298 lines
10 KiB
Go
298 lines
10 KiB
Go
// Package region cuts a planet into the pieces the geology solve runs on.
|
|
//
|
|
// Docs/Terrain-Next.md 3.3 says the fluvial solve cannot be tiled, and that is right: drainage area is an
|
|
// integral over the whole upstream catchment and the priority-flood needs global connectivity, so a river
|
|
// crossing a tile boundary would need the next tile's catchment to know how big it is.
|
|
//
|
|
// It can be decomposed per landmass, though, and that is a different statement. Ocean cells are held fixed
|
|
// at sea level for the entire solve - fluvial.ComputeReceivers makes every outlet its own receiver, so a
|
|
// receiver chain starting on land terminates the moment it steps into water, and StreamPower, both
|
|
// diffusions, the repose clamp and thermal all skip a fixed cell. No flow path crosses open water, and every
|
|
// basin is contained in one eight-connected land component. So solving a landmass in a box of its own is not
|
|
// an approximation of solving the planet whole: on land it is the same answer.
|
|
//
|
|
// What that buys is memory. The whole planet at once is a fluvial.Grid of about 35 bytes a cell plus the
|
|
// dozen full-size fields uplift builds, which at 78 million cells is several gigabytes before anything has
|
|
// been eroded. Landmasses plus a thin margin are a fraction of that area and are solved one at a time.
|
|
//
|
|
// What it costs is that the decomposition becomes part of the world's identity: the priority-flood's epsilon
|
|
// ladder across a flat depends on the flood's traversal order, which depends on the box it is flooding. The
|
|
// seed alone no longer names a world - the seed and the margin do - so the margin lives in the manifest and
|
|
// is recorded in meta.json.
|
|
//
|
|
// Note what is NOT decomposed. The coastal pass runs once on the whole cylinder, because it is cheap (tens
|
|
// of nanoseconds a cell, against tens of nanoseconds a cell *per step* for the solve) and because cutting it
|
|
// up would truncate the fetch across every strait, split the sediment budget whose conservation is the one
|
|
// thing in that pass not derived from something already measured, and leave the shoreline length and the
|
|
// exposure percentiles as statistics that do not pool. Decompose the solve, not the map.
|
|
package region
|
|
|
|
import (
|
|
"fmt"
|
|
|
|
"salty/terrain/internal/dt"
|
|
"salty/terrain/internal/template"
|
|
"salty/terrain/internal/world"
|
|
)
|
|
|
|
// Region is one piece of the planet: a landmass, or a cluster of landmasses close enough that they shelter
|
|
// each other, plus a margin of ocean on every side.
|
|
type Region struct {
|
|
ID int
|
|
Frame world.Frame
|
|
|
|
LandCells int // painted land cells this region owns
|
|
SetCells int // cells in the dilated set, which the frame is the bounding box of
|
|
Seam bool // the frame straddles x = 0
|
|
}
|
|
|
|
// Cells is the size of the grid the solve will run on, margin included.
|
|
func (r Region) Cells() int { return r.Frame.Cells() }
|
|
|
|
// Partition is a planet cut into regions, and the map from planet cell to owning region.
|
|
type Partition struct {
|
|
P world.Planet
|
|
MarginCells int
|
|
|
|
// Owner is the region id for every planet cell, or -1 for water that belongs to no region. A cell
|
|
// inside one region's frame may be owned by another region or by nobody, which is what keeps two
|
|
// regions from both solving the same island.
|
|
Owner []int32
|
|
Regions []Region
|
|
|
|
// Dropped counts the specks: components with less painted land than the minimum, returned to the sea.
|
|
DroppedRegions, DroppedCells int
|
|
}
|
|
|
|
// Build partitions a classified planet.
|
|
//
|
|
// The land mask is dilated by the margin with one exact distance transform, and the connected components of
|
|
// the dilated mask are the regions. That is the whole rule, and it is deliberately not a bounding-box
|
|
// overlap test: dilated boxes are transitively closed and one long thin landmass has an enormous box, so on
|
|
// a real template box clustering collapses most of the map into a single region. Dilating the mask itself
|
|
// groups exactly those landmasses that come within a margin of each other.
|
|
//
|
|
// The bounding box of a dilated component is the region's frame, and its edges are ocean by construction: a
|
|
// land cell dilates to reach margin cells further out, so the outermost column and row of the dilated set
|
|
// are at least margin cells from any land in that component. That is the invariant TestBorderIsAlwaysOcean
|
|
// asserts about the square canvas, and the solve depends on it - a border cell is an outlet, and land
|
|
// sitting on one would freeze at its initial relief while the interior eroded out from under it.
|
|
func Build(m *template.Map, marginCells, minLandCells int) (*Partition, error) {
|
|
p := m.P
|
|
n := p.W * p.H
|
|
if marginCells < 1 {
|
|
return nil, fmt.Errorf("margin is %d cells; a region needs at least one ring of ocean", marginCells)
|
|
}
|
|
if p.PadY < marginCells {
|
|
return nil, fmt.Errorf("the polar pad is %d rows against a %d cell margin; a cap touching the top "+
|
|
"of the painted map would not get a full margin of ocean", p.PadY, marginCells)
|
|
}
|
|
|
|
part := &Partition{P: p, MarginCells: marginCells, Owner: minusOne(n)}
|
|
|
|
land := make([]bool, n)
|
|
anyLand := false
|
|
for i := range m.Sea {
|
|
land[i] = !m.Sea[i]
|
|
anyLand = anyLand || land[i]
|
|
}
|
|
if !anyLand {
|
|
return part, nil
|
|
}
|
|
|
|
near := dilate(land, p, marginCells)
|
|
|
|
comp := make([]int32, n)
|
|
for i := range comp {
|
|
comp[i] = -1
|
|
}
|
|
var regionOfComp []int32 // one entry per component: the region index, or -1 when it was dropped
|
|
var stack []int32
|
|
cols := make([]bool, p.W)
|
|
|
|
for start := 0; start < n; start++ {
|
|
if !near[start] || comp[start] >= 0 {
|
|
continue
|
|
}
|
|
id := int32(len(regionOfComp))
|
|
regionOfComp = append(regionOfComp, -1)
|
|
comp[start] = id
|
|
stack = append(stack[:0], int32(start))
|
|
|
|
for i := range cols {
|
|
cols[i] = false
|
|
}
|
|
minY, maxY := p.H, -1
|
|
setCells, landCells := 0, 0
|
|
|
|
for len(stack) > 0 {
|
|
c := stack[len(stack)-1]
|
|
stack = stack[:len(stack)-1]
|
|
cx, cy := int(c)%p.W, int(c)/p.W
|
|
setCells++
|
|
cols[cx] = true
|
|
if cy < minY {
|
|
minY = cy
|
|
}
|
|
if cy > maxY {
|
|
maxY = cy
|
|
}
|
|
if land[c] {
|
|
landCells++
|
|
}
|
|
for dy := -1; dy <= 1; dy++ {
|
|
ny := cy + dy
|
|
if ny < 0 || ny >= p.H {
|
|
continue
|
|
}
|
|
base := ny * p.W
|
|
for dx := -1; dx <= 1; dx++ {
|
|
if dx == 0 && dy == 0 {
|
|
continue
|
|
}
|
|
ni := int32(base + p.WrapX(cx+dx))
|
|
if near[ni] && comp[ni] < 0 {
|
|
comp[ni] = id
|
|
stack = append(stack, ni)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if landCells < minLandCells {
|
|
// A speck: a stray paint pixel, or a lone cell the classifier left behind. Solving it would
|
|
// spend a whole region on a rock, so it goes back to the sea and is counted.
|
|
part.DroppedRegions++
|
|
part.DroppedCells += landCells
|
|
continue
|
|
}
|
|
|
|
x0, width := span(cols, p.W)
|
|
if width >= p.W {
|
|
return nil, fmt.Errorf("a landmass reaches all the way round the planet: %d of %d columns once "+
|
|
"the %d cell margin is added. It cannot be flattened into a rectangle with ocean on both "+
|
|
"sides, and the solve needs that, because a grid edge is an outlet. Break it with a strait, "+
|
|
"or reduce the margin", width, p.W, marginCells)
|
|
}
|
|
|
|
regionOfComp[id] = int32(len(part.Regions))
|
|
part.Regions = append(part.Regions, Region{
|
|
ID: len(part.Regions),
|
|
Frame: world.Frame{P: p, X0: x0, Y0: minY, W: width, H: maxY - minY + 1},
|
|
LandCells: landCells,
|
|
SetCells: setCells,
|
|
Seam: x0+width > p.W,
|
|
})
|
|
}
|
|
|
|
for i, c := range comp {
|
|
if c >= 0 {
|
|
part.Owner[i] = regionOfComp[c]
|
|
}
|
|
}
|
|
return part, nil
|
|
}
|
|
|
|
// dilate marks every cell within margin cells of a seed, on the cylinder.
|
|
func dilate(seed []bool, p world.Planet, margin int) []bool {
|
|
d2 := dt.Distance2(seed, p.W, p.H, true)
|
|
reach := float32(margin * margin)
|
|
out := make([]bool, len(d2))
|
|
for i, d := range d2 {
|
|
out[i] = d <= reach
|
|
}
|
|
return out
|
|
}
|
|
|
|
// Cut is the region's own view of the world: the class raster and the land mask for its frame, with every
|
|
// cell belonging to another region - or to no region - forced to sea.
|
|
//
|
|
// Forcing them is right rather than convenient. A neighbouring island inside this frame is a separate
|
|
// landmass with its own basins, and no flow path connects the two, so leaving it as land would solve it
|
|
// twice and let its relief leak into this region's statistics. As water it is exactly what it is to this
|
|
// region's rivers: base level.
|
|
func (p *Partition) Cut(m *template.Map, r Region) (class []uint8, land []bool) {
|
|
sea := uint8(0)
|
|
if i := m.L.FirstSea(); i >= 0 {
|
|
sea = uint8(i)
|
|
}
|
|
class = make([]uint8, r.Frame.Cells())
|
|
land = make([]bool, r.Frame.Cells())
|
|
for y := 0; y < r.Frame.H; y++ {
|
|
for x := 0; x < r.Frame.W; x++ {
|
|
pi := r.Frame.PlanetIdx(x, y)
|
|
o := y*r.Frame.W + x
|
|
mine := p.Owner[pi] == int32(r.ID)
|
|
if mine && !m.Sea[pi] {
|
|
class[o] = m.Class[pi]
|
|
land[o] = true
|
|
continue
|
|
}
|
|
if m.Sea[pi] {
|
|
class[o] = m.Class[pi] // keep the painted water class: its depth is read later
|
|
} else {
|
|
class[o] = sea // somebody else's land, which to this region is open water
|
|
}
|
|
}
|
|
}
|
|
return class, land
|
|
}
|
|
|
|
// Composite writes a region's solved land back into the planet raster.
|
|
//
|
|
// Only cells the region owns and that are painted land are written. Everything else in the frame is water,
|
|
// and the sea floor is the planetary coastal pass's to lay afterwards - a region must not write it, or two
|
|
// overlapping frames would disagree about the same stretch of shelf.
|
|
func (p *Partition) Composite(dst []float32, m *template.Map, r Region, src []float32) int {
|
|
written := 0
|
|
for y := 0; y < r.Frame.H; y++ {
|
|
for x := 0; x < r.Frame.W; x++ {
|
|
pi := r.Frame.PlanetIdx(x, y)
|
|
if p.Owner[pi] != int32(r.ID) || m.Sea[pi] {
|
|
continue
|
|
}
|
|
dst[pi] = src[y*r.Frame.W+x]
|
|
written++
|
|
}
|
|
}
|
|
return written
|
|
}
|
|
|
|
// span finds the shortest run of columns covering every occupied one, going round the cylinder. The largest
|
|
// gap decides: the run starts just after it.
|
|
func span(cols []bool, w int) (x0, width int) {
|
|
occupied := make([]int, 0, w)
|
|
for x, on := range cols {
|
|
if on {
|
|
occupied = append(occupied, x)
|
|
}
|
|
}
|
|
if len(occupied) == 0 {
|
|
return 0, 0
|
|
}
|
|
if len(occupied) == w {
|
|
return 0, w
|
|
}
|
|
bestGap, bestAt := -1, 0
|
|
for i := range occupied {
|
|
var gap int
|
|
if i == len(occupied)-1 {
|
|
gap = occupied[0] + w - occupied[i]
|
|
} else {
|
|
gap = occupied[i+1] - occupied[i]
|
|
}
|
|
if gap > bestGap {
|
|
bestGap, bestAt = gap, (i+1)%len(occupied)
|
|
}
|
|
}
|
|
return occupied[bestAt], w - bestGap + 1
|
|
}
|
|
|
|
func minusOne(n int) []int32 {
|
|
out := make([]int32, n)
|
|
for i := range out {
|
|
out[i] = -1
|
|
}
|
|
return out
|
|
}
|