Sized from measurement, not taste-first. |grad raw| at the K3/K4/K5 contours on seed 1375359975 is p50 0.00088 raw/px, so the first try (5 m, 12 undulations/island) displaced the shelf boundary a MEAN of 3.7 px with a roughness ratio of 1.03 -- real, and invisible at map scale. At 12 m and 20/island the boundary moves a mean 8.4 px (bench) / 9.1 px (plateau), roughness ratio 1.09, and the outline grows the notches, coves and peninsulas the sketch asked for. Measured cost at 12 m (A off vs B, same seed): lowland and toe/red bands bit-identical in both pixel count and slope -- the K2 pin holding exactly, as designed. Foothill riser p50 0.681 -> 0.676 m/px, p90 1.445 -> 1.478, max 3.09 -> 3.81. Bench p50 0.21 -> 0.232 (micro-relief included), still buildable. Peaks max identical at 6.55. Safety bound restated from "half the margin to a fixed knot" to 2/3 of the smaller adjacent band, which is the constraint that actually matters: the squeezed band never compresses below a third of its nominal width, so its slope never more than triples. That puts the ceiling at 16.45 m for the v5 knots and leaves the 12 m default real headroom if the gate says "more". Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
88 lines
4.6 KiB
C#
88 lines
4.6 KiB
C#
using Godot;
|
||
|
||
/// <summary>
|
||
/// The terrain DETAIL passes (terrain-water task 10) — pure numeric functions
|
||
/// (D-035; a named future C++ candidate, kept standalone):
|
||
///
|
||
/// PASS A — shelf micro-relief: a medium-frequency noise skin (±ShelfReliefAmp,
|
||
/// default 3 m) weighted by shelf-ness, so the compressed shelves get their
|
||
/// rolling texture back while risers and peaks stay untouched.
|
||
///
|
||
/// PASS B — shelf-edge variation: a per-column shift of the shelf/riser KNOT
|
||
/// BLOCK (K3/K4/K5) by a low-frequency noise field, so the boundary where a
|
||
/// shelf meets its riser wanders in and out instead of tracing a clean height
|
||
/// contour — organic notches, coves and peninsulas at the shelf edge.
|
||
///
|
||
/// Both are output-height only; the classify map never sees either of them.
|
||
///
|
||
/// NOTE — what this file deliberately does NOT contain: the task-10 draft's D8
|
||
/// flow routing / accumulation / drainage incision. It shipped, produced the
|
||
/// canonical grid artifact (thousands of straight, disconnected, pooling
|
||
/// scratches along the D8 neighbour directions) and was reverted whole. Rivers
|
||
/// and erosion are Phase C work — a hydraulic-erosion pass over FINAL terrain,
|
||
/// not a per-cell steepest-descent carve on a grid.
|
||
/// </summary>
|
||
public static class TerrainDetailPass
|
||
{
|
||
// The TDTL body version is owned by the format (Core); the pass just stamps it.
|
||
public const ushort VERSION = IslaApocalypse.Core.BlueprintFormat.TDTL_VERSION;
|
||
|
||
// Pass A — micro-relief.
|
||
public const float RELIEF_AMP_DEFAULT_M = 3f; // config dial: ShelfReliefAmp (metres)
|
||
public const float RELIEF_FREQ_ISLANDS = 40f; // ~40 undulations per island width (~200 m features)
|
||
public const int RELIEF_SEED_OFFSET = 7409;
|
||
|
||
// Pass B — shelf-edge variation. The amplitude is stated in metres of INPUT
|
||
// height (raw × 251): it is how far, in raw-height terms, a shelf boundary
|
||
// contour is displaced — not an output elevation change. What the eye sees is
|
||
// the LATERAL wander, which is that displacement divided by the local raw
|
||
// gradient. Measured on seed 1375359975: |∇raw| at the K3/K4/K5 contours is
|
||
// p50 0.00088 raw/px, so 12 m of input height buys a median peak displacement
|
||
// of ~54 px and a mean of ~8 px along the boundary — coves and notches, which
|
||
// is where the developer's sketch sits. 5 m (the first try) moved the boundary
|
||
// a mean 3.7 px and was invisible at map scale.
|
||
public const float EDGE_AMP_DEFAULT_M = 12f; // config dial: ShelfEdgeVariation (metres of input height)
|
||
public const float EDGE_FREQ_ISLANDS = 20f; // ~410 px wavelength at 8K — coves and notches at the
|
||
public const int EDGE_SEED_OFFSET = 7507; // scale of the sketch, not a fringe of teeth
|
||
|
||
// The shift squeezes whichever of the foothill riser / plateau bands it moves
|
||
// into. Bounding it at 2/3 of the smaller band means that band never compresses
|
||
// below a THIRD of its nominal width — i.e. its slope never more than triples,
|
||
// even where peak noise lands on a boundary. That is the real constraint; knot
|
||
// ordering follows from it.
|
||
public const float EDGE_SAFETY_FRACTION = 2f / 3f;
|
||
|
||
/// <summary>
|
||
/// The largest per-column knot shift this preset allows: bounded by the band
|
||
/// squeeze above, which also keeps the knot set strictly ordered
|
||
/// (K2 < K3+d, K5+d < K6) with a third of each band to spare. K1/K2/K6 never
|
||
/// move, so the toe, the orange/red bands and the summit spike are
|
||
/// bit-identical whatever the warp does — which is what makes the red-ceiling
|
||
/// floor and the 420 m cap exact rather than statistical.
|
||
/// </summary>
|
||
public static float MaxEdgeShift(CurveKnots k)
|
||
{
|
||
return EDGE_SAFETY_FRACTION * Mathf.Min(k.K3 - k.K2, k.K6 - k.K5);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Shelf-ness weight from the RAW input height: 1 mid-shelf, feathering to 0
|
||
/// through the risers (feather extends 30 % of the band half-width past each
|
||
/// shelf edge). Covers both shelves. <paramref name="edgeShift"/> is the same
|
||
/// per-column warp the curve is evaluated with, so the micro-relief skin
|
||
/// follows the shelf wherever pass B has moved its boundary.
|
||
/// </summary>
|
||
public static float ShelfWeight(float raw, CurveKnots k, float edgeShift)
|
||
{
|
||
return Mathf.Max(BandBump(raw, k.K3 + edgeShift, k.K4 + edgeShift),
|
||
BandBump(raw, k.K5 + edgeShift, k.K6));
|
||
}
|
||
|
||
private static float BandBump(float h, float lo, float hi)
|
||
{
|
||
float half = (hi - lo) * 0.5f;
|
||
float t = Mathf.Abs(h - (lo + half)) / half; // 0 centre, 1 at band edge
|
||
// full inside 60 % of the band, linear feather to zero at 130 %
|
||
return Mathf.Clamp(1f - (t - 0.6f) / 0.7f, 0f, 1f);
|
||
}
|
||
}
|