqrt = slope.sqrt();
|
|||
|
// Now, we compute a quantity that is proportional to the velocity of the chunk, derived
|
|||
|
// from the Manning formula, equal to
|
|||
|
// volumetric_flow_rate / slope_sqrt * CONFIG.river_roughness.
|
|||
|
let almost_velocity = volumetric_flow_rate / slope_sqrt * CONFIG.river_roughness as f64;
|
|||
|
// From this, we can figure out the width of the chunk if we know the height. For now, we
|
|||
|
// hardcode the height to 0.5, but it should almost certainly be much more complicated than
|
|||
|
// this.
|
|||
|
// let mut height = 0.5f32;
|
|||
|
// We approximate the river as a rectangular prism. Theoretically, we need to solve the
|
|||
|
// following quintic equation to determine its width from its height:
|
|||
|
//
|
|||
|
// h^5 * w^5 = almost_velocity^3 * (w + 2 * h)^2.
|
|||
|
//
|
|||
|
// This is because one of the quantities in the Manning formula (the unknown) is R_h =
|
|||
|
// (area of cross-section / h)^(2/3).
|
|||
|
//
|
|||
|
// Unfortunately, quintic equations do not in general have algebraic solutions, and it's
|
|||
|
// not clear (to me anyway) that this one does in all cases.
|
|||
|
//
|
|||
|
// In practice, for high ratios of width to height, we can approximate the rectangular
|
|||
|
// prism's perimeter as equal to its width, so R_h as equal to height. This greatly
|
|||
|
// simplifies the calculation. For simplicity, we do this even for low ratios of width to
|
|||
|
// height--I found that for most real rivers, at least big ones, this approximation is
|
|||
|
// "good enough." We don't need to be *that* realistic :P
|
|||
|
//
|
|||
|
// NOTE: Derived from a paper on estimating river width.
|
|||
|
let mut width = 5.0
|
|||
|
* (CONFIG.river_width_to_depth as f64
|
|||
|
* (CONFIG.river_width_to_depth as f64 + 2.0).powf(2.0 / 3.0))
|
|||
|
.powf(3.0 / 8.0)
|
|||
|
* volumetric_flow_rate.powf(3.0 / 8.0)
|
|||
|
* slope.powf(-3.0 / 16.0)
|
|||
|
* (CONFIG.river_roughness as f64).powf(3.0 / 8.0);
|
|||
|
width = width.max(0.0);
|
|||
|
|
|||
|
let mut height = if width == 0.0 {
|
|||
|
CONFIG.river_min_height as f64
|
|||
|
} else {
|
|||
|
(almost_velocity / width).powf(3.0 / 5.0)
|
|||
|
};
|
|||
|
|
|||
|
// We can now weight the river's drainage by its direction, which we use to help improve
|
|||
|
// the slope of the downhill node.
|
|||
|
let river_direction = Vec3::new(
|
|||
|
neighbor_dim.x,
|
|||
|
neighbor_dim.y,
|
|||
|
(dz as f64).signum() * (dz as f64),
|
|||
|
);
|
|||
|
|
|||
|
// Now, we can check whether this is "really" a river.
|
|||
|
// Currently, we just check that width and height are at least 0.5 and
|
|||
|
// CONFIG.river_min_height.
|
|||
|
let river = &rivers[chunk_idx];
|
|||
|
let is_river = river.is_river() || width >= 0.5 && height >= CONFIG.river_min_height as f64;
|
|||
|
let mut downhill_river = &mut rivers[downhill_idx];
|
|||
|
|
|||
|
if is_river {
|
|||
|
// Provisionally make the downhill chunk a river as well.
|
|||
|
downhill_river.river_kind = Some(RiverKind::River {
|
|||
|
cross_section: Vec2::default(),
|
|||
|
});
|
|||
|
|
|||
|
// Additionally, if the cross-sectional area for this river exceeds the max river
|
|||
|
// width, the river is overflowing the two chunks adjacent to it, which we'd prefer to
|
|||
|
// avoid since only its two immediate neighbors (orthogonal to the downhill direction)
|
|||
|
// are guaranteed uphill of it.
|
|||
|
// Solving this properly most likely requires modifying the erosion model to
|
|||
|
// take channel width into account, which is a formidable task that likely requires
|
|||
|
// rethinking the current grid-based erosion model (or at least, requires tracking some
|
|||
|
// edges that aren't implied by the grid graph). For now, we will solve this problem
|
|||
|
// by making the river deeper when it hits the max width, until it consumes all the
|
|||
|
// available energy in this part of the river.
|
|||
|
let max_width = TerrainChunkSize::RECT_SIZE.x as f64 * CONFIG.river_max_width as f64;
|
|||
|
if width > max_width {
|
|||
|
width = max_width;
|
|||
|
height = (almost_velocity / width).powf(3.0 / 5.0);
|
|||
|
}
|
|||
|
}
|
|||
|
// Now we can compute the river's approximate velocity magnitude as well, as
|
|||
|
let velocity_magnitude =
|
|||
|
1.0 / CONFIG.river_roughness as f64 * height.powf(2.0 / 3.0) * slope_sqrt;
|
|||
|
|
|||
|
// Set up the river's cross-sectional area.
|
|||
|
let cross_section = Vec2::new(width as f32, height as f32);
|
|||
|
// Set up the river's velocity vector.
|
|||
|
let mut velocity = river_direction;
|
|||
|
velocity.normalize();
|
|||
|
velocity *= velocity_magnitude;
|
|||
|
|
|||
|
let mut river = &mut rivers[chunk_idx];
|
|||
|
// NOTE: Not trying to do this more cleverly because we want to keep the river's neighbors.
|
|||
|
// TODO: Actually put something in the neighbors.
|
|||
|
river.velocity = velocity.map(|e| e as f32);
|
|||
|
river.spline_derivative = river_spline_derivative;
|
|||
|
river.river_kind = if is_river {
|
|||
|
Some(RiverKind::River { cross_section })
|
|||
|
} else {
|
|||
|
None
|
|||
|
};
|
|||
|
}
|
|||
|
rivers
|
|||
|
}
|
|||
|
|
|||
|
/// Precompute the maximum slope at all points.
|
|||
|
///
|
|||
|
/// TODO: See if allocating in advance is worthwhile.
|
|||
|
fn get_max_slope(h: &[f32], rock_strength_nz: &(impl NoiseFn<Point3<f64>> + Sync)) -> Box<[f32]> {
|
|||
|
const MIN_MAX_ANGLE: f64 = 6.0 / 360.0 * 2.0 * f64::consts::PI;
|
|||
|
const MAX_MAX_ANGLE: f64 = 54.0 / 360.0 * 2.0 * f64::consts::PI;
|
|||
|
const MAX_ANGLE_RANGE: f64 = MAX_MAX_ANGLE - MIN_MAX_ANGLE;
|
|||
|
h.par_iter()
|
|||
|
.enumerate()
|
|||
|
.map(|(posi, &z)| {
|
|||
|
let wposf = (uniform_idx_as_vec2(posi)).map(|e| e as f64);
|
|||
|
let wposz = z as f64 * CONFIG.mountain_scale as f64;
|
|||
|
// Normalized to be between 6 and and 54 degrees.
|
|||
|
let div_factor = 32.0;
|
|||
|
let rock_strength = rock_strength_nz
|
|||
|
.get([wposf.x / div_factor, wposf.y / div_factor, wposz])
|
|||
|
.max(-1.0)
|
|||
|
.min(1.0)
|
|||
|
* 0.5
|
|||
|
+ 0.5;
|
|||
|
// Powering rock_strength^((1.25 - z)^6) means the maximum angle increases with z, but
|
|||
|
// not too fast. At z = 0.25 the angle is not affected at all, below it the angle is
|
|||
|
// lower, and above it the angle is higher.
|
|||
|
//
|
|||
|
// Logistic regression. Make sure x ∈ (0, 1).
|
|||
|
let logit = |x: f64| x.ln() - (-x).ln_1p();
|
|||
|
// 0.5 + 0.5 * tanh(ln(1 / (1 - 0.1) - 1) / (2 * (sqrt(3)/pi)))
|
|||
|
let logistic_2_base = 3.0f64.sqrt() * f64::consts::FRAC_2_PI;
|
|||
|
// Assumes μ = 0, σ = 1
|
|||
|
let logistic_cdf = |x: f64| (x / logistic_2_base).tanh() * 0.5 + 0.5;
|
|||
|
|
|||
|
// We do log-odds against center, so that our log odds are 0 when x = 0.25, lower when x is
|
|||
|
// lower, and higher when x is higher.
|
|||
|
//
|
|||
|
// TODO: Make all this stuff configurable... but honestly, it's so complicated that I'm not
|
|||
|
// sure anyone would be able to usefully tweak them on a per-map basis? Plus it's just a
|
|||
|
// hacky heuristic anyway.
|
|||
|
let center = 0.25;
|
|||
|
let delta = 0.05;
|
|||
|
let dmin = center - delta;
|
|||
|
let dmax = center + delta;
|
|||
|
let log_odds = |x: f64| logit(x) - logit(center);
|
|||
|
let rock_strength = logistic_cdf(
|
|||
|
1.0 * logit(rock_strength.min(1.0f64 - 1e-7).max(1e-7))
|
|||
|
+ 1.0 * log_odds((z as f64).min(dmax).max(dmin)),
|
|||
|
);
|
|||
|
let max_slope = (rock_strength * MAX_ANGLE_RANGE + MIN_MAX_ANGLE).tan();
|
|||
|
max_slope as f32
|
|||
|
})
|
|||
|
.collect::<Vec<_>>()
|
|||
|
.into_boxed_slice()
|
|||
|
}
|
|||
|
|
|||
|
/// Erode all chunks by amount.
|
|||
|
///
|
|||
|
/// Our equation is:
|
|||
|
///
|
|||
|
/// dh(p) / dt = uplift(p)−k * A(p)^m * slope(p)^n
|
|||
|
///
|
|||
|
/// where A(p) is the drainage area at p, m and n are constants
|
|||
|
/// (we choose m = 0.5 and n = 1), and k is a constant. We choose
|
|||
|
///
|
|||
|
/// k = 2.244 * uplift.max() / (desired_max_height)
|
|||
|
///
|
|||
|
/// since this tends to produce mountains of max height desired_max_height; and we set
|
|||
|
/// desired_max_height = 1.0 to reflect limitations of mountain scale.
|
|||
|
///
|
|||
|
/// This algorithm does this in four steps:
|
|||
|
///
|
|||
|
/// 1. Sort the nodes in h by height (so the lowest node by altitude is first in the
|
|||
|
/// list, and the highest node by altitude is last).
|
|||
|
/// 2. Iterate through the list in *reverse.* For each node, we compute its drainage area as
|
|||
|
/// the sum of the drainage areas of its "children" nodes (i.e. the nodes with directed edges to
|
|||
|
/// this node). To do this efficiently, we start with the "leaves" (the highest nodes), which
|
|||
|
/// have no neighbors higher than them, hence no directed edges to them. We add their area to
|
|||
|
/// themselves, and then to all neighbors that they flow into (their "ancestors" in the flow
|
|||
|
/// graph); currently, this just means the node immediately downhill of this node.
|
|||
|
/// As we go lower, we know that all our "children" already had their areas computed, which
|
|||
|
/// means that we can repeat the process in order to derive all the final areas.
|
|||
|
/// 3. Now, iterate through the list in *order.* Whether we used the filling method to compute a
|
|||
|
/// "filled" version of each depression, or used the lake connection algoirthm described in [1],
|
|||
|
/// each node is guaranteed to have zero or one drainage edges out, representing the direction
|
|||
|
/// of water flow for that node. For nodes i with zero drainage edges out (boundary nodes and
|
|||
|
/// lake bottoms) we set the slope to 0 (so the change in altitude is uplift(i))
|
|||
|
/// For nodes with at least one drainage edge out, we take advantage of the fact that we are
|
|||
|
/// computing new heights in order and rewrite our equation as (letting j = downhill[i], A[i]
|
|||
|
/// be the computed area of point i, p(i) be the x-y position of point i,
|
|||
|
/// flux(i) = k * A[i]^m / ((p(i) - p(j)).magnitude()), and δt = 1):
|
|||
|
///
|
|||
|
/// h[i](t + dt) = h[i](t) + δt * (uplift[i] + flux(i) * h[j](t + δt)) / (1 + flux(i) * δt).
|
|||
|
///
|
|||
|
/// Since we compute heights in ascending order by height, and j is downhill from i, h[j] will
|
|||
|
/// always be the *new* h[j](t + δt), while h[i] will still not have been computed yet, so we
|
|||
|
/// only need to visit each node once.
|
|||
|
///
|
|||
|
/// [1] Guillaume Cordonnier, Jean Braun, Marie-Paule Cani, Bedrich Benes, Eric Galin, et al..
|
|||
|
/// Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion.
|
|||
|
/// Computer Graphics Forum, Wiley, 2016, Proc. EUROGRAPHICS 2016, 35 (2), pp.165-175.
|
|||
|
/// ⟨10.1111/cgf.12820⟩. ⟨hal-01262376⟩
|
|||
|
///
|
|||
|
fn erode(
|
|||
|
h: &mut [f32],
|
|||
|
erosion_base: f32,
|
|||
|
max_uplift: f32,
|
|||
|
_seed: &RandomField,
|
|||
|
rock_strength_nz: &(impl NoiseFn<Point3<f64>> + Sync),
|
|||
|
uplift: impl Fn(usize) -> f32,
|
|||
|
is_ocean: impl Fn(usize) -> bool + Sync,
|
|||
|
) {
|
|||
|
log::info!("Done draining...");
|
|||
|
let mmaxh = 1.0;
|
|||
|
let k = erosion_base as f64 + 2.244 / mmaxh as f64 * max_uplift as f64;
|
|||
|
let ((dh, indirection, newh, area), max_slope) = rayon::join(
|
|||
|
|| {
|
|||
|
let mut dh = downhill(h, |posi| is_ocean(posi));
|
|||
|
log::info!("Computed downhill...");
|
|||
|
let (boundary_len, indirection, newh) = get_lakes(&h, &mut dh);
|
|||
|
log::info!("Got lakes...");
|
|||
|
let area = get_drainage(&newh, &dh, boundary_len);
|
|||
|
log::info!("Got flux...");
|
|||
|
(dh, indirection, newh, area)
|
|||
|
},
|
|||
|
|| {
|
|||
|
let max_slope = get_max_slope(h, rock_strength_nz);
|
|||
|
log::info!("Got max slopes...");
|
|||
|
max_slope
|
|||
|
},
|
|||
|
);
|
|||
|
|
|||
|
assert!(h.len() == dh.len() && dh.len() == area.len());
|
|||
|
// max angle of slope depends on rock strength, which is computed from noise function.
|
|||
|
let neighbor_coef = TerrainChunkSize::RECT_SIZE.map(|e| e as f64);
|
|||
|
let chunk_area = neighbor_coef.x * neighbor_coef.y;
|
|||
|
// Iterate in ascending height order.
|
|||
|
let mut maxh = 0.0;
|
|||
|
let mut nland = 0usize;
|
|||
|
let mut sums = 0.0;
|
|||
|
let mut sumh = 0.0;
|
|||
|
for &posi in &*newh {
|
|||
|
let posi = posi as usize;
|
|||
|
let posj = dh[posi];
|
|||
|
if posj < 0 {
|
|||
|
if posj == -1 {
|
|||
|
panic!("Disconnected lake!");
|
|||
|
}
|
|||
|
// Egress with no outgoing flows.
|
|||
|
} else {
|
|||
|
nland += 1;
|
|||
|
let posj = posj as usize;
|
|||
|
let dxy = (uniform_idx_as_vec2(posi) - uniform_idx_as_vec2(posj)).map(|e| e as f64);
|
|||
|
|
|||
|
// Has an outgoing flow edge (posi, posj).
|
|||
|
// flux(i) = k * A[i]^m / ((p(i) - p(j)).magnitude()), and δt = 1
|
|||
|
let neighbor_distance = (neighbor_coef * dxy).magnitude();
|
|||
|
// Since the area is in meters^(2m) and neighbor_distance is in m, so long as m = 0.5,
|
|||
|
// we have meters^(1) / meters^(1), so they should cancel out. Otherwise, we would
|
|||
|
// want to divide neighbor_distance by CONFIG.mountain_scale and area[posi] by
|
|||
|
// CONFIG.mountain_scale^2, to make sure we were working in the correct units for dz
|
|||
|
// (which has 1.0 height unit = CONFIG.mountain_scale meters).
|
|||
|
let flux = k * (chunk_area * area[posi] as f64).sqrt() / neighbor_distance;
|
|||
|
// h[i](t + dt) = (h[i](t) + δt * (uplift[i] + flux(i) * h[j](t + δt))) / (1 + flux(i) * δt).
|
|||
|
// NOTE: posj has already been computed since it's downhill from us.
|
|||
|
let h_j = h[posj] as f64;
|
|||
|
let old_h_i = h[posi] as f64;
|
|||
|
let mut new_h_i = (old_h_i + (uplift(posi) as f64 + flux * h_j)) / (1.0 + flux);
|
|||
|
// Find out if this is a lake bottom.
|
|||
|
let indirection_idx = indirection[posi];
|
|||
|
let is_lake_bottom = indirection_idx < 0;
|
|||
|
// Test the slope.
|
|||
|
let max_slope = max_slope[posi] as f64;
|
|||
|
let dz = (new_h_i - h_j) * CONFIG.mountain_scale as f64;
|
|||
|
let mag_slope = dz.abs() / neighbor_distance;
|
|||
|
let _fake_neighbor = is_lake_bottom && dxy.x.abs() > 1.0 && dxy.y.abs() > 1.0;
|
|||
|
// If you're on the lake bottom and not right next to your neighbor, don't compute a
|
|||
|
// slope.
|
|||
|
if
|
|||
|
/* !is_lake_bottom */ /* !fake_neighbor */
|
|||
|
true {
|
|||
|
if
|
|||
|
/* !is_lake_bottom && */
|
|||
|
mag_slope > max_slope {
|
|||
|
// println!("old slope: {:?}, new slope: {:?}, dz: {:?}, h_j: {:?}, new_h_i: {:?}", mag_slope, max_slope, dz, h_j, new_h_i);
|
|||
|
// Thermal erosion says this can't happen, so we reduce dh_i to make the slope
|
|||
|
// exactly max_slope.
|
|||
|
// max_slope = (old_h_i + dh - h_j) * CONFIG.mountain_scale / NEIGHBOR_DISTANCE
|
|||
|
// dh = max_slope * NEIGHBOR_DISTANCE / CONFIG.mountain_scale + h_j - old_h_i.
|
|||
|
let slope = dz.signum() * max_slope;
|
|||
|
sums += max_slope;
|
|||
|
new_h_i = slope * neighbor_distance / CONFIG.mountain_scale as f64 + h_j;
|
|||
|
} else {
|
|||
|
sums += mag_slope;
|
|||
|
// Just use the computed rate.
|
|||
|
}
|
|||
|
h[posi] = new_h_i as f32;
|
|||
|
sumh += new_h_i;
|
|||
|
}
|
|||
|
}
|
|||
|
maxh = h[posi].max(maxh);
|
|||
|
}
|
|||
|
log::info!(
|
|||
|
"Done eroding (max height: {:?}) (avg height: {:?}) (avg slope: {:?})",
|
|||
|
maxh,
|
|||
|
if nland == 0 {
|
|||
|
f64::INFINITY
|
|||
|
} else {
|
|||
|
sumh / nland as f64
|
|||
|
},
|
|||
|
if nland == 0 {
|
|||
|
f64::INFINITY
|
|||
|
} else {
|
|||
|
sums / nland as f64
|
|||
|
},
|
|||
|
);
|
|||
|
}
|
|||
|
|
|||
|
/// The Planchon-Darboux algorithm for extracting drainage networks.
|
|||
|
///
|
|||
|
/// http://horizon.documentation.ird.fr/exl-doc/pleins_textes/pleins_textes_7/sous_copyright/010031925.pdf
|
|||
|
///
|
|||
|
/// See https://github.com/mewo2/terrain/blob/master/terrain.js
|
|||
|
pub fn fill_sinks(
|
|||
|
h: impl Fn(usize) -> f32 + Sync,
|
|||
|
is_ocean: impl Fn(usize) -> bool + Sync,
|
|||
|
) -> Box<[f32]> {
|
|||
|
// NOTE: We are using the "exact" version of depression-filling, which is slower but doesn't
|
|||
|
// change altitudes.
|
|||
|
let epsilon = /*1.0 / (1 << 7) as f32 / CONFIG.mountain_scale*/0.0;
|
|||
|
let infinity = f32::INFINITY;
|
|||
|
let range = 0..WORLD_SIZE.x * WORLD_SIZE.y;
|
|||
|
let oldh = range
|
|||
|
.into_par_iter()
|
|||
|
.map(|posi| h(posi))
|
|||
|
.collect::<Vec<_>>()
|
|||
|
.into_boxed_slice();
|
|||
|
let mut newh = oldh
|
|||
|
.par_iter()
|
|||
|
.enumerate()
|
|||
|
.map(|(posi, &h)| {
|
|||
|
let is_near_edge = is_ocean(posi);
|
|||
|
if is_near_edge {
|
|||
|
h
|
|||
|
} else {
|
|||
|
infinity
|
|||
|
}
|
|||
|
})
|
|||
|
.collect::<Vec<_>>()
|
|||
|
.into_boxed_slice();
|
|||
|
|
|||
|
loop {
|
|||
|
let mut changed = false;
|
|||
|
for posi in 0..newh.len() {
|
|||
|
let nh = newh[posi];
|
|||
|
let oh = oldh[posi];
|
|||
|
if nh == oh {
|
|||
|
continue;
|
|||
|
}
|
|||
|
for nposi in neighbors(posi) {
|
|||
|
let onbh = newh[nposi];
|
|||
|
let nbh = onbh + epsilon;
|
|||
|
// If there is even one path downhill from this node's original height, fix
|
|||
|
// the node's new height to be equal to its original height, and break out of the
|
|||
|
// loop.
|
|||
|
if oh >= nbh {
|
|||
|
newh[posi] = oh;
|
|||
|
changed = true;
|
|||
|
break;
|
|||
|
}
|
|||
|
// Otherwise, we know this node's original height is below the new height of all of
|
|||
|
// its neighbors. Then, we try to choose the minimum new height among all this
|
|||
|
// node's neighbors that is (plus a constant epislon) below this node's new height.
|
|||
|
//
|
|||
|
// (If there is no such node, then the node's new height must be (minus a constant
|
|||
|
// epsilon) lower than the new height of every neighbor, but above its original
|
|||
|
// height. But this can't be true for *all* nodes, because if this is true for any
|
|||
|
// node, it is not true of any of its neighbors. So all neighbors must either be
|
|||
|
// their original heights, or we will have another iteration of the loop (one of
|
|||
|
// its neighbors was changed to its minimum neighbor). In the second case, in the
|
|||
|
// next round, all neighbor heights will be at most nh + epsilon).
|
|||
|
if nh > nbh && nbh > oh {
|
|||
|
newh[posi] = nbh;
|
|||
|
changed = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
if !changed {
|
|||
|
return newh;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// Computes which tiles are ocean tiles by
|
|||
|
|
|||
|
/// Algorithm for finding and connecting lakes. Assumes newh and downhill have already
|
|||
|
/// been computed. When a lake's value is negative, it is its own lake root, and when it is 0, it
|
|||
|
/// is on the boundary of Ω.
|
|||
|
///
|
|||
|
/// Returns a 4-tuple containing:
|
|||
|
/// - The first indirection vector (associating chunk indices with their lake's root node).
|
|||
|
/// - A list of chunks on the boundary (non-lake egress points).
|
|||
|
/// - The second indirection vector (associating chunk indices with their lake's adjacency list).
|
|||
|
/// - The adjacency list (stored in a single vector), indexed by the second indirection vector.
|
|||
|
pub fn get_lakes(h: &[f32], downhill: &mut [isize]) -> (usize, Box<[i32]>, Box<[u32]>) {
|
|||
|
// Associates each lake index with its root node (the deepest one in the lake), and a list of
|
|||
|
// adjacent lakes. The list of adjacent lakes includes the lake index of the adjacent lake,
|
|||
|
// and a node index in the adjacent lake which has a neighbor in this lake. The particular
|
|||
|
// neighbor should be the one that generates the minimum "pass height" encountered so far,
|
|||
|
// i.e. the chosen pair should minimize the maximum of the heights of the nodes in the pair.
|
|||
|
|
|||
|
// We start by taking steps to allocate an indirection vector to use for storing lake indices.
|
|||
|
// Initially, each entry in this vector will contain 0. We iterate in ascending order through
|
|||
|
// the sorted newh. If the node has downhill == -2, it is a boundary node Ω and we store it in
|
|||
|
// the boundary vector. If the node has downhill == -1, it is a fresh lake, and we store 0 in
|
|||
|
// it. If the node has non-negative downhill, we use the downhill index to find the next node
|
|||
|
// down; if the downhill node has a lake entry < 0, then downhill is a lake and its entry
|
|||
|
// can be negated to find an (over)estimate of the number of entries it needs. If the downhill
|
|||
|
// node has a non-negative entry, then its entry is the lake index for this node, so we should
|
|||
|
// access that entry and increment it, then set our own entry to it.
|
|||
|
let mut boundary = Vec::with_capacity(downhill.len());
|
|||
|
let mut indirection = vec![/*-1i32*/0i32; WORLD_SIZE.x * WORLD_SIZE.y].into_boxed_slice();
|
|||
|
|
|||
|
let mut newh = Vec::with_capacity(downhill.len());
|
|||
|
|
|||
|
// Now, we know that the sum of all the indirection nodes will be the same as the number of
|
|||
|
// nodes. We can allocate a *single* vector with 8 * nodes entries, to be used as storage
|
|||
|
// space, and augment our indirection vector with the starting index, resulting in a vector of
|
|||
|
// slices. As we go, we replace each lake entry with its index in the new indirection buffer,
|
|||
|
// allowing
|
|||
|
let mut lakes = vec![(-1, 0); /*(indirection.len() - boundary.len())*/indirection.len() * 8];
|
|||
|
let mut indirection_ = vec![0u32; indirection.len()];
|
|||
|
// First, find all the lakes.
|
|||
|
let mut lake_roots = Vec::with_capacity(downhill.len()); // Test
|
|||
|
for (chunk_idx, &dh) in (&*downhill)
|
|||
|
.into_iter()
|
|||
|
.enumerate()
|
|||
|
.filter(|(_, &dh_idx)| dh_idx < 0)
|
|||
|
{
|
|||
|
if dh == -2 {
|
|||
|
// On the boundary, add to the boundary vector.
|
|||
|
boundary.push(chunk_idx);
|
|||
|
// Still considered a lake root, though.
|
|||
|
} else if dh == -1 {
|
|||
|
lake_roots.push(chunk_idx);
|
|||
|
} else {
|
|||
|
panic!("Impossible.");
|
|||
|
}
|
|||
|
// Find all the nodes uphill from this lake. Since there is only one outgoing edge
|
|||
|
// in the "downhill" graph, this is guaranteed never to visit a node more than
|
|||
|
// once.
|
|||
|
let start = newh.len();
|
|||
|
let indirection_idx = (start * 8) as u32;
|
|||
|
// New lake root
|
|||
|
newh.push(chunk_idx as u32);
|
|||
|
let mut cur = start;
|
|||
|
while cur < newh.len() {
|
|||
|
let node = newh[cur as usize];
|
|||
|
for child in uphill(downhill, node as usize) {
|
|||
|
// lake_idx is the index of our lake root.
|
|||
|
indirection[child] = chunk_idx as i32;
|
|||
|
indirection_[child] = indirection_idx;
|
|||
|
newh.push(child as u32);
|
|||
|
}
|
|||
|
cur += 1;
|
|||
|
}
|
|||
|
// Find the number of elements pushed.
|
|||
|
let length = (cur - start) * 8;
|
|||
|
// New lake root (lakes have indirection set to -length).
|
|||
|
indirection[chunk_idx] = -(length as i32);
|
|||
|
indirection_[chunk_idx] = indirection_idx;
|
|||
|
}
|
|||
|
assert_eq!(newh.len(), downhill.len());
|
|||
|
|
|||
|
log::info!("Old lake roots: {:?}", lake_roots.len());
|
|||
|
|
|||
|
let newh = newh.into_boxed_slice();
|
|||
|
// Now, we know that the sum of all the indirection nodes will be the same as the number of
|
|||
|
// nodes. We can allocate a *single* vector with 8 * nodes entries, to be used as storage
|
|||
|
// space, and augment our indirection vector with the starting index, resulting in a vector of
|
|||
|
// slices. As we go, we replace each lake entry with its index in the new indirection buffer,
|
|||
|
// allowing
|
|||
|
for &chunk_idx_ in newh.into_iter() {
|
|||
|
let chunk_idx = chunk_idx_ as usize;
|
|||
|
let lake_idx_ = indirection_[chunk_idx];
|
|||
|
let lake_idx = lake_idx_ as usize;
|
|||
|
let height = h[chunk_idx_ as usize];
|
|||
|
// For every neighbor, check to see whether it is already set; if the neighbor is set,
|
|||
|
// its height is ≤ our height. We should search through the edge list for the
|
|||
|
// neighbor's lake to see if there's an entry; if not, we insert, and otherwise we
|
|||
|
// get its height. We do the same thing in our own lake's entry list. If the maximum
|
|||
|
// of the heights we get out from this process is greater than the maximum of this
|
|||
|
// chunk and its neighbor chunk, we switch to this new edge.
|
|||
|
for neighbor_idx in neighbors(chunk_idx) {
|
|||
|
let neighbor_height = h[neighbor_idx];
|
|||
|
let neighbor_lake_idx_ = indirection_[neighbor_idx];
|
|||
|
let neighbor_lake_idx = neighbor_lake_idx_ as usize;
|
|||
|
if neighbor_lake_idx_ < lake_idx_ {
|
|||
|
// We found an adjacent node that is not on the boundary and has already
|
|||
|
// been processed, and also has a non-matching lake. Therefore we can use
|
|||
|
// split_at_mut to get disjoint slices.
|
|||
|
let (lake, neighbor_lake) = {
|
|||
|
// println!("Okay, {:?} < {:?}", neighbor_lake_idx, lake_idx);
|
|||
|
let (neighbor_lake, lake) = lakes.split_at_mut(lake_idx);
|
|||
|
(lake, &mut neighbor_lake[neighbor_lake_idx..])
|
|||
|
};
|
|||
|
|
|||
|
// We don't actually need to know the real length here, because we've reserved
|
|||
|
// enough spaces that we should always either find a -1 (available slot) or an
|
|||
|
// entry for this chunk.
|
|||
|
'outer: for pass in lake.iter_mut() {
|
|||
|
if pass.0 == -1 {
|
|||
|
// println!("One time, in my mind, one time... (neighbor lake={:?} lake={:?})", neighbor_lake_idx, lake_idx_);
|
|||
|
*pass = (chunk_idx_ as i32, neighbor_idx as u32);
|
|||
|
// Should never run out of -1s in the neighbor lake if we didn't find
|
|||
|
// the neighbor lake in our lake.
|
|||
|
*neighbor_lake
|
|||
|
.iter_mut()
|
|||
|
.filter(|neighbor_pass| neighbor_pass.0 == -1)
|
|||
|
.next()
|
|||
|
.unwrap() = (neighbor_idx as i32, chunk_idx_);
|
|||
|
// panic!("Should never happen; maybe didn't reserve enough space in lakes?")
|
|||
|
break;
|
|||
|
} else if indirection_[pass.1 as usize] == neighbor_lake_idx_ {
|
|||
|
for neighbor_pass in neighbor_lake.iter_mut() {
|
|||
|
// Should never run into -1 while looping here, since (i, j)
|
|||
|
// and (j, i) should be added together.
|
|||
|
if indirection_[neighbor_pass.1 as usize] == lake_idx_ {
|
|||
|
let pass_height = h[neighbor_pass.1 as usize];
|
|||
|
let neighbor_pass_height = h[pass.1 as usize];
|
|||
|
if height.max(neighbor_height)
|
|||
|
< pass_height.max(neighbor_pass_height)
|
|||
|
{
|
|||
|
*pass = (chunk_idx_ as i32, neighbor_idx as u32);
|
|||
|
*neighbor_pass = (neighbor_idx as i32, chunk_idx_);
|
|||
|
}
|
|||
|
break 'outer;
|
|||
|
}
|
|||
|
}
|
|||
|
// Should always find a corresponding match in the neighbor lake if
|
|||
|
// we found the neighbor lake in our lake.
|
|||
|
let indirection_idx = indirection[chunk_idx];
|
|||
|
let lake_chunk_idx = if indirection_idx >= 0 {
|
|||
|
indirection_idx as usize
|
|||
|
} else {
|
|||
|
chunk_idx as usize
|
|||
|
};
|
|||
|
let indirection_idx = indirection[neighbor_idx];
|
|||
|
let neighbor_lake_chunk_idx = if indirection_idx >= 0 {
|
|||
|
indirection_idx as usize
|
|||
|
} else {
|
|||
|
neighbor_idx as usize
|
|||
|
};
|
|||
|
panic!(
|
|||
|
"For edge {:?} between lakes {:?}, couldn't find partner \
|
|||
|
for pass {:?}. \
|
|||
|
Should never happen; maybe forgot to set both edges?",
|
|||
|
(
|
|||
|
(chunk_idx, uniform_idx_as_vec2(chunk_idx as usize)),
|
|||
|
(neighbor_idx, uniform_idx_as_vec2(neighbor_idx as usize))
|
|||
|
),
|
|||
|
(
|
|||
|
(
|
|||
|
lake_chunk_idx,
|
|||
|
uniform_idx_as_vec2(lake_chunk_idx as usize),
|
|||
|
lake_idx_
|
|||
|
),
|
|||
|
(
|
|||
|
neighbor_lake_chunk_idx,
|
|||
|
uniform_idx_as_vec2(neighbor_lake_chunk_idx as usize),
|
|||
|
neighbor_lake_idx_
|
|||
|
)
|
|||
|
),
|
|||
|
(
|
|||
|
(pass.0, uniform_idx_as_vec2(pass.0 as usize)),
|
|||
|
(pass.1, uniform_idx_as_vec2(pass.1 as usize))
|
|||
|
),
|
|||
|
);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Now it's time to calculate the lake connections graph T_L covering G_L.
|
|||
|
let mut candidates = BinaryHeap::with_capacity(indirection.len());
|
|||
|
// let mut pass_flows : Vec<i32> = vec![-1; indirection.len()];
|
|||
|
|
|||
|
// We start by going through each pass, deleting the ones that point out of boundary nodes and
|
|||
|
// adding ones that point into boundary nodes from non-boundary nodes.
|
|||
|
for edge in &mut lakes {
|
|||
|
let edge: &mut (i32, u32) = edge;
|
|||
|
// Only consider valid elements.
|
|||
|
if edge.0 == -1 {
|
|||
|
continue;
|
|||
|
}
|
|||
|
// Check to see if this edge points out *from* a boundary node.
|
|||
|
// Delete it if so.
|
|||
|
let from = edge.0 as usize;
|
|||
|
let indirection_idx = indirection[from];
|
|||
|
let lake_idx = if indirection_idx < 0 {
|
|||
|
from
|
|||
|
} else {
|
|||
|
indirection_idx as usize
|
|||
|
};
|
|||
|
if downhill[lake_idx] == -2 {
|
|||
|
edge.0 = -1;
|
|||
|
continue;
|
|||
|
}
|
|||
|
// This edge is not pointing out from a boundary node.
|
|||
|
// Check to see if this edge points *to* a boundary node.
|
|||
|
// Add it to the candidate set if so.
|
|||
|
let to = edge.1 as usize;
|
|||
|
let indirection_idx = indirection[to];
|
|||
|
let lake_idx = if indirection_idx < 0 {
|
|||
|
to
|
|||
|
} else {
|
|||
|
indirection_idx as usize
|
|||
|
};
|
|||
|
if downhill[lake_idx] == -2 {
|
|||
|
// Find the pass height
|
|||
|
let pass = h[from].max(h[to]);
|
|||
|
candidates.push(Reverse((
|
|||
|
NotNan::new(pass).unwrap(),
|
|||
|
(edge.0 as u32, edge.1),
|
|||
|
)));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
let mut pass_flows_sorted: Vec<usize> = Vec::with_capacity(indirection.len());
|
|||
|
|
|||
|
// Now all passes pointing to the boundary are in candidates.
|
|||
|
// As long as there are still candidates, we continue...
|
|||
|
// NOTE: After a lake is added to the stream tree, the lake bottom's indirection entry no
|
|||
|
// longer negates its maximum number of passes, but the lake side of the chosen pass. As such,
|
|||
|
// we should make sure not to rely on using it this way afterwards.
|
|||
|
// provides information about the number of candidate passes in a lake.
|
|||
|
'outer_final_pass: while let Some(Reverse((_, (chunk_idx, neighbor_idx)))) = candidates.pop() {
|
|||
|
// We have the smallest candidate.
|
|||
|
let lake_idx = indirection_[chunk_idx as usize] as usize;
|
|||
|
let indirection_idx = indirection[chunk_idx as usize];
|
|||
|
let lake_chunk_idx = if indirection_idx >= 0 {
|
|||
|
indirection_idx as usize
|
|||
|
} else {
|
|||
|
chunk_idx as usize
|
|||
|
};
|
|||
|
if downhill[lake_chunk_idx] >= 0 {
|
|||
|
// Candidate lake has already been connected.
|
|||
|
continue;
|
|||
|
}
|
|||
|
// println!("Got here...");
|
|||
|
assert_eq!(downhill[lake_chunk_idx], -1);
|
|||
|
// Candidate lake has not yet been connected, and is the lowest candidate.
|
|||
|
// Delete all other outgoing edges.
|
|||
|
let max_len = -if indirection_idx < 0 {
|
|||
|
indirection_idx
|
|||
|
} else {
|
|||
|
indirection[indirection_idx as usize]
|
|||
|
} as usize;
|
|||
|
// Add this chunk to the tree.
|
|||
|
downhill[lake_chunk_idx] = neighbor_idx as isize;
|
|||
|
// Also set the indirection of the lake bottom to the negation of the
|
|||
|
// lake side of the chosen pass (chunk_idx).
|
|||
|
// NOTE: This can't overflow i32 because WORLD_SIZE.x * WORLD_SIZE.y should fit in an i32.
|
|||
|
indirection[lake_chunk_idx] = -(chunk_idx as i32);
|
|||
|
// Add this edge to the sorted list.
|
|||
|
pass_flows_sorted.push(lake_chunk_idx);
|
|||
|
// pass_flows_sorted.push((chunk_idx as u32, neighbor_idx as u32));
|
|||
|
for edge in &mut lakes[lake_idx..lake_idx + max_len] {
|
|||
|
if *edge == (chunk_idx as i32, neighbor_idx as u32) {
|
|||
|
// Skip deleting this edge.
|
|||
|
continue;
|
|||
|
}
|
|||
|
// Delete the old edge, and remember it.
|
|||
|
let edge = mem::replace(edge, (-1, 0));
|
|||
|
if edge.0 == -1 {
|
|||
|
// Don't fall off the end of the list.
|
|||
|
break;
|
|||
|
}
|
|||
|
// Don't add incoming pointers from already-handled lakes or boundary nodes.
|
|||
|
let indirection_idx = indirection[edge.1 as usize];
|
|||
|
let neighbor_lake_idx = if indirection_idx < 0 {
|
|||
|
edge.1 as usize
|
|||
|
} else {
|
|||
|
indirection_idx as usize
|
|||
|
};
|
|||
|
if downhill[neighbor_lake_idx] != -1 {
|
|||
|
continue;
|
|||
|
}
|
|||
|
// Find the pass height
|
|||
|
let pass = h[edge.0 as usize].max(h[edge.1 as usize]);
|
|||
|
// Put the reverse edge in candidates, sorted by height, then chunk idx, and finally
|
|||
|
// neighbor idx.
|
|||
|
candidates.push(Reverse((
|
|||
|
NotNan::new(pass).unwrap(),
|
|||
|
(edge.1, edge.0 as u32),
|
|||
|
)));
|
|||
|
}
|
|||
|
// println!("I am a pass: {:?}", (uniform_idx_as_vec2(chunk_idx as usize), uniform_idx_as_vec2(neighbor_idx as usize)));
|
|||
|
}
|
|||
|
log::info!("Total lakes: {:?}", pass_flows_sorted.len());
|
|||
|
|
|||
|
// Perform the bfs once again.
|
|||
|
let mut newh = Vec::with_capacity(downhill.len());
|
|||
|
(&*boundary)
|
|||
|
.iter()
|
|||
|
.chain(pass_flows_sorted.iter())
|
|||
|
.for_each(|&chunk_idx| {
|
|||
|
// Find all the nodes uphill from this lake. Since there is only one outgoing edge
|
|||
|
// in the "downhill" graph, this is guaranteed never to visit a node more than
|
|||
|
// once.
|
|||
|
let start = newh.len();
|
|||
|
// New lake root
|
|||
|
newh.push(chunk_idx as u32);
|
|||
|
let mut cur = start;
|
|||
|
while cur < newh.len() {
|
|||
|
let node = newh[cur as usize];
|
|||
|
|
|||
|
for child in uphill(downhill, node as usize) {
|
|||
|
// lake_idx is the index of our lake root.
|
|||
|
// Check to make sure child (flowing into us) isn't a lake.
|
|||
|
if indirection[child] >= 0
|
|||
|
/* Note: equal to chunk_idx should be same */
|
|||
|
{
|
|||
|
assert!(h[child] >= h[node as usize]);
|
|||
|
newh.push(child as u32);
|
|||
|
}
|
|||
|
}
|
|||
|
cur += 1;
|
|||
|
}
|
|||
|
});
|
|||
|
assert_eq!(newh.len(), downhill.len());
|
|||
|
(boundary.len(), indirection, newh.into_boxed_slice())
|
|||
|
}
|
|||
|
|
|||
|
/// Perform erosion n times.
|
|||
|
pub fn do_erosion(
|
|||
|
erosion_base: f32,
|
|||
|
_max_uplift: f32,
|
|||
|
n: usize,
|
|||
|
seed: &RandomField,
|
|||
|
rock_strength_nz: &(impl NoiseFn<Point3<f64>> + Sync),
|
|||
|
oldh: impl Fn(usize) -> f32 + Sync,
|
|||
|
is_ocean: impl Fn(usize) -> bool + Sync,
|
|||
|
uplift: impl Fn(usize) -> f32 + Sync,
|
|||
|
) -> Box<[f32]> {
|
|||
|
let oldh_ = (0..WORLD_SIZE.x * WORLD_SIZE.y)
|
|||
|
.into_par_iter()
|
|||
|
.map(|posi| oldh(posi))
|
|||
|
.collect::<Vec<_>>()
|
|||
|
.into_boxed_slice();
|
|||
|
// TODO: Don't do this, maybe?
|
|||
|
// (To elaborate, maybe we should have varying uplift or compute it some other way).
|
|||
|
let uplift = (0..oldh_.len())
|
|||
|
.into_par_iter()
|
|||
|
.map(|posi| uplift(posi))
|
|||
|
.collect::<Vec<_>>()
|
|||
|
.into_boxed_slice();
|
|||
|
let sum_uplift = uplift
|
|||
|
.into_par_iter()
|
|||
|
.cloned()
|
|||
|
.map(|e| e as f64)
|
|||
|
.sum::<f64>();
|
|||
|
log::info!("Sum uplifts: {:?}", sum_uplift);
|
|||
|
|
|||
|
let max_uplift = uplift
|
|||
|
.into_par_iter()
|
|||
|
.cloned()
|
|||
|
.max_by(|a, b| a.partial_cmp(&b).unwrap())
|
|||
|
.unwrap();
|
|||
|
log::info!("Max uplift: {:?}", max_uplift);
|
|||
|
let mut h = oldh_;
|
|||
|
for i in 0..n {
|
|||
|
log::info!("Erosion iteration #{:?}", i);
|
|||
|
erode(
|
|||
|
&mut h,
|
|||
|
erosion_base,
|
|||
|
max_uplift,
|
|||
|
seed,
|
|||
|
rock_strength_nz,
|
|||
|
|posi| uplift[posi],
|
|||
|
|posi| is_ocean(posi),
|
|||
|
);
|
|||
|
}
|
|||
|
h
|
|||
|
}
|