Tooling
This commit is contained in:
@@ -98,10 +98,57 @@ type Input struct {
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Sea []bool // the continent mask's ocean: the cells the solve held at base level
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SeaLevelM float64 // the base level the solve used, and the datum every depth here is measured from
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BreakM float64 // depth at the shelf break, positive metres
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AbyssM float64 // depth of the abyssal floor, positive metres
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Flow []float32
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Seed int64
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Cfg manifest.Coast
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// AbyssM is how deep the open ocean is, in positive metres, and Abyss is the same thing per cell when a
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// world has one. A painted planet does: its sea classes carry their own `depth_m`, so the ocean is
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// already laid at several depths before this pass runs, and a derived shelf that bottomed out at one
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// global abyss would put a step at the shelf break wherever the two disagreed. Nil falls back to AbyssM,
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// which is what the square canvas has and what every caller had before.
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AbyssM float64
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Abyss []float32
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// WrapX says the grid is a cylinder: column W-1 and column 0 are neighbours. A planet is measured once,
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// whole, so every march, every ray and every running sum in this pass has to cross the seam - the
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// alternative is a shelf, a fetch and a sediment budget that all stop dead at one meridian.
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WrapX bool
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// NoisePeriodM is how far the sea-floor roughness runs before it repeats. It has to divide the
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// circumference exactly on a cylinder or the noise breaks at the seam like every other field; zero means
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// the flat-grid default, which is a multiple of the roughness wavelength and repeats wherever it likes
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// because a flat grid has no seam to break.
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NoisePeriodM float64
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Flow []float32
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Seed int64
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Cfg manifest.Coast
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}
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// abyssAt is how deep the open ocean is at one cell.
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func (in Input) abyssAt(i int) float64 {
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if in.Abyss != nil {
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return float64(in.Abyss[i])
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}
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return in.AbyssM
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}
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// col brings a column index onto the grid: wrapped on a cylinder, refused past the edge of a flat one.
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func (g *Geometry) col(x int) (int, bool) {
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if g.WrapX {
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return ((x % g.W) + g.W) % g.W, true
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}
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if x < 0 || x >= g.W {
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return 0, false
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}
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return x, true
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}
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// distAt reads the signed distance field with X wrapped on a cylinder and clamped otherwise. Y always clamps,
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// because the top and bottom of the map are the poles and not each other.
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func (g *Geometry) distAt(x, y int) float64 {
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if g.WrapX {
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x = ((x % g.W) + g.W) % g.W
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}
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return float64(g.Dist.AtClamped(x, y))
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}
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// Result is the geometry the pass built and the accounting it kept.
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@@ -167,7 +214,7 @@ func Build(in Input) *Result {
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w, ht := h.W, h.H
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cellArea := h.CellM * h.CellM
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g := Measure(in.Sea, w, ht, h.CellM)
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g := MeasureWrapped(in.Sea, w, ht, h.CellM, in.WrapX)
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res := &Result{Geometry: g, Exposure: field.NewLike(h), Change: field.NewLike(h)}
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// Disabled, or a map with no coast on it: the sea floor is the flat plane at the abyssal depth, which is
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@@ -175,10 +222,11 @@ func Build(in Input) *Result {
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if !in.Cfg.Enabled || len(g.Waterline) == 0 {
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for i := range in.Sea {
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if in.Sea[i] {
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h.Data[i] = float32(in.SeaLevelM - in.AbyssM)
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h.Data[i] = float32(in.SeaLevelM - in.abyssAt(i))
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}
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}
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res.finish(h.Clone(), in)
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copy(res.Change.Data, h.Data)
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res.finish(in)
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return res
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}
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@@ -189,20 +237,23 @@ func Build(in Input) *Result {
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// earlier it would be a map of the sea floor: the ocean cells go from sea level to -180 m in one step, and
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// a few hundred metres of that swamps the few metres the surf and the sediment move, which is the thing
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// the map exists to show.
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before := h.Clone()
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// The "before" snapshot and the change map are the same array. Change is h minus before, so the snapshot
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// is taken *into* the field that will hold the answer and subtracted from in place at the end - one field
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// of 304 MB at planet scale rather than two, for a picture.
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copy(res.Change.Data, h.Data)
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shoreExposure := fetch(g, in)
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res.Stats.ExposureP10, res.Stats.ExposureP50, res.Stats.ExposureP90 = shorePercentiles(shoreExposure, g)
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res.Stats.ExposureP10, res.Stats.ExposureP50, res.Stats.ExposureP90 = shorePercentiles(shoreExposure)
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carried := field.NewLike(h)
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for i, ref := range g.Ref {
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if ref >= 0 {
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carried.Data[i] = shoreExposure.Data[ref]
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carried.Data[i] = shoreExposure[ref]
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}
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}
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// Smoothed for the same reason the shelf width is: carrying a per-shore value by "the stretch nearest to
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// you" partitions the map into Voronoi wedges, and a wedge boundary inside the deposition band would put
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// a straight edge through a beach.
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res.Exposure = boxMean(carried, int(exposureSmoothM/h.CellM+0.5), 2)
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res.Exposure = boxMean(carried, int(exposureSmoothM/h.CellM+0.5), 2, g.WrapX)
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cut := plane(h, g, res.Exposure, in)
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@@ -210,14 +261,21 @@ func Build(in Input) *Result {
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// waterline cell, so a parallel loop would be accumulating into the same slot from several goroutines and
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// the float sum would depend on who got there first. Cross-cutting rule 12 is not negotiable here, and
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// one linear pass over the grid costs nothing next to the solve.
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supply := make([]float64, w*ht)
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// One entry per *waterline cell*, not per grid cell. There are a few hundred thousand of the first and
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// tens of millions of the second, and this used to be the second: 608 MB at planet scale for an array
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// that is only ever read at the shore. See Geometry.Ref.
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supply := make([]float64, len(g.Waterline))
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var cutM3, planedCells float64
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for i, c := range cut.Data {
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if c <= 0 {
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continue
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}
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ref := g.Ref[i]
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if ref < 0 {
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continue // no shore to credit it to; cannot happen for a cell the surf reached, but cheap to say
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}
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v := float64(c) * cellArea
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supply[g.Ref[i]] += v
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supply[ref] += v
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cutM3 += v
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planedCells++
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}
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@@ -235,7 +293,7 @@ func Build(in Input) *Result {
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res.Stats.BackshoreM = backshore
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res.Stats.BackshoreP90M = backshoreP90
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res.Stats.ShelfPctSea = shelfFraction(g, in, shelfW)
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res.finish(before, in)
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res.finish(in)
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return res
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}
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@@ -245,12 +303,13 @@ func Build(in Input) *Result {
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// beach the pass built out of cliff debris is land, and a low headland it planed under the waterline is not.
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// The statistics and the preview both ask what is above sea level, so they get an answer about the terrain
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// rather than about the mask that seeded it.
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func (r *Result) finish(before *field.Field, in Input) {
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func (r *Result) finish(in Input) {
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h := in.Height
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r.Sea = make([]bool, len(h.Data))
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sea, beach, drowned := 0, 0, 0
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for i := range h.Data {
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r.Change.Data[i] = h.Data[i] - before.Data[i]
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// Change came in holding the *before* heights; it leaves holding the difference.
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r.Change.Data[i] = h.Data[i] - r.Change.Data[i]
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r.Sea[i] = float64(h.Data[i]) < in.SeaLevelM
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if r.Sea[i] {
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sea++
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@@ -283,7 +342,7 @@ func (r *Result) finish(before *field.Field, in Input) {
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// hundred metres turns the wedge boundaries back into what they should have been, a shelf whose width varies
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// smoothly along the coast.
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func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
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out := field.NewLike(h)
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out := make([]float32, len(g.Waterline))
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steps := int(backshoreM/h.CellM + 0.5)
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lo := in.Cfg.ShelfKm.Lo() * 1000
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hi := in.Cfg.ShelfKm.Hi() * 1000
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@@ -295,8 +354,8 @@ func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
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for n := a; n < b; n++ {
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i := int(g.Waterline[n])
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x, y := i%g.W, i/g.W
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dx := float64(g.Dist.AtClamped(x+1, y) - g.Dist.AtClamped(x-1, y))
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dy := float64(g.Dist.AtClamped(x, y+1) - g.Dist.AtClamped(x, y-1))
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dx := g.distAt(x+1, y) - g.distAt(x-1, y)
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dy := g.distAt(x, y+1) - g.distAt(x, y-1)
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l := math.Hypot(dx, dy)
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if l < 1e-6 {
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dx, dy, l = 1, 0, 1
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@@ -304,9 +363,9 @@ func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
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dx, dy = dx/l, dy/l
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var relief float64
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for t := 1; t <= steps; t++ {
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px := x + int(math.Round(dx*float64(t)))
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px, ok := g.col(x + int(math.Round(dx*float64(t))))
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py := y + int(math.Round(dy*float64(t)))
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if px < 0 || py < 0 || px >= g.W || py >= g.H {
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if !ok || py < 0 || py >= g.H {
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break
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}
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if e := float64(h.Data[py*g.W+px]) - in.SeaLevelM; e > relief {
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@@ -317,19 +376,19 @@ func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
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if t > 1 {
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t = 1
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}
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out.Data[i] = float32(hi + (lo-hi)*noise.Smoothstep(t))
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out[n] = float32(hi + (lo-hi)*noise.Smoothstep(t))
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}
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})
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carried := field.NewLike(h)
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for i, ref := range g.Ref {
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if ref >= 0 {
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carried.Data[i] = out.Data[ref]
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carried.Data[i] = out[ref]
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} else {
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carried.Data[i] = float32(hi)
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}
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}
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return boxMean(carried, int(shelfSmoothM/h.CellM+0.5), 2)
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return boxMean(carried, int(shelfSmoothM/h.CellM+0.5), 2, g.WrapX)
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}
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// layShelf writes the sea floor: a gentle shelf out to the break, then the continental slope to the abyss.
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@@ -339,10 +398,21 @@ func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
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// land in every statistic downstream.
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func layShelf(h *field.Field, g *Geometry, in Input, shelfW *field.Field) {
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cfg := in.Cfg
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// The lattice has to come back to itself at the seam, so on a cylinder the period is the planet's and not
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// a multiple of the roughness wavelength. Without it the sea floor gains a metre-scale discontinuity down
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// one meridian - small, and exactly the kind of thing nobody finds by looking at the middle of the map.
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period := cfg.RoughWaveM * 256
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u, v := noise.WorldUV(g.W, g.H, h.CellM, 0, 0, period)
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rough := noise.FBMAt(u, v, noise.NewSource(in.Seed, srcShelf),
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noise.Params{BaseCells: 256, Octaves: 3, Gain: 0.5})
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if in.NoisePeriodM > 0 {
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period = in.NoisePeriodM
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}
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cells := 256
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if in.NoisePeriodM > 0 && cfg.RoughWaveM > 0 {
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cells = int(period/cfg.RoughWaveM + 0.5)
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if cells < 1 {
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cells = 1
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}
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}
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rough := shelfRoughness(g, in, period, cells)
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exp := cfg.ShelfExponent
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if exp <= 0 {
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@@ -364,15 +434,24 @@ func layShelf(h *field.Field, g *Geometry, in Input, shelfW *field.Field) {
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if width <= 0 {
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width = cfg.ShelfKm.Hi() * 1000
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}
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// The open-ocean depth at *this* cell, so the derived slope arrives exactly where the ocean
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// already is rather than at one global number it may be hundreds of metres from. And the
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// break cannot be deeper than the water it is a break in: painted shallows - a 20 m surf
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// class against a 30 m break - are shelf all the way out, with no slope to run down.
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abyss := in.abyssAt(i)
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brk := in.BreakM
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if abyss < brk {
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brk = abyss
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}
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var depth float64
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if d < width {
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depth = in.BreakM * math.Pow(d/width, exp)
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depth = brk * math.Pow(d/width, exp)
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} else {
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t := (d - width) / slopeW
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if t > 1 {
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t = 1
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}
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depth = in.BreakM + (in.AbyssM-in.BreakM)*noise.Smoothstep(t)
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depth = brk + (abyss-brk)*noise.Smoothstep(t)
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}
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taper := depth / 10
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if taper > 1 {
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@@ -385,6 +464,28 @@ func layShelf(h *field.Field, g *Geometry, in Input, shelfW *field.Field) {
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})
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}
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// shelfRoughness is the noise on the sea floor, built in row bands.
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//
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// In bands because at planet scale the two coordinate fields and the result are three arrays of 76 million
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// floats - 900 MB for a field whose amplitude is ten metres. The lattices are rebuilt from the same seeded
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// source for every band, so the bands agree exactly where they meet; that is the same trick, for the same
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// reason, as internal/planet's ocean roughness.
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func shelfRoughness(g *Geometry, in Input, period float64, cells int) *field.Field {
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out := field.New(g.W, g.H, g.CellM)
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const bandRows = 512
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params := noise.Params{BaseCells: cells, Octaves: 3, Gain: 0.5}
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for y0 := 0; y0 < g.H; y0 += bandRows {
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y1 := y0 + bandRows
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if y1 > g.H {
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y1 = g.H
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}
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u, v := noise.WorldUV(g.W, y1-y0, g.CellM, 0, float64(y0)*g.CellM, period)
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band := noise.FBMAt(u, v, noise.NewSource(in.Seed, srcShelf), params)
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copy(out.Data[y0*g.W:y1*g.W], band.Data)
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}
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return out
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}
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// fetch is how open the water is in front of each waterline cell: rays cast seaward until they hit land,
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// weighted by the cosine of their angle from the shore normal, and averaged.
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//
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@@ -402,8 +503,8 @@ func layShelf(h *field.Field, g *Geometry, in Input, shelfW *field.Field) {
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// sheltered lagoon. A percentile is also a global statistic, which rule 1 of the tiling plan rules out: two
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// tiles would stretch by different anchors and their shared bay would be two different colours. So the
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// anchors are fixed and physical, and the units are "fraction of the fetch range the rays got".
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func fetch(g *Geometry, in Input) *field.Field {
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out := field.New(g.W, g.H, g.CellM)
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func fetch(g *Geometry, in Input) []float32 {
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out := make([]float32, len(g.Waterline))
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dirs := in.Cfg.FetchDirections
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if dirs < 4 {
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dirs = 4
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@@ -424,8 +525,8 @@ func fetch(g *Geometry, in Input) *field.Field {
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x0, y0 := i%g.W, i/g.W
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// The seaward normal: the distance field increases inland, so its gradient points away from the
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// water and the negative of it is the direction this stretch of shore faces.
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nx := -float64(g.Dist.AtClamped(x0+1, y0) - g.Dist.AtClamped(x0-1, y0))
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ny := -float64(g.Dist.AtClamped(x0, y0+1) - g.Dist.AtClamped(x0, y0-1))
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nx := -(g.distAt(x0+1, y0) - g.distAt(x0-1, y0))
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ny := -(g.distAt(x0, y0+1) - g.distAt(x0, y0-1))
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if l := math.Hypot(nx, ny); l > 1e-6 {
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nx, ny = nx/l, ny/l
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} else {
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@@ -441,10 +542,13 @@ func fetch(g *Geometry, in Input) *field.Field {
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}
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reach := maxSteps
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for t := 1; t <= maxSteps; t++ {
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px := x0 + int(math.Round(cs[k]*float64(t)))
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px, ok := g.col(x0 + int(math.Round(cs[k]*float64(t))))
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py := y0 + int(math.Round(sn[k]*float64(t)))
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if px < 0 || py < 0 || px >= g.W || py >= g.H {
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break // off the map is open water, and the mask keeps the border at sea
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if !ok || py < 0 || py >= g.H {
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// Off the map is open water, and the mask keeps the border at sea. On a cylinder a
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// ray never runs off in X at all - it comes round - so this is the poles, where the
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// synthetic polar ocean is genuinely open.
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break
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}
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if !in.Sea[py*g.W+px] {
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reach = t
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@@ -464,20 +568,20 @@ func fetch(g *Geometry, in Input) *field.Field {
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} else if t > 1 {
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t = 1
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}
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out.Data[i] = float32(noise.Smoothstep(t))
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out[n] = float32(noise.Smoothstep(t))
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}
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})
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return out
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}
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// shorePercentiles reports the fetch distribution over the waterline itself, before it is carried anywhere.
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func shorePercentiles(shore *field.Field, g *Geometry) (p10, p50, p90 float64) {
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if len(g.Waterline) == 0 {
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func shorePercentiles(shore []float32) (p10, p50, p90 float64) {
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if len(shore) == 0 {
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return 0, 0, 0
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}
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vals := make([]float64, 0, len(g.Waterline))
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for _, i := range g.Waterline {
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vals = append(vals, float64(shore.Data[i]))
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vals := make([]float64, 0, len(shore))
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for _, v := range shore {
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vals = append(vals, float64(v))
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}
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sort.Float64s(vals)
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at := func(f float64) float64 {
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@@ -630,16 +734,35 @@ func deposit(h *field.Field, g *Geometry, exposure *field.Field, in Input, suppl
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continue
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}
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shallow := (cfg.DepositDepthM - depth) / cfg.DepositDepthM
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shelter := shelterFloor + (1-shelterFloor)*math.Pow(1-float64(exposure.Data[i]), cfg.ShelterBias)
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// Clamped, and not defensively. `ShelterBias` is fractional, so `math.Pow` of a negative base is NaN
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// - and one NaN here spreads through the drift kernel into every cell of the budget and comes out as
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// a laid volume of NaN with no other symptom. Exposure is a smoothed field, so it is 0..1 only to
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// within the rounding of however it was smoothed; relying on the smoother to bound it is relying on
|
||||
// an invariant a hundred lines away. Found when the coverage became separable and the divisor changed
|
||||
// from float32 to float64: the ratio went over 1 by five parts in a hundred thousand, and 1720 cells
|
||||
// of a 200x40 test came out NaN.
|
||||
e := float64(exposure.Data[i])
|
||||
if e < 0 {
|
||||
e = 0
|
||||
} else if e > 1 {
|
||||
e = 1
|
||||
}
|
||||
shelter := shelterFloor + (1-shelterFloor)*math.Pow(1-e, cfg.ShelterBias)
|
||||
want.Data[i] = float32(shelter * shallow)
|
||||
}
|
||||
norm := boxBlur(want, radius, 3)
|
||||
norm := boxBlur(want, radius, 3, g.WrapX)
|
||||
// want is still needed below; norm and share are not, past the loops that read them. Dropping the
|
||||
// references is what lets the collector reclaim 304 MB apiece at planet scale before the next one is
|
||||
// allocated, rather than after.
|
||||
|
||||
// The supply is per waterline cell and the blur works on a grid, so it is scattered back onto the cells
|
||||
// its stretches of shore sit at. Distinct slots are distinct cells, so nothing collides.
|
||||
share := field.NewLike(h)
|
||||
for i, v := range supply {
|
||||
for slot, v := range supply {
|
||||
if v <= 0 {
|
||||
continue
|
||||
}
|
||||
i := int(g.Waterline[slot])
|
||||
nb := float64(norm.Data[i])
|
||||
if nb < 1e-9 {
|
||||
unplaced += v // nowhere within a drift length will take it
|
||||
@@ -647,7 +770,8 @@ func deposit(h *field.Field, g *Geometry, exposure *field.Field, in Input, suppl
|
||||
}
|
||||
share.Data[i] = float32(v / nb)
|
||||
}
|
||||
spread := boxBlur(share, radius, 3)
|
||||
spread := boxBlur(share, radius, 3, g.WrapX)
|
||||
share, norm = nil, nil
|
||||
|
||||
// place walks the grid in index order, which keeps the running totals deterministic: the writes are to
|
||||
// distinct cells but the sums are not, so this one stays serial.
|
||||
@@ -734,25 +858,65 @@ func shelfFraction(g *Geometry, in Input, shelfW *field.Field) float64 {
|
||||
// width with the mass-preserving kernel shrank every shelf near the border to nothing and put the whole
|
||||
// margin below the break. Blurring a field of ones with the same kernel gives exactly the coverage to divide
|
||||
// by, so the two share their arithmetic and cannot drift apart.
|
||||
func boxMean(f *field.Field, radius, passes int) *field.Field {
|
||||
// The coverage is *separable*, which is what keeps this affordable at planet scale.
|
||||
//
|
||||
// Blurring a field of ones is the obvious way to get the divisor, and it was the first way: two more full
|
||||
// fields plus a second boxBlur's two temporaries, which at 76 million cells is 1.2 GB for a quantity that
|
||||
// depends on nothing but the distance to the edge. But the blur is a row pass and a column pass, and applying
|
||||
// a 1-D operation to a field that is constant along the other axis leaves it constant along that axis - so
|
||||
// the coverage factorises as cx(x)*cy(y) for every pass count, exactly. Two vectors of W and H entries say
|
||||
// everything the field said.
|
||||
func boxMean(f *field.Field, radius, passes int, wrapX bool) *field.Field {
|
||||
if radius < 1 || passes < 1 {
|
||||
return f.Clone()
|
||||
}
|
||||
ones := field.NewLike(f)
|
||||
ones.Fill(1)
|
||||
sum := boxBlur(f, radius, passes)
|
||||
cover := boxBlur(ones, radius, passes)
|
||||
out := field.NewLike(f)
|
||||
for i := range out.Data {
|
||||
if c := cover.Data[i]; c > 1e-6 {
|
||||
out.Data[i] = sum.Data[i] / c
|
||||
} else {
|
||||
out.Data[i] = f.Data[i]
|
||||
cx := boxCover(f.W, radius, passes, wrapX)
|
||||
cy := boxCover(f.H, radius, passes, false) // Y never wraps: the top and bottom of a map are the poles
|
||||
out := boxBlur(f, radius, passes, wrapX)
|
||||
for y := 0; y < f.H; y++ {
|
||||
row := y * f.W
|
||||
for x := 0; x < f.W; x++ {
|
||||
if c := cx[x] * cy[y]; c > 1e-6 {
|
||||
out.Data[row+x] /= float32(c)
|
||||
} else {
|
||||
out.Data[row+x] = f.Data[row+x]
|
||||
}
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// boxCover is what a line of ones comes back as after the same running-sum passes boxBlur applies: 1 in the
|
||||
// middle and less than 1 within a kernel of each end, or 1 everywhere when the line wraps.
|
||||
func boxCover(n, radius, passes int, wrap bool) []float64 {
|
||||
cur := make([]float64, n)
|
||||
for i := range cur {
|
||||
cur[i] = 1
|
||||
}
|
||||
if wrap {
|
||||
return cur // every cell has a full window; nothing runs off a cylinder
|
||||
}
|
||||
next := make([]float64, n)
|
||||
inv := 1 / float64(2*radius+1)
|
||||
for p := 0; p < passes; p++ {
|
||||
var sum float64
|
||||
for i := 0; i <= radius && i < n; i++ {
|
||||
sum += cur[i]
|
||||
}
|
||||
for i := 0; i < n; i++ {
|
||||
next[i] = sum * inv
|
||||
if hi := i + radius + 1; hi < n {
|
||||
sum += cur[hi]
|
||||
}
|
||||
if lo := i - radius; lo >= 0 {
|
||||
sum -= cur[lo]
|
||||
}
|
||||
}
|
||||
cur, next = next, cur
|
||||
}
|
||||
return cur
|
||||
}
|
||||
|
||||
// boxBlur is a separable running-sum box blur: O(n) whatever the radius, which is what makes a 300 m drift
|
||||
// kernel cost the same as a 30 m one.
|
||||
//
|
||||
@@ -762,7 +926,7 @@ func boxMean(f *field.Field, radius, passes int) *field.Field {
|
||||
// neighbour's share of it — and dividing each output by its own truncated window size breaks that symmetry at
|
||||
// the border, which cost 4 % of the sediment budget on a coast that ran off the edge of the map. Zero padding
|
||||
// keeps K(i,j) = K(j,i) everywhere, and a cell outside the map has no want, so nothing is owed to it.
|
||||
func boxBlur(f *field.Field, radius, passes int) *field.Field {
|
||||
func boxBlur(f *field.Field, radius, passes int, wrapX bool) *field.Field {
|
||||
cur := f.Clone()
|
||||
if radius < 1 || passes < 1 {
|
||||
return cur
|
||||
@@ -773,6 +937,22 @@ func boxBlur(f *field.Field, radius, passes int) *field.Field {
|
||||
field.Rows(f.H, func(y0, y1 int) {
|
||||
for y := y0; y < y1; y++ {
|
||||
row := y * f.W
|
||||
if wrapX {
|
||||
// On a cylinder every cell has a *full* window in X, so the running sum wraps instead of
|
||||
// being truncated. That makes the row pass lossless rather than zero-padded, which the
|
||||
// mass balance is happy with for the same reason it was happy before: the kernel stays
|
||||
// symmetric, K(i,j) = K(j,i), and now nothing runs off the side at all.
|
||||
var sum float64
|
||||
for k := -radius; k <= radius; k++ {
|
||||
sum += float64(cur.Data[row+wrapCol(k, f.W)])
|
||||
}
|
||||
for x := 0; x < f.W; x++ {
|
||||
next.Data[row+x] = float32(sum * inv)
|
||||
sum += float64(cur.Data[row+wrapCol(x+radius+1, f.W)])
|
||||
sum -= float64(cur.Data[row+wrapCol(x-radius, f.W)])
|
||||
}
|
||||
continue
|
||||
}
|
||||
var sum float64
|
||||
for x := 0; x <= radius && x < f.W; x++ {
|
||||
sum += float64(cur.Data[row+x])
|
||||
@@ -810,3 +990,7 @@ func boxBlur(f *field.Field, radius, passes int) *field.Field {
|
||||
}
|
||||
return cur
|
||||
}
|
||||
|
||||
// wrapCol brings a column index onto a cylinder of width w. A free function rather than a Geometry method
|
||||
// because boxBlur is handed a plain field and has no geometry to ask.
|
||||
func wrapCol(x, w int) int { return ((x % w) + w) % w }
|
||||
|
||||
Reference in New Issue
Block a user