raw · 21394 bytes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 | """Terrain export for games: freeze a square of the map, exactly as the viewer shows it, into engine-neutral files. Generated terrain.""" from __future__ import annotations import json import math import multiprocessing import os import shutil import tempfile from datetime import date from pathlib import Path import numpy as np from PIL import Image from scipy.ndimage import map_coordinates import worldgen_path # noqa: F401 (mapgen on sys.path) import refine import rivers as RV import serve import tiles as T from mapgen import render as RN from mapgen.sphere import latlon_to_xyz FORMAT_VERSION = 1 WATER = ["land", "sea", "lake", "river"] def samples_for(size_km: float, res_m: float) -> int: """The smallest 2^n + 1 covering size_km at res_m (Unity, Godot Terrain3D and most tools take these sizes).""" need = size_km * 1000.0 / res_m + 1 n = 1 while 2 ** n + 1 < need: n += 1 return 2 ** n + 1 def grid_latlon(lat0, lon0, n, res_m, radius_km, rows=None): """Latitude/longitude of the n × n samples (or of rows a:b): azimuthal equidistant about (lat0, lon0), x east, y north, row 0 north.""" c = (n - 1) / 2 x = (np.arange(n) - c) * res_m r = np.arange(n) if rows is None else np.arange(*rows) y = (c - r) * res_m X, Y = np.meshgrid(x, y) d = np.hypot(X, Y) / (radius_km * 1000.0) # angular distance from the centre b = np.arctan2(X, Y) # bearing la0, lo0 = math.radians(lat0), math.radians(lon0) la = np.arcsin(np.sin(la0) * np.cos(d) + np.cos(la0) * np.sin(d) * np.cos(b)) lo = lo0 + np.arctan2(np.sin(b) * np.sin(d) * np.cos(la0), np.cos(d) - np.sin(la0) * np.sin(la)) return np.degrees(la), (np.degrees(lo) + 180.0) % 360.0 - 180.0 def to_local(lat0, lon0, lat, lon, radius_km): """Local x east, y north (m) of points (the inverse of grid_latlon).""" la0, lo0 = math.radians(lat0), math.radians(lon0) la, lo = np.radians(lat), np.radians(lon) cd = np.clip(np.sin(la0) * np.sin(la) + np.cos(la0) * np.cos(la) * np.cos(lo - lo0), -1, 1) d = np.arccos(cd) b = np.arctan2(np.sin(lo - lo0) * np.cos(la), np.cos(la0) * np.sin(la) - np.sin(la0) * np.cos(la) * np.cos(lo - lo0)) r = d * radius_km * 1000.0 return r * np.sin(b), r * np.cos(b) _SRC = None # the tile source (forked workers inherit it) def _tile(args): return tile_data(_SRC, *args) def tile_data(src, z, x, y) -> dict: """One tile's export layers (256 × 256): heights, water classes, biome, ground, landform, unshaded colours.""" f = src.fields(z, x, y, 1, ("z", "water", "cat")) c = lambda a: np.asarray(a)[1:-1, 1:-1] lake, river = c(f["lake"]).astype(bool), c(f["river"]).astype(bool) flat = np.ones(lake.shape) # unshaded colours: the export shades its own grid rgb = RN.relief_rgb(c(f["z"]), flat, c(f["holdridge"]), c(f["ground"]), c(f["ice"]), lake | c(f["river_draw"]), ~c(f["water"])) water = np.where(c(f["water"]), 1, np.where(lake, 2, np.where(river, 3, 0))).astype(np.uint8) return {"z": c(f["z"]).astype(np.float32), "water": water, "biome": c(f["holdridge"]).astype(np.uint8), "ground": c(f["ground"]).astype(np.uint8), "landform": c(f["landform"]).astype(np.uint8), "rgb": np.asarray(rgb, dtype=np.uint8)} def _rivers(src, rs, lat0, lon0, half_m, res_m): """River centrelines inside the square (local metres), world rivers where the world shows, refined ones inside.""" R = src.R centre = latlon_to_xyz(lat0, lon0).reshape(3) radius = half_m * math.sqrt(2) / 1000.0 nets = [(src.river_net, False)] + ([(rs.net, True)] if not rs.empty and rs.net is not None else []) out = [] for net, refined in nets: if net.tree is None: continue for s in net.candidates(centre, radius): p, _ = net.segment_points(s, centre, radius, res_m / 1000.0) if not len(p): continue lat = np.degrees(np.arcsin(np.clip(p[:, 2], -1, 1))) lon = np.degrees(np.arctan2(p[:, 1], p[:, 0])) x, y = to_local(lat0, lon0, lat, lon, R) keep = (np.abs(x) <= half_m) & (np.abs(y) <= half_m) if not rs.empty: w = rs.weight(p) keep &= (w >= 0.5) if refined else (w < 0.5) runs = np.split(np.arange(len(p)), np.where(~keep)[0]) q = (net.half_w[s] / 0.004) ** 2 / 31.7 # back from the hydraulic width (rivers.half_width_km) for run in runs: run = run[keep[run]] if len(run) >= 2: out.append({"points": [[round(float(a), 1), round(float(b), 1)] for a, b in zip(x[run], y[run])], "width_m": round(float(2000.0 * net.half_w[s]), 1), "discharge_km3_yr": round(float(q), 3), "refined": refined}) out.sort(key=lambda r: (r["points"][0], r["width_m"])) return out def _hillshade(h, res_m, exag): gy, gx = np.gradient(np.asarray(h, dtype=np.float32), np.float32(res_m)) dzdx, dzdn = gx * exag, -gy * exag # rows run north → south a, b = np.radians(315.0), np.radians(45.0) L = (np.sin(a) * np.cos(b), np.cos(a) * np.cos(b), np.sin(b)) return np.clip((-dzdx * L[0] - dzdn * L[1] + L[2]) / np.sqrt(dzdx ** 2 + dzdn ** 2 + 1.0), 0.0, 1.0) def _hillshade_exaggeration(h, res_m): """Vertical exaggeration for the preview: gentle land steepened until its steeper slopes read (≤ 50×).""" step = max(1, h.shape[0] // 1024) # a sample of the slopes is enough hh = np.asarray(h[::step, ::step], dtype=np.float64) gy, gx = np.gradient(hh, res_m * step) p95 = float(np.percentile(np.hypot(gx, gy), 95)) return float(np.clip(0.35 / max(p95, 1e-6), 1.0, 50.0)) MAX_TILES = 1600 # ≈ an 80 km square at 10 m near the equator (≈ 1 GB of tile data): more is refused POLE_LIMIT_DEG = 85.0 # squares reaching closer to a pole are refused (tiles narrow toward the poles) def plan(lat, lon, size_km, res_m, radius_km, pixels=None) -> dict: """Samples, tile zoom and the tile rectangle an export needs (ValueError near a pole).""" n = int(pixels) if pixels else samples_for(size_km, res_m) half = (n - 1) / 2 * res_m reach = math.degrees(half * math.sqrt(2) / (radius_km * 1000.0)) if abs(lat) + reach > POLE_LIMIT_DEG: raise ValueError(f"the square reaches within {90 - POLE_LIMIT_DEG:g}° of a pole: move it or make it smaller") # the tile zoom whose pixels are at least as fine as res_m (north-south; east-west pixels are finer still) z = int(min(T.MAX_Z, max(5, math.ceil(math.log2(math.pi * radius_km * 1000.0 / (T.TILE * res_m)))))) span = 180.0 / 2 ** z edge = np.r_[0, n - 1] # the square's extremes lie on its edges la1, lo1 = grid_latlon(lat, lon, n, res_m, radius_km, rows=(0, 1)) la2, lo2 = grid_latlon(lat, lon, n, res_m, radius_km, rows=(n - 1, n)) la3, lo3 = (np.concatenate(v) for v in zip(*(grid_latlon(lat, lon, n, res_m, radius_km, rows=(k, k + 1)) for k in range(0, n, max(1, (n - 1) // 64))))) la = np.concatenate([la1.ravel(), la2.ravel(), la3[:, edge].ravel()]) lo = np.concatenate([lo1.ravel(), lo2.ravel(), lo3[:, edge].ravel()]) lonu = lon + ((lo - lon + 180.0) % 360.0 - 180.0) fx, fy = (lonu + 180.0) / span, (90.0 - la) / span x0, x1 = int(math.floor(fx.min())) - 1, int(math.floor(fx.max())) + 1 y0, y1 = max(0, int(math.floor(fy.min())) - 1), min(2 ** z - 1, int(math.floor(fy.max())) + 1) return {"n": n, "z": z, "span": span, "x0": x0, "x1": x1, "y0": y0, "y1": y1, "tiles": (x1 - x0 + 1) * (y1 - y0 + 1)} def _parallel(jobs, fn, threads, put, stop): """fn(job) on daemon threads (never delaying the server's exit), put(job, result) in turn; the first error wins.""" import threading it, lock, err = iter(jobs), threading.Lock(), [] def run(): while not err: with lock: job = next(it, None) if job is None: return try: r = fn(job) with lock: put(job, r) stop() except BaseException as e: # noqa: BLE001 — re-raised below err.append(e) ts = [threading.Thread(target=run, daemon=True) for _ in range(max(1, threads))] for t in ts: t.start() for t in ts: t.join() if err: raise err[0] def export(root: Path, res: int, lat: float, lon: float, size_km: float = 40.0, res_m: float = 10.0, out_dir: Path | None = None, name: str | None = None, pixels: int | None = None, pins_path: Path | None = None, regions_dir: Path | None = None, workers: int = 0, progress=None, src=None, max_tiles: int = MAX_TILES, era: str | None = None) -> Path: """Write the export folder and return it. progress(done, total) per tile. src: a running server's tile source (its world, regions and render workers are used; nothing is loaded again). RuntimeError if the refined regions change meanwhile (the export would mix two maps). era: a built era (default: [eras] default, else the base); a server's src already is its chosen era's.""" global _SRC from mapgen import config as C root = Path(root) cfg = C.load(root)[0] out_dir = Path(out_dir or (root / "exports")) name = name or default_name(lat, lon, size_km, res_m) dest = out_dir / name if dest.exists(): raise FileExistsError(f"export {dest} exists: pick another name or remove it") own = src is None if own: import refine built = [n for n, _ in refine.world_dirs(root, res, log=lambda m: None)] if ( root / "out" / f"r{res}" / "cells.npz").exists() else ["base"] default = (C.load(root)[1].get("eras") or {}).get("default") name_era = era or (default if default in built else built[0]) if name_era not in built: raise SystemExit(f"no built era {name_era!r} at res {res} (have: {built})") world = dict(serve.load_worlds(root, res, log=lambda m: None, only=name_era))[name_era] src = T.TileSource(world, int(cfg["build"]["seed"]), cache_dir=Path(tempfile.mkdtemp(prefix="export-tiles-")), regions_dir=regions_dir or (root / "out" / f"r{res}" / "regions")) try: return _export(src, own, root, res, lat, lon, size_km, res_m, out_dir, name, dest, pixels, pins_path, workers, progress, max_tiles, cfg) finally: if own: shutil.rmtree(src.cache_root, ignore_errors=True) def _export(src, own, root, res, lat, lon, size_km, res_m, out_dir, name, dest, pixels, pins_path, workers, progress, max_tiles, cfg): global _SRC world, R = src.w, src.R P = plan(lat, lon, size_km, res_m, R, pixels) if P["tiles"] > max_tiles: raise ValueError(f"{P['tiles']} tiles is too many (≤ {max_tiles}): a coarser resolution or a smaller square") n, z, x0, x1, y0, y1 = P["n"], P["z"], P["x0"], P["x1"], P["y0"], P["y1"] half = (n - 1) / 2 * res_m rs = src.regions # one region set for the whole export changed = lambda: src.regions is not rs W, H = (x1 - x0 + 1), (y1 - y0 + 1) jobs = [(z, xx % 2 ** (z + 1), yy) for yy in range(y0, y1 + 1) for xx in range(x0, x1 + 1)] mosaic = {"z": np.zeros((H * T.TILE, W * T.TILE), np.float32), "rgb": np.zeros((H * T.TILE, W * T.TILE, 3), np.uint8), **{k: np.zeros((H * T.TILE, W * T.TILE), np.uint8) for k in ("water", "biome", "ground", "landform")}} done = [0] def put(job, part): zz, xx, yy = job r, c = (yy - y0) * T.TILE, ((xx - x0) % 2 ** (z + 1)) * T.TILE for k, v in part.items(): mosaic[k][r:r + T.TILE, c:c + T.TILE] = v done[0] += 1 if progress: progress(done[0], len(jobs)) def check(): if changed(): raise RuntimeError("the refined regions changed during the export (a region build finished): export again") src.tree() src.river_net src.raster("elevation") src.regions.warm() # region search trees too: forked workers share them if not own: # a server: several render workers at once pool = src.pool _parallel(jobs, lambda j: src.export_tile(*j), max(1, min(4, pool.alive // 2)) if pool else 1, put, check) elif workers and workers > 0: _SRC = src with multiprocessing.get_context("fork").Pool(workers) as mp: for job, part in zip(jobs, mp.imap(_tile, jobs, chunksize=1)): put(job, part) else: for job in jobs: put(job, tile_data(src, *job)) check() # sample the square in row blocks (memory: the mosaic and the outputs, not n² float64 grids) span = P["span"] h = np.empty((n, n), np.float32) cls = {k: np.empty((n, n), np.uint8) for k in ("water", "biome", "ground", "landform")} rgb = np.empty((n, n, 3), np.uint8) for r0 in range(0, n, 256): r1 = min(n, r0 + 256) la, lo = grid_latlon(lat, lon, n, res_m, R, rows=(r0, r1)) lonu = lon + ((lo - lon + 180.0) % 360.0 - 180.0) pr = ((90.0 - la) / span - y0) * T.TILE - 0.5 # mosaic pixel positions (pixel centres) pc = ((lonu + 180.0) / span - x0) * T.TILE - 0.5 h[r0:r1] = map_coordinates(mosaic["z"], [pr, pc], order=1, mode="nearest") ri = np.clip(np.rint(pr).astype(np.int32), 0, H * T.TILE - 1) ci = np.clip(np.rint(pc).astype(np.int32), 0, W * T.TILE - 1) for k in cls: cls[k][r0:r1] = mosaic[k][ri, ci] rgb[r0:r1] = mosaic["rgb"][ri, ci] del mosaic out_dir.mkdir(parents=True, exist_ok=True) tmp = Path(tempfile.mkdtemp(prefix=f".{name}-", dir=out_dir)) # same file system: the final rename is atomic try: h.astype("<f4").tofile(tmp / "height.f32") lo_, hi_ = float(h.min()), float(h.max()) v = np.rint((h - lo_) / max(hi_ - lo_, 1e-9) * 65535).astype(np.uint16) Image.fromarray(v).save(tmp / "height.png") v.astype("<u2").tofile(tmp / "height.r16") del v for k, f in (("water", "water.png"), ("biome", "biome.png"), ("ground", "ground.png"), ("landform", "landform.png")): Image.fromarray(cls[k]).save(tmp / f) exag = _hillshade_exaggeration(h, res_m) hs = _hillshade(h, res_m, exag) land = cls["water"] != 1 for r0 in range(0, n, 512): # shade the preview in blocks (float32) r1 = min(n, r0 + 512) sh = np.where(land[r0:r1], 0.55 + 0.45 * hs[r0:r1], 0.85 + 0.15 * hs[r0:r1]).astype(np.float32) rgb[r0:r1] = np.clip(rgb[r0:r1] * sh[..., None], 0, 255).astype(np.uint8) del hs Image.fromarray(rgb).save(tmp / "preview.png") (tmp / "rivers.json").write_text(json.dumps(_rivers(src, rs, lat, lon, half, res_m))) pins = [] pp = Path(pins_path) if pins_path else root / "places" / "pins.json" for p in (json.loads(pp.read_text()).get("pins", []) if pp.exists() else []): px, py = to_local(lat, lon, float(p["lat"]), float(p["lon"]), R) if abs(px) <= half and abs(py) <= half: pins.append({"name": p.get("name"), "lore": p.get("lore"), "epoch": p.get("epoch"), "x": round(float(px), 1), "y": round(float(py), 1), "lat": p["lat"], "lon": p["lon"]}) (tmp / "pins.json").write_text(json.dumps(pins, ensure_ascii=False, indent=1)) leg = world.legends sea = cls["water"] == 1 i0 = world.index_of(lat, lon) zones = {k: round(float(world.arrays[k][i0]), 4) for k in ("gravity_g", "o2_fraction", "po2_bar", "pressure_bar", "fire_reactivity") if k in world.arrays} vents = [] for v in serve.vents_of(src)["vents"]: vx, vy = to_local(lat, lon, v["lat"], v["lon"], R) if abs(vx) <= half and abs(vy) <= half: vents.append({"x": round(float(vx), 1), "y": round(float(vy), 1), **{k: v[k] for k in ("type", "temp_c", "flow", "mineral")}}) (tmp / "legend.json").write_text(json.dumps({"water": WATER, "biome": leg["holdridge"], "ground": leg["ground"], "landform": leg["landform"]}, ensure_ascii=False, indent=1)) meta = {"format": "worldmap-terrain-export", "version": FORMAT_VERSION, "name": name, "center": {"lat": lat, "lon": lon}, "samples": n, "res_m": res_m, "size_m": (n - 1) * res_m, "projection": {"kind": "azimuthal equidistant", "sphere_radius_km": R, "x": "east", "y": "north", "origin": "the centre sample", "row_0": "north edge", "grid": "samples on the edges"}, "height": {"file": "height.f32 (float32 LE, m)", "min": lo_, "max": hi_, "u16": "h = min + v / 65535 * (max - min) (height.png, height.r16 LE)"}, "sea_level_m": 0, "center_height_m": round(float(h[n // 2, n // 2]), 3), "zoom": z, "era": world.era, "water": {"sea_fraction": round(float(sea.mean()), 4), "max_depth_m": round(float(-h[sea].min()), 1) if sea.any() else 0.0, "center_depth_m": round(float(max(0.0, -h[n // 2, n // 2])), 1) if sea[n // 2, n // 2] else 0.0}, "vents": vents, "zones": zones, "preview": {"file": "preview.png", "exaggeration": round(exag, 2), "note": "relief colours, hillshade from the north-west with this vertical exaggeration"}, "tile_px_m": round(math.pi * R * 1000.0 / (2 ** z * T.TILE), 3), "sources": {"world_build": src.fingerprint, "regions": "" if rs.empty else rs.fingerprint, "tile_version": T.VERSION, "region_version": T.REGION_VERSION, "refine_model": refine.MODEL, "seed": int(cfg["build"]["seed"]), "world_res": res}, "created": date.today().isoformat(), "notes": ["Generated terrain: build data ≥ ≈ 34 km, refined regions ≥ ≈ 5 km, procedural detail " "below — plausible, not surveyed.", "Heights: ground, lake and river surfaces; the sea floor below 0 m."]} (tmp / "meta.json").write_text(json.dumps(meta, ensure_ascii=False, indent=1)) (tmp / "README.txt").write_text(README.format(**{**meta, "size_km": meta["size_m"] / 1000, "lo": lo_, "hi": hi_})) check() os.replace(tmp, dest) # complete or not there at all except BaseException: shutil.rmtree(tmp, ignore_errors=True) raise return dest def default_name(lat, lon, size_km, res_m) -> str: """e.g. s13.400-w30.400-40km-10m""" return f"{'n' if lat >= 0 else 's'}{abs(lat):.3f}-{'e' if lon >= 0 else 'w'}{abs(lon):.3f}-{size_km:g}km-{res_m:g}m" README = """Terrain export "{name}" (format {version}) Square of {size_km:g} km around {center[lat]}, {center[lon]}: {samples} x {samples} samples every {res_m:g} m. Row 0 is the north edge, samples lie on the edges (vertex grid); x east, y north from the centre sample (azimuthal equidistant on a sphere of {projection[sphere_radius_km]:g} km). height.f32 float32 little-endian metres (ground, lake and river surfaces; sea floor below 0 m; sea level 0 m) height.png 16-bit grayscale, height.r16 16-bit little-endian raw: h = {lo:.2f} + v / 65535 * ({hi:.2f} - {lo:.2f}) m water.png 0 land, 1 sea, 2 lake, 3 river channel biome.png, ground.png, landform.png class indices, names in legend.json preview.png the map's relief colours with hillshade rivers.json river centrelines [{{points: [[x, y], ...] m, width_m, discharge_km3_yr, refined}}] pins.json map pins in the square (x, y in m) meta.json all of the above, sources and versions; the era, water depth, vents in the square (x, y m; types in the viewer legend) and the centre's gravity / O₂ / air pressure / fire reactivity Import hints: Unity: Terrain > Import Raw, height.r16, {samples} x {samples}, 16 bit, byte order Windows (little), terrain size {size_m:g} x {size_m:g} m, height = max - min ({hi:.2f} - {lo:.2f}), and the terrain's Y position = min ({lo:.2f}) so heights come out in metres (sea level at Y = 0). Godot (Terrain3D / HTerrain): height.png or height.f32 (heights in metres). Unreal: height.png (resample to a landscape size such as 4033 or 8129 if asked). Own engines: height.f32 is a plain row-major grid (x east, row 0 north); subtract center_height_m (meta.json) to put the centre at 0 m. Generated terrain. """ |