Files
UnrealPrototyping/Tools/Terrain/internal/coast/coast.go
T

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// Package coast is what happens where the land meets the sea.
//
// Until this pass existed the coastline was only a *line*: the continent mask said which cells were ocean,
// the fluvial solve held those cells at sea level as its base level, and afterwards the sea floor was dropped
// to a flat plane 180 m down in one step. That is enough to give the solve a well-posed boundary — which is
// why D-48 kept the continent — and it is not a coast. There was no shelf, so a third of the map was a flat
// plane occupying a third of the elevation range; there was no surf, so the land met the water at whatever
// angle the last erosion step happened to leave it; and there was no sediment, so every bay was as deep as
// every headland was steep.
//
// # The three things this pass adds, and why each is a process rather than a shape
//
// 1. The shelf. A continental margin is a shelf at a very gentle grade out to a shelf break and then a much
// steeper slope to the abyssal floor. The width of the shelf is not a constant: it is wide off a low
// coastal plain and narrow where a range comes down to the water. So it is read off the relief standing
// behind each stretch of shore rather than set, and the same manifest numbers then produce a wide shelf
// on a passive coast and a narrow one on an active coast without either having been asked for.
//
// 2. The surf. Within a reach of the waterline the land is planed towards a shore platform. The reach is set
// by how open the water is, so an exposed headland is attacked further inland than the back of a bay. The
// cliff is not drawn: it is the step where the reach ends, and its height is whatever the land behind it
// happened to stand at. That is the right way round — a sea cliff is tall because the land is tall, not
// because a constant says so.
//
// 3. The sediment. What the surf cuts is counted, carried along the shore, and laid down in sheltered water
// shallower than a few tens of metres: beaches and bars in the bays, nothing on the headlands. Rivers
// deliver their own load at their mouths in proportion to what they drain, which is what makes a delta.
// Mass is conserved to within the drift kernel's edges, and what will not fit under the berm is reported
// rather than quietly dropped.
//
// # Why it runs after the solve and not before
//
// Two of the three need the finished terrain: the shelf width is a function of the relief behind the shore,
// and the surf cuts into whatever the solve built. The third could run before but would then be erased. So
// this pass owns the sea floor outright — uplift.Build no longer produces a bathymetry field — and it is the
// last thing that touches the geology grid.
//
// The one invariant it must not break: the sea floor is laid after the solve, never during it. A coastal cell
// drains into an ocean cell, and if that ocean cell sits at -180 m then the solver cuts the river down to
// -180 m; the first run with a coast eroded the land to 174 m below sea level for exactly that reason. A
// river's base level is sea level, and what the sea floor does below that is scenery.
package coast
import (
"fmt"
"math"
"sort"
"salty/terrain/internal/field"
"salty/terrain/internal/manifest"
"salty/terrain/internal/noise"
)
// srcShelf is this pass's noise stream. Pass indices are fixed and never reordered so that inserting a pass
// does not reshuffle the ones before it; uplift owns 1 to 9, so the coast starts at 10.
const srcShelf = 10
// backshoreM is how far inland the shelf looks for the relief that decides its width. Not a manifest key: it
// is the length over which "the land behind this beach" means anything, and 600 m is one hillside.
const backshoreM = 600
// The two anchors of the fetch scale, in fractions of the fetch range the seaward rays travelled. They are
// properties of how fetch is measured rather than of a world, which is why they are constants and not keys:
// a coast whose seaward rays nearly all run to the horizon is open however big the map is.
const (
shelteredFetch = 0.35
openFetch = 0.90
)
// shelfSmoothM is how far the carried shelf width is smoothed along the coast. See shelfWidth.
const shelfSmoothM = 700
// exposureSmoothM is how far the carried fetch is smoothed along the coast. Shorter than the shelf's, because
// exposure is only read within a few hundred metres of the water and smoothing it over more than the reach of
// the processes that use it would flatten the very contrast it exists to provide.
const exposureSmoothM = 250
// shelterFloor is how much sediment the most exposed water will still take.
//
// Shelter cannot be a gate. Measured on the real continent with no floor, 73 % of the sediment budget came
// back unplaced, because the seaward rays from an ordinary stretch of coast nearly all run to the horizon and
// it therefore scores as fully exposed — and a fully exposed coast with no floor wants nothing at all. Real
// exposed coasts do have beaches; what they do not have is *more* sand than the bay next door. So the floor
// keeps the contrast, which is the part that matters, and stops the budget falling on the floor.
const shelterFloor = 0.15
// platformResidualCapM bounds what CutFraction may leave standing on the shore platform.
//
// CutFraction below 1 exists so the platform is not glass, and the obvious reading — leave that fraction of
// the height above the target — is wrong in a way that only shows on a tall coast: 15 % of a 120 m headland is
// 18 m, which is not a rough platform, it is an uncut headland. The residual is therefore a few metres at
// most, whatever the coast behind it stands at.
const platformResidualCapM = 4
// Input is everything the pass needs. Height is modified in place.
type Input struct {
Height *field.Field
Sea []bool // the continent mask's ocean: the cells the solve held at base level
SeaLevelM float64 // the base level the solve used, and the datum every depth here is measured from
BreakM float64 // depth at the shelf break, positive metres
AbyssM float64 // depth of the abyssal floor, positive metres
Flow []float32
Seed int64
Cfg manifest.Coast
}
// Result is the geometry the pass built and the accounting it kept.
type Result struct {
Geometry *Geometry
Exposure *field.Field // 0 sheltered, 1 open water; defined on every cell through Geometry.Ref
Change *field.Field // metres this pass moved: negative where the surf cut, positive where it laid
Sea []bool // the mask as it now stands: everything strictly below sea level
Stats Stats
}
// Stats is the pass's own report. The volumes are the point: the sediment budget is the one part of this that
// is not derived from something already measured, so it is printed rather than assumed.
type Stats struct {
ShorelineKm float64 `json:"shoreline_km"`
SeaFraction float64 `json:"sea_fraction"`
ShelfPctSea float64 `json:"shelf_pct_of_sea"`
CutM3 float64 `json:"surf_cut_m3"`
RiverM3 float64 `json:"river_load_m3"`
LaidM3 float64 `json:"laid_m3"`
UnplacedM3 float64 `json:"unplaced_m3"`
RiverMouths int `json:"river_mouths"`
PlanedKm2 float64 `json:"planed_km2"`
BeachKm2 float64 `json:"beach_km2"`
DrownedKm2 float64 `json:"drowned_km2"`
// How high the land stands immediately behind the surf strip, which is the cliff when there is one.
//
// The first version of this measured the drop from a cell to its seaward neighbour and called that the
// cliff. That is a gradient, not a height: at the angle of repose one cell of a 10 m grid is 7 m, so the
// number could not exceed 7 whatever the coast did, and it read 2 m on a plain coast and 3 m on a coast
// with genuine cliffs on it. A cliff is how far you fall, not how steep the first cell is.
BackshoreM float64 `json:"backshore_m"`
BackshoreP90M float64 `json:"backshore_p90_m"`
// Exposure percentiles over the waterline cells, which is where it is measured and the only place it
// means anything. A coast that is all 1.0 has no bays as far as the fetch can tell, and then neither the
// surf reach nor the shelter is doing any work; a coast that is all 0 means the anchors are wrong. This
// is the diagnostic to read before touching either.
ExposureP10 float64 `json:"exposure_p10"`
ExposureP50 float64 `json:"exposure_p50"`
ExposureP90 float64 `json:"exposure_p90"`
}
func (s Stats) Summary() string {
return fmt.Sprintf(
"coast: %.0f km of shoreline, %.0f%% sea, shelf %.0f%% of it; surf planed %.1f km2 and cut %.2f Mm3,\n"+
" %d river mouths delivered %.2f Mm3, %.2f Mm3 laid (%.0f%% unplaced) as %.2f km2 of new beach;\n"+
" backshore %.0f m median, %.0f m P90, %.2f km2 drowned; exposure %.2f / %.2f / %.2f (p10/p50/p90)",
s.ShorelineKm, s.SeaFraction*100, s.ShelfPctSea, s.PlanedKm2, s.CutM3/1e6,
s.RiverMouths, s.RiverM3/1e6, s.LaidM3/1e6, pct(s.UnplacedM3, s.CutM3+s.RiverM3), s.BeachKm2,
s.BackshoreM, s.BackshoreP90M, s.DrownedKm2, s.ExposureP10, s.ExposureP50, s.ExposureP90)
}
func pct(a, b float64) float64 {
if b <= 0 {
return 0
}
return a / b * 100
}
// Build lays the sea floor, cuts the shore and moves what it cuts. Height is modified in place.
func Build(in Input) *Result {
h := in.Height
w, ht := h.W, h.H
cellArea := h.CellM * h.CellM
g := Measure(in.Sea, w, ht, h.CellM)
res := &Result{Geometry: g, Exposure: field.NewLike(h), Change: field.NewLike(h)}
// Disabled, or a map with no coast on it: the sea floor is the flat plane at the abyssal depth, which is
// what the generator produced before this pass existed. Everything below is skipped.
if !in.Cfg.Enabled || len(g.Waterline) == 0 {
for i := range in.Sea {
if in.Sea[i] {
h.Data[i] = float32(in.SeaLevelM - in.AbyssM)
}
}
res.finish(h.Clone(), in)
return res
}
shelfW := shelfWidth(h, g, in)
layShelf(h, g, in, shelfW)
// The before-and-after is taken here, after the sea floor and before the two shore processes. Taken any
// earlier it would be a map of the sea floor: the ocean cells go from sea level to -180 m in one step, and
// a few hundred metres of that swamps the few metres the surf and the sediment move, which is the thing
// the map exists to show.
before := h.Clone()
shoreExposure := fetch(g, in)
res.Stats.ExposureP10, res.Stats.ExposureP50, res.Stats.ExposureP90 = shorePercentiles(shoreExposure, g)
carried := field.NewLike(h)
for i, ref := range g.Ref {
if ref >= 0 {
carried.Data[i] = shoreExposure.Data[ref]
}
}
// Smoothed for the same reason the shelf width is: carrying a per-shore value by "the stretch nearest to
// you" partitions the map into Voronoi wedges, and a wedge boundary inside the deposition band would put
// a straight edge through a beach.
res.Exposure = boxMean(carried, int(exposureSmoothM/h.CellM+0.5), 2)
cut := plane(h, g, res.Exposure, in)
// The scatter into the supply array is serial and in index order on purpose: several land cells share a
// waterline cell, so a parallel loop would be accumulating into the same slot from several goroutines and
// the float sum would depend on who got there first. Cross-cutting rule 12 is not negotiable here, and
// one linear pass over the grid costs nothing next to the solve.
supply := make([]float64, w*ht)
var cutM3, planedCells float64
for i, c := range cut.Data {
if c <= 0 {
continue
}
v := float64(c) * cellArea
supply[g.Ref[i]] += v
cutM3 += v
planedCells++
}
backshore, backshoreP90 := measureBackshore(h, g, in)
riverM3, mouths := rivers(g, in, supply)
laid, unplaced := deposit(h, g, res.Exposure, in, supply)
res.Stats.CutM3 = cutM3
res.Stats.RiverM3 = riverM3
res.Stats.RiverMouths = mouths
res.Stats.LaidM3 = laid
res.Stats.UnplacedM3 = unplaced
res.Stats.PlanedKm2 = planedCells * cellArea / 1e6
res.Stats.BackshoreM = backshore
res.Stats.BackshoreP90M = backshoreP90
res.Stats.ShelfPctSea = shelfFraction(g, in, shelfW)
res.finish(before, in)
return res
}
// finish computes the mask the rest of the run should use, and the before-and-after difference.
//
// The mask is "strictly below sea level", not the continent mask it started from, and that is the point: a
// beach the pass built out of cliff debris is land, and a low headland it planed under the waterline is not.
// The statistics and the preview both ask what is above sea level, so they get an answer about the terrain
// rather than about the mask that seeded it.
func (r *Result) finish(before *field.Field, in Input) {
h := in.Height
r.Sea = make([]bool, len(h.Data))
sea, beach, drowned := 0, 0, 0
for i := range h.Data {
r.Change.Data[i] = h.Data[i] - before.Data[i]
r.Sea[i] = float64(h.Data[i]) < in.SeaLevelM
if r.Sea[i] {
sea++
if !in.Sea[i] {
drowned++
}
} else if in.Sea[i] {
beach++
}
}
n := float64(len(h.Data))
cellArea := h.CellM * h.CellM
r.Stats.SeaFraction = float64(sea) / n
r.Stats.BeachKm2 = float64(beach) * cellArea / 1e6
r.Stats.DrownedKm2 = float64(drowned) * cellArea / 1e6
r.Stats.ShorelineKm = r.Geometry.ShoreM / 1000
}
// shelfWidth is metres of shelf for every cell: measured on the waterline from the relief standing behind it,
// carried out to sea by the nearest-shore reference, and then smoothed.
//
// The inland direction comes from the gradient of the signed distance field rather than from the eight-way
// step to the nearest land cell: the distance field is smooth, so the march does not stagger along the grid
// axes and the widths do not come out banded.
//
// The smoothing is not cosmetic. Carrying a per-shore quantity out to sea by "the stretch nearest to you"
// partitions the ocean into Voronoi wedges, and a wedge boundary is a discontinuity that runs for kilometres:
// the first render of the change map came out as a sunburst of straight rays radiating from every headland,
// which is a map of the feature transform rather than of a sea floor. Blurring the carried field over a few
// hundred metres turns the wedge boundaries back into what they should have been, a shelf whose width varies
// smoothly along the coast.
func shelfWidth(h *field.Field, g *Geometry, in Input) *field.Field {
out := field.NewLike(h)
steps := int(backshoreM/h.CellM + 0.5)
lo := in.Cfg.ShelfKm.Lo() * 1000
hi := in.Cfg.ShelfKm.Hi() * 1000
steep := in.Cfg.SteepCoastM
if steep <= 0 {
steep = 1
}
field.Rows(len(g.Waterline), func(a, b int) {
for n := a; n < b; n++ {
i := int(g.Waterline[n])
x, y := i%g.W, i/g.W
dx := float64(g.Dist.AtClamped(x+1, y) - g.Dist.AtClamped(x-1, y))
dy := float64(g.Dist.AtClamped(x, y+1) - g.Dist.AtClamped(x, y-1))
l := math.Hypot(dx, dy)
if l < 1e-6 {
dx, dy, l = 1, 0, 1
}
dx, dy = dx/l, dy/l
var relief float64
for t := 1; t <= steps; t++ {
px := x + int(math.Round(dx*float64(t)))
py := y + int(math.Round(dy*float64(t)))
if px < 0 || py < 0 || px >= g.W || py >= g.H {
break
}
if e := float64(h.Data[py*g.W+px]) - in.SeaLevelM; e > relief {
relief = e
}
}
t := relief / steep
if t > 1 {
t = 1
}
out.Data[i] = float32(hi + (lo-hi)*noise.Smoothstep(t))
}
})
carried := field.NewLike(h)
for i, ref := range g.Ref {
if ref >= 0 {
carried.Data[i] = out.Data[ref]
} else {
carried.Data[i] = float32(hi)
}
}
return boxMean(carried, int(shelfSmoothM/h.CellM+0.5), 2)
}
// layShelf writes the sea floor: a gentle shelf out to the break, then the continental slope to the abyss.
//
// The roughness is scaled by depth so it dies out at the waterline. Without that it puts metre-scale noise on
// water a few centimetres deep and the shallows come out as a scatter of one-cell islands, which then read as
// land in every statistic downstream.
func layShelf(h *field.Field, g *Geometry, in Input, shelfW *field.Field) {
cfg := in.Cfg
period := cfg.RoughWaveM * 256
u, v := noise.WorldUV(g.W, g.H, h.CellM, 0, 0, period)
rough := noise.FBMAt(u, v, noise.NewSource(in.Seed, srcShelf),
noise.Params{BaseCells: 256, Octaves: 3, Gain: 0.5})
exp := cfg.ShelfExponent
if exp <= 0 {
exp = 1
}
slopeW := cfg.SlopeKm * 1000
if slopeW <= 0 {
slopeW = 1
}
field.Rows(g.H, func(y0, y1 int) {
for y := y0; y < y1; y++ {
for x := 0; x < g.W; x++ {
i := y*g.W + x
if !in.Sea[i] {
continue
}
d := -float64(g.Dist.Data[i]) // metres offshore
width := float64(shelfW.Data[i])
if width <= 0 {
width = cfg.ShelfKm.Hi() * 1000
}
var depth float64
if d < width {
depth = in.BreakM * math.Pow(d/width, exp)
} else {
t := (d - width) / slopeW
if t > 1 {
t = 1
}
depth = in.BreakM + (in.AbyssM-in.BreakM)*noise.Smoothstep(t)
}
taper := depth / 10
if taper > 1 {
taper = 1
}
r := (float64(rough.Data[i])*2 - 1) * cfg.RoughnessM * taper
h.Data[i] = float32(in.SeaLevelM - depth + r)
}
}
})
}
// fetch is how open the water is in front of each waterline cell: rays cast seaward until they hit land,
// weighted by the cosine of their angle from the shore normal, and averaged.
//
// Two things about that sentence are the whole of it, and the first version got both wrong.
//
// **Only seaward.** Casting in every direction counts the land *behind* the shore as shelter, and every coast
// has land behind it — so a straight open coast, where seven rays in sixteen stop after one cell, scored as
// more sheltered than the back of a bay whose walls are half a kilometre off. Restricting to the half-space
// the shore faces, weighted by the cosine of the angle from the normal, is the standard effective fetch and it
// gets the sign right: open coast near 1, embayment well below it, enclosed inlet near 0.
//
// **Absolute, not a percentile.** The first version stretched the map's own 5th to 95th percentile onto 0..1,
// which is robust and which collapses to nonsense on a coast that does not vary — a perfectly straight one has
// no spread, so every cell of it came out at the same end of the scale and the whole continent read as one
// sheltered lagoon. A percentile is also a global statistic, which rule 1 of the tiling plan rules out: two
// tiles would stretch by different anchors and their shared bay would be two different colours. So the
// anchors are fixed and physical, and the units are "fraction of the fetch range the rays got".
func fetch(g *Geometry, in Input) *field.Field {
out := field.New(g.W, g.H, g.CellM)
dirs := in.Cfg.FetchDirections
if dirs < 4 {
dirs = 4
}
maxSteps := int(in.Cfg.FetchRangeM / g.CellM)
if maxSteps < 2 {
maxSteps = 2
}
cs := make([]float64, dirs)
sn := make([]float64, dirs)
for k := 0; k < dirs; k++ {
th := 2 * math.Pi * float64(k) / float64(dirs)
cs[k], sn[k] = math.Cos(th), math.Sin(th)
}
field.Rows(len(g.Waterline), func(a, b int) {
for n := a; n < b; n++ {
i := int(g.Waterline[n])
x0, y0 := i%g.W, i/g.W
// The seaward normal: the distance field increases inland, so its gradient points away from the
// water and the negative of it is the direction this stretch of shore faces.
nx := -float64(g.Dist.AtClamped(x0+1, y0) - g.Dist.AtClamped(x0-1, y0))
ny := -float64(g.Dist.AtClamped(x0, y0+1) - g.Dist.AtClamped(x0, y0-1))
if l := math.Hypot(nx, ny); l > 1e-6 {
nx, ny = nx/l, ny/l
} else {
nx, ny = 0, 0 // no usable normal: fall back to the whole circle
}
var num, den float64
for k := 0; k < dirs; k++ {
w := cs[k]*nx + sn[k]*ny
if nx == 0 && ny == 0 {
w = 1
} else if w <= 0 {
continue
}
reach := maxSteps
for t := 1; t <= maxSteps; t++ {
px := x0 + int(math.Round(cs[k]*float64(t)))
py := y0 + int(math.Round(sn[k]*float64(t)))
if px < 0 || py < 0 || px >= g.W || py >= g.H {
break // off the map is open water, and the mask keeps the border at sea
}
if !in.Sea[py*g.W+px] {
reach = t
break
}
}
num += w * float64(reach) / float64(maxSteps)
den += w
}
raw := 1.0
if den > 0 {
raw = num / den
}
t := (raw - shelteredFetch) / (openFetch - shelteredFetch)
if t < 0 {
t = 0
} else if t > 1 {
t = 1
}
out.Data[i] = float32(noise.Smoothstep(t))
}
})
return out
}
// shorePercentiles reports the fetch distribution over the waterline itself, before it is carried anywhere.
func shorePercentiles(shore *field.Field, g *Geometry) (p10, p50, p90 float64) {
if len(g.Waterline) == 0 {
return 0, 0, 0
}
vals := make([]float64, 0, len(g.Waterline))
for _, i := range g.Waterline {
vals = append(vals, float64(shore.Data[i]))
}
sort.Float64s(vals)
at := func(f float64) float64 {
i := int(float64(len(vals)-1) * f)
return vals[i]
}
return at(0.10), at(0.50), at(0.90)
}
// plane cuts the shore platform and returns how much it took off each cell, in metres.
//
// The shape is deliberate. Within the reach the land is planed nearly all the way to the platform, and only
// over the last quarter of the reach is the cut rolled off — so the profile is a gentle platform, then a short
// steep face, then untouched land. That face is the cliff. Rolling the cut off over the whole reach instead
// would give a ramp, which is what a coast looks like when someone has smoothed it rather than eroded it.
func plane(h *field.Field, g *Geometry, exposure *field.Field, in Input) *field.Field {
cut := field.NewLike(h)
cfg := in.Cfg
field.Rows(g.H, func(y0, y1 int) {
for y := y0; y < y1; y++ {
for x := 0; x < g.W; x++ {
i := y*g.W + x
if in.Sea[i] {
continue
}
d := float64(g.Dist.Data[i])
e := float64(exposure.Data[i])
reach := cfg.SurfReachM * (0.35 + 0.65*e)
if reach <= 0 || d >= reach {
continue
}
target := in.SeaLevelM + cfg.PlatformGrade*d
above := float64(h.Data[i]) - target
if above <= 0 {
continue
}
w := 1.0
if tail := reach * 0.25; d > reach-tail {
w = noise.Smoothstep((reach - d) / tail)
}
residual := above * (1 - cfg.CutFraction)
if residual > platformResidualCapM {
residual = platformResidualCapM
}
c := (above - residual) * w
h.Data[i] -= float32(c)
cut.Data[i] = float32(c)
}
}
})
return cut
}
// measureBackshore is how high the land stands immediately behind the surf strip: between one and two surf
// reaches inland, so it is clear of everything the surf planed whatever the exposure there was.
//
// The median says what the ordinary coast is — a plain, on this continent, and it should be — and the P90 is
// the number that answers "are there sea cliffs anywhere on this map", which a median never can when most of a
// coastline is lowland.
func measureBackshore(h *field.Field, g *Geometry, in Input) (median, p90 float64) {
lo := in.Cfg.SurfReachM
hi := lo * 2
vals := make([]float64, 0, 4096)
for i := range in.Sea {
if in.Sea[i] {
continue
}
if d := float64(g.Dist.Data[i]); d < lo || d > hi {
continue
}
vals = append(vals, float64(h.Data[i])-in.SeaLevelM)
}
if len(vals) == 0 {
return 0, 0
}
sort.Float64s(vals)
return vals[len(vals)/2], vals[int(float64(len(vals)-1)*0.9)]
}
// rivers adds each river mouth's load to the sediment supply. The load scales with what the river drains,
// sub-linearly, because the alternative is one trunk basin delivering more than every other mouth together.
//
// Only cells orthogonally against the water count as a mouth, so a channel contributes once or twice rather
// than along its whole lower course.
func rivers(g *Geometry, in Input, supply []float64) (total float64, mouths int) {
if in.Flow == nil || in.Cfg.RiverM3PerKm2 <= 0 {
return 0, 0
}
threshold := in.Cfg.RiverChannelKm2 * 1e6
for i := range in.Sea {
if in.Sea[i] || float64(g.Dist.Data[i]) > g.CellM*1.01 {
continue
}
a := float64(in.Flow[i])
if a < threshold {
continue
}
v := in.Cfg.RiverM3PerKm2 * math.Pow(a/1e6, in.Cfg.RiverExponent)
supply[g.Ref[i]] += v
total += v
mouths++
}
return total, mouths
}
// deposit carries the supply along the shore and lays it in sheltered shallow water.
//
// The transport is a box-kernel spread over DriftM, which is longshore drift at the only fidelity this grid
// can carry: it moves sediment out of the place it was cut and into the bays either side of it, and it does
// not pretend to know which way the waves run.
//
// # The order of the two operations, which is the whole of the mass balance
//
// Each source cell divides what it has among the cells around it in proportion to how much each wants it.
// Writing K for the kernel and w for the want, cell i receives
//
// dep_i = w_i * sum_j K(i,j) * sup_j / Wbar_j, Wbar_j = sum_k K(j,k) w_k
//
// which sums to exactly sum_j sup_j, because summing over i turns the inner weight back into Wbar_j. In code
// that is: divide the supply by the blurred want *first*, then blur, then multiply by the want.
//
// The obvious-looking alternative — blur the supply, then scale it by w_i / Wbar_i — is not the same thing and
// does not conserve. It was what this function did first, and it lost 68 % of the budget: the blur spreads
// supply onto land, onto deep water and onto exposed headlands, every one of which has w = 0 and is skipped,
// so everything that landed there was silently dropped. The test that caught it is an accounting identity, not
// a picture, which is the only kind of test that could have.
//
// The cap is the berm: nothing is laid more than BermM above sea level, because a beach crests and stops. What
// will not fit is offered once more to whatever still has room, and whatever is left after that is reported
// rather than dropped.
func deposit(h *field.Field, g *Geometry, exposure *field.Field, in Input, supply []float64) (laid, unplaced float64) {
cfg := in.Cfg
cellArea := h.CellM * h.CellM
radius := int(cfg.DriftM/h.CellM + 0.5)
if radius < 1 {
radius = 1
}
// want is how much each cell of shallow, sheltered water will take. It is the only place sediment may go.
want := field.NewLike(h)
for i := range h.Data {
if !in.Sea[i] {
continue
}
if d := -float64(g.Dist.Data[i]); d > cfg.DepositReachM {
continue
}
depth := in.SeaLevelM - float64(h.Data[i])
if depth <= 0 || depth >= cfg.DepositDepthM {
continue
}
shallow := (cfg.DepositDepthM - depth) / cfg.DepositDepthM
shelter := shelterFloor + (1-shelterFloor)*math.Pow(1-float64(exposure.Data[i]), cfg.ShelterBias)
want.Data[i] = float32(shelter * shallow)
}
norm := boxBlur(want, radius, 3)
share := field.NewLike(h)
for i, v := range supply {
if v <= 0 {
continue
}
nb := float64(norm.Data[i])
if nb < 1e-9 {
unplaced += v // nowhere within a drift length will take it
continue
}
share.Data[i] = float32(v / nb)
}
spread := boxBlur(share, radius, 3)
// 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.
place := func(source *field.Field, scaled bool) (placed, over float64) {
for i := range h.Data {
w := float64(want.Data[i])
if w <= 0 {
continue
}
v := float64(source.Data[i])
if scaled {
v *= w
}
if v <= 0 {
continue
}
room := in.SeaLevelM + cfg.BermM - float64(h.Data[i])
if room <= 0 {
over += v
continue
}
dz := v / cellArea
if dz > room {
over += (dz - room) * cellArea
dz = room
}
h.Data[i] += float32(dz)
placed += dz * cellArea
}
return placed, over
}
laid, over := place(spread, true)
// One more round for what would not fit, spread over the whole shore in proportion to want rather than
// locally: by this point the material has already been carried as far as the model knows how to carry it.
if over > 1 {
var wsum float64
for i := range h.Data {
if want.Data[i] > 0 && float64(h.Data[i]) < in.SeaLevelM+cfg.BermM {
wsum += float64(want.Data[i])
}
}
if wsum > 0 {
second := field.NewLike(h)
for i := range h.Data {
if want.Data[i] > 0 && float64(h.Data[i]) < in.SeaLevelM+cfg.BermM {
second.Data[i] = float32(over * float64(want.Data[i]) / wsum)
}
}
more, still := place(second, false)
laid += more
over = still
}
}
return laid, unplaced + over
}
// shelfFraction is how much of the sea is shallower than the break, which is the number that says whether the
// margin came out as a shelf or as a trench with a rim.
func shelfFraction(g *Geometry, in Input, shelfW *field.Field) float64 {
var shelf, sea float64
for i := range in.Sea {
if !in.Sea[i] {
continue
}
sea++
if -float64(g.Dist.Data[i]) < float64(shelfW.Data[i]) {
shelf++
}
}
if sea == 0 {
return 0
}
return shelf / sea * 100
}
// boxMean smooths a *value* rather than a quantity: the same kernel, divided by how much of it landed on the
// grid, so a cell at the border keeps the average of its neighbours instead of being pulled towards zero.
//
// The distinction is not pedantic and it cost a test to notice. boxBlur is mass-preserving because it treats
// everything off the map as zero, which is right for sediment — there is none out there — and wrong for a
// shelf width, where off the map means "no information", not "a shelf of width zero". Smoothing the carried
// 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 {
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]
}
}
return out
}
// 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.
//
// It divides by the full window rather than by however much of the window was on the grid, which is to say it
// treats everything outside the map as zero. That choice is what makes the deposition sum come out right. The
// mass balance in deposit needs the kernel to be *symmetric* — a cell's share of its neighbour must equal the
// 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 {
cur := f.Clone()
if radius < 1 || passes < 1 {
return cur
}
inv := 1 / float64(2*radius+1)
next := field.NewLike(f)
for p := 0; p < passes; p++ {
field.Rows(f.H, func(y0, y1 int) {
for y := y0; y < y1; y++ {
row := y * f.W
var sum float64
for x := 0; x <= radius && x < f.W; x++ {
sum += float64(cur.Data[row+x])
}
for x := 0; x < f.W; x++ {
next.Data[row+x] = float32(sum * inv)
if hi := x + radius + 1; hi < f.W {
sum += float64(cur.Data[row+hi])
}
if lo := x - radius; lo >= 0 {
sum -= float64(cur.Data[row+lo])
}
}
}
})
cur, next = next, cur
field.Rows(f.W, func(x0, x1 int) {
for x := x0; x < x1; x++ {
var sum float64
for y := 0; y <= radius && y < f.H; y++ {
sum += float64(cur.Data[y*f.W+x])
}
for y := 0; y < f.H; y++ {
next.Data[y*f.W+x] = float32(sum * inv)
if hi := y + radius + 1; hi < f.H {
sum += float64(cur.Data[hi*f.W+x])
}
if lo := y - radius; lo >= 0 {
sum -= float64(cur.Data[lo*f.W+x])
}
}
}
})
cur, next = next, cur
}
return cur
}