v1.5.77 - river data change

This commit is contained in:
Azgaar 2021-02-28 17:16:04 +03:00
parent 07f0eff52c
commit 12fd553b0d
4 changed files with 64 additions and 66 deletions

View file

@ -707,7 +707,6 @@ function openNearSeaLakes() {
if (cells.h[c] >= 20) cells.t[c] = 1; // mark as coastline
});
features[lake].type = "ocean"; // mark former lake as ocean
debug.append("circle").attr("cx", grid.points[treshold][0]).attr("cy", grid.points[treshold][1]).attr("r", 2);
}
TIME && console.timeEnd("openLakes");
@ -1132,10 +1131,7 @@ function defineLakesGroup() {
}
function defineGroup(feature) {
const gridCell = pack.cells.g[feature.firstCell];
const temp = grid.cells.temp[gridCell];
if (temp < -3) return "frozen";
if (feature.temp < -3) return "frozen";
if (feature.height > 60 && feature.cells < 10 && feature.firstCell % 5 === 0) return "lava";
if (!feature.inlets && !feature.outlet) {

View file

@ -61,13 +61,11 @@
relief.sort((a, b) => (a.y + a.s) - (b.y + b.s));
// append relief icons at once using pure js
void function renderRelief() {
let reliefHTML = "";
for (const r of relief) {
reliefHTML += `<use href="${r.i}" x="${r.x}" y="${r.y}" width="${r.s}" height="${r.s}"/>`;
}
terrain.html(reliefHTML);
}()
let reliefHTML = "";
for (const r of relief) {
reliefHTML += `<use href="${r.i}" x="${r.x}" y="${r.y}" width="${r.s}" height="${r.s}"/>`;
}
terrain.html(reliefHTML);
TIME && console.timeEnd('drawRelief');
}

View file

@ -86,21 +86,22 @@ const generate = function(changeHeights = true) {
for (const lake of lakes) {
const lakeCell = cells.c[i].find(c => h[c] < 20 && cells.f[c] === lake.i);
cells.fl[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
// allow chain lakes to retain identity
if (cells.r[lakeCell] !== lake.river) {
const sameRiver = cells.c[lakeCell].some(c => cells.r[c] === lake.river);
if (sameRiver) {
cells.r[lakeCell] = lake.river;
riversData.push({river: lake.river, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1]});
riversData.push({river: lake.river, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
} else {
cells.r[lakeCell] = riverNext;
riversData.push({river: riverNext, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1]});
riversData.push({river: riverNext, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
riverNext++;
}
}
lake.outlet = cells.r[lakeCell];
cells.fl[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
flowDown(i, cells.fl[i], cells.fl[lakeCell], lake.outlet);
}
@ -117,7 +118,7 @@ const generate = function(changeHeights = true) {
if (min === graphHeight - y) {to[0] = x; to[1] = graphHeight;} else
if (min === x) {to[0] = 0; to[1] = y;} else
if (min === graphWidth - x) {to[0] = graphWidth; to[1] = y;}
riversData.push({river: cells.r[i], cell: i, x: to[0], y: to[1]});
riversData.push({river: cells.r[i], cell: i, x: to[0], y: to[1], flux: cells.fl[i]});
return;
}
@ -134,7 +135,7 @@ const generate = function(changeHeights = true) {
// proclaim a new river
if (!cells.r[i]) {
cells.r[i] = riverNext;
riversData.push({river: riverNext, cell: i, x, y});
riversData.push({river: riverNext, cell: i, x, y, flux: cells.fl[i]});
riverNext++;
}
@ -158,7 +159,7 @@ const generate = function(changeHeights = true) {
if (h[toCell] < 20) {
// pour water to the water body
const haven = fromCell ? cells.haven[fromCell] : toCell;
riversData.push({river, cell: haven, x: p[toCell][0], y: p[toCell][1]});
riversData.push({river, cell: haven, x: p[toCell][0], y: p[toCell][1], flux: fromFlux});
const waterBody = features[cells.f[toCell]];
if (waterBody.type === "lake") {
@ -172,37 +173,40 @@ const generate = function(changeHeights = true) {
} else {
// propagate flux and add next river segment
cells.fl[toCell] += fromFlux;
riversData.push({river, cell: toCell, x: p[toCell][0], y: p[toCell][1]});
riversData.push({river, cell: toCell, x: p[toCell][0], y: p[toCell][1], flux: cells.fl[toCell]});
}
}
function defineRivers() {
pack.rivers = []; // rivers data
const riverPaths = []; // temporary data for all rivers
const riverPaths = [];
for (let r = 1; r <= riverNext; r++) {
const riverSegments = riversData.filter(d => d.river === r);
if (riverSegments.length > 2) {
const source = riverSegments[0], mouth = riverSegments[riverSegments.length-2];
const riverEnhanced = addMeandring(riverSegments);
let width = rn(.8 + Math.random() * .4, 1); // river width modifier [.2, 10]
let increment = rn(.8 + Math.random() * .6, 1); // river bed widening modifier [.01, 3]
const [path, length] = getPath(riverEnhanced, width, increment, cells.h[source.cell] >= 20 ? .1 : .6);
riverPaths.push([r, path, width, increment]);
const parent = source.parent || 0;
pack.rivers.push({i:r, parent, length, source:source.cell, mouth:mouth.cell});
const source = riverSegments[0].cell;
const mouth = riverSegments[riverSegments.length-2].cell;
const widthFactor = rn(.8 + Math.random() * .4, 1); // river width modifier [.8, 1.2]
const sourceWidth = cells.h[source] >= 20 ? .1 : rn(Math.min(Math.max((cells.fl[source] / 500) ** .4, .5), 1.7), 2);
const riverMeandered = addMeandering(riverSegments, sourceWidth * 10, .5);
const [path, length, offset] = getPath(riverMeandered, widthFactor, sourceWidth);
riverPaths.push([path, r]);
const parent = riverSegments[0].parent || 0;
const width = rn(offset ** 2, 2); // mounth width in km
const discharge = last(riverSegments).flux; // in m3/s
pack.rivers.push({i:r, source, mouth, discharge, length, width, widthFactor, sourceWidth, parent});
} else {
// remove too short rivers
riverSegments.filter(s => cells.r[s.cell] === r).forEach(s => cells.r[s.cell] = 0);
}
}
// drawRivers
rivers.selectAll("path").remove();
rivers.selectAll("path").data(riverPaths).enter()
.append("path").attr("d", d => d[1]).attr("id", d => "river"+d[0])
.attr("data-width", d => d[2]).attr("data-increment", d => d[3]);
// draw rivers
rivers.html(riverPaths.map(d => `<path id="river${d[1]}" d="${d[0]}"/>`).join(""));
}
function cleanupLakeData() {
@ -227,6 +231,7 @@ const generate = function(changeHeights = true) {
// depression filling algorithm (for a correct water flux modeling)
const resolveDepressions = function(h) {
const {cells, features} = pack;
const ITERATIONS = 150;
const lakes = features.filter(f => f.type === "lake");
lakes.forEach(l => {
@ -236,11 +241,11 @@ const resolveDepressions = function(h) {
l.height = 21;
});
const land = cells.i.filter(i => h[i] >= 20 && h[i] < 100 && !cells.b[i]); // exclude near-border cells
const land = cells.i.filter(i => h[i] >= 20 && !cells.b[i]); // exclude near-border cells
land.sort((a,b) => h[b] - h[a]); // highest cells go first
let depressions = Infinity;
for (let l = 0; depressions && l < 100; l++) {
for (let l = 0; depressions && l < ITERATIONS; l++) {
depressions = 0;
for (const l of lakes) {
@ -262,47 +267,46 @@ const resolveDepressions = function(h) {
}
// add more river points on 1/3 and 2/3 of length
const addMeandring = function(segments, rndFactor = 0.3) {
const riverEnhanced = []; // to store enhanced segments
let side = 1; // to control meandring direction
const addMeandering = function(segments, width = 1, meandering = .5) {
const riverMeandered = []; // to store enhanced segments
for (let s = 0; s < segments.length; s++) {
for (let s = 0; s < segments.length; s++, width++) {
const sX = segments[s].x, sY = segments[s].y; // segment start coordinates
const c = pack.cells.conf[segments[s].cell] || 0; // if segment is river confluence
riverEnhanced.push([sX, sY, c]);
riverMeandered.push([sX, sY, c]);
if (s+1 === segments.length) break; // do not enhance last segment
if (s+1 === segments.length) break; // do not meander last segment
const eX = segments[s+1].x, eY = segments[s+1].y; // segment end coordinates
const angle = Math.atan2(eY - sY, eX - sX);
const sin = Math.sin(angle), cos = Math.cos(angle);
const serpentine = 1 / (s + 1) + 0.3;
const meandr = serpentine + Math.random() * rndFactor;
if (P(.5)) side *= -1; // change meandring direction in 50%
const dist2 = (eX - sX) ** 2 + (eY - sY) ** 2;
// if dist2 is big or river is small add extra points at 1/3 and 2/3 of segment
if (dist2 > 64 || (dist2 > 16 && segments.length < 6)) {
const p1x = (sX * 2 + eX) / 3 + side * -sin * meandr;
const p1y = (sY * 2 + eY) / 3 + side * cos * meandr;
if (P(.2)) side *= -1; // change 2nd extra point meandring direction in 20%
const p2x = (sX + eX * 2) / 3 + side * sin * meandr;
const p2y = (sY + eY * 2) / 3 + side * cos * meandr;
riverEnhanced.push([p1x, p1y], [p2x, p2y]);
// if dist is medium or river is small add 1 extra middlepoint
} else if (dist2 > 16 || segments.length < 6) {
const p1x = (sX + eX) / 2 + side * -sin * meandr;
const p1y = (sY + eY) / 2 + side * cos * meandr;
riverEnhanced.push([p1x, p1y]);
const meander = meandering + 1 / width + Math.random() * Math.max(meandering - width / 100, 0);
const dist2 = (eX - sX) ** 2 + (eY - sY) ** 2; // square distance between segment start and end
if (width < 10 && (dist2 > 64 || (dist2 > 36 && segments.length < 6))) {
// if dist2 is big or river is small add extra points at 1/3 and 2/3 of segment
const p1x = (sX * 2 + eX) / 3 + -sin * meander;
const p1y = (sY * 2 + eY) / 3 + cos * meander;
const p2x = (sX + eX * 2) / 3 + sin * meander;
const p2y = (sY + eY * 2) / 3 + cos * meander;
riverMeandered.push([p1x, p1y], [p2x, p2y]);
} else if (dist2 > 25 || segments.length < 6) {
// if dist is medium or river is small add 1 extra middlepoint
const p1x = (sX + eX) / 2 + -sin * meander;
const p1y = (sY + eY) / 2 + cos * meander;
riverMeandered.push([p1x, p1y]);
}
}
return riverEnhanced;
return riverMeandered;
}
const getPath = function(points, width = 1, increment = 1, starting = .1) {
let offset, extraOffset = starting; // starting river width (to make river source visible)
const getPath = function(points, widthFactor = 1, sourceWidth = .1) {
let offset, extraOffset = sourceWidth; // starting river width (to make river source visible)
const riverLength = points.reduce((s, v, i, p) => s + (i ? Math.hypot(v[0] - p[i-1][0], v[1] - p[i-1][1]) : 0), 0); // summ of segments length
const widening = rn((1000 + (riverLength * 30)) * increment);
const widening = 1000 + riverLength * 30;
const riverPointsLeft = [], riverPointsRight = []; // store points on both sides to build a valid polygon
const last = points.length - 1;
const factor = riverLength / points.length;
@ -323,7 +327,7 @@ const getPath = function(points, width = 1, increment = 1, starting = .1) {
const xNext = points[p+1][0], yNext = points[p + 1][1];
angle = Math.atan2(yPrev - yNext, xPrev - xNext);
sin = Math.sin(angle), cos = Math.cos(angle);
offset = (Math.atan(Math.pow(p * factor, 2) / widening) / 2 * width) + extraOffset;
offset = (Math.atan(Math.pow(p * factor, 2) / widening) / 2 * widthFactor) + extraOffset;
const confOffset = Math.atan(c * 5 / widening);
extraOffset += confOffset;
xLeft = x + -sin * offset, yLeft = y + cos * (offset + confOffset);
@ -347,7 +351,7 @@ const getPath = function(points, width = 1, increment = 1, starting = .1) {
const right = lineGen(riverPointsRight);
let left = lineGen(riverPointsLeft);
left = left.substring(left.indexOf("C"));
return [round(right + left, 2), rn(riverLength, 2)];
return [round(right + left, 2), rn(riverLength, 2), offset];
}
const specify = function() {
@ -394,6 +398,6 @@ const getBasin = function(r, p, e) {
return r;
}
return {generate, resolveDepressions, addMeandring, getPath, specify, getName, getBasin, remove};
return {generate, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
})));

View file

@ -521,7 +521,7 @@ function addRiverOnClick() {
i = min;
}
const points = Rivers.addMeandring(dataRiver, Math.random() * .5 + .1);
const points = Rivers.addMeandering(dataRiver, 1, .5);
const width = Math.random() * .5 + .9;
const increment = Math.random() * .4 + .8;
const [path, length] = Rivers.getPath(points, width, increment);