mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 09:41:24 +01:00
make depressions resolve elevation change not that big
This commit is contained in:
parent
ab065da5d2
commit
67235bc41e
8 changed files with 1765 additions and 1264 deletions
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@ -1,355 +1,389 @@
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(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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typeof define === 'function' && define.amd ? define(factory) :
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(global.Rivers = factory());
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}(this, (function () {'use strict';
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typeof exports === "object" && typeof module !== "undefined" ? (module.exports = factory()) : typeof define === "function" && define.amd ? define(factory) : (global.Rivers = factory());
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})(this, function () {
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"use strict";
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const generate = function(changeHeights = true) {
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TIME && console.time('generateRivers');
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Math.random = aleaPRNG(seed);
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const cells = pack.cells, p = cells.p, features = pack.features;
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const generate = function (changeHeights = true) {
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TIME && console.time("generateRivers");
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Math.random = aleaPRNG(seed);
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const cells = pack.cells,
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p = cells.p,
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features = pack.features;
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const riversData = []; // rivers data
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cells.fl = new Uint16Array(cells.i.length); // water flux array
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cells.r = new Uint16Array(cells.i.length); // rivers array
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cells.conf = new Uint8Array(cells.i.length); // confluences array
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let riverNext = 1; // first river id is 1
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const riversData = []; // rivers data
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cells.fl = new Uint16Array(cells.i.length); // water flux array
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cells.r = new Uint16Array(cells.i.length); // rivers array
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cells.conf = new Uint8Array(cells.i.length); // confluences array
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let riverNext = 1; // first river id is 1
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const h = alterHeights();
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removeStoredLakeData();
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resolveDepressions(h);
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drainWater();
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defineRivers();
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Lakes.cleanupLakeData();
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const h = alterHeights();
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prepareLakeData();
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resolveDepressions(h, 200);
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drainWater();
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defineRivers();
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Lakes.cleanupLakeData();
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if (changeHeights) cells.h = Uint8Array.from(h); // apply changed heights as basic one
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if (changeHeights) cells.h = Uint8Array.from(h); // apply changed heights as basic one
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TIME && console.timeEnd('generateRivers');
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TIME && console.timeEnd("generateRivers");
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// height with added t value to make map less depressed
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function alterHeights() {
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const h = Array.from(cells.h)
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.map((h, i) => h < 20 || cells.t[i] < 1 ? h : h + cells.t[i] / 100)
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.map((h, i) => h < 20 || cells.t[i] < 1 ? h : h + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000);
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return h;
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}
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function prepareLakeData() {
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features.forEach(f => {
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if (f.type !== "lake") return;
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delete f.flux;
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delete f.inlets;
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delete f.outlet;
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delete f.height;
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!f.shoreline && Lakes.getShoreline(f);
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});
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}
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function removeStoredLakeData() {
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features.forEach(f => {
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delete f.flux;
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delete f.inlets;
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delete f.outlet;
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delete f.height;
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});
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}
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function drainWater() {
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const MIN_FLUX_TO_FORM_RIVER = 30;
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const land = cells.i.filter(i => h[i] >= 20).sort((a, b) => h[b] - h[a]);
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const lakeOutCells = Lakes.setClimateData(h);
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function drainWater() {
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const MIN_FLUX_TO_FORM_RIVER = 30;
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const land = cells.i.filter(i => h[i] >= 20).sort((a,b) => h[b] - h[a]);
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const lakeOutCells = Lakes.setClimateData(h);
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land.forEach(function (i) {
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cells.fl[i] += grid.cells.prec[cells.g[i]]; // flux from precipitation
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const [x, y] = p[i];
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land.forEach(function(i) {
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cells.fl[i] += grid.cells.prec[cells.g[i]]; // flux from precipitation
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const x = p[i][0], y = p[i][1];
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// create lake outlet if lake is not in deep depression and flux > evaporation
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const lakes = lakeOutCells[i] ? features.filter(feature => i === feature.outCell && feature.flux > feature.evaporation) : [];
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for (const lake of lakes) {
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const lakeCell = cells.c[i].find(c => h[c] < 20 && cells.f[c] === lake.i);
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// create lake outlet if flux > evaporation
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const lakes = !lakeOutCells[i] ? [] : features.filter(feature => i === feature.outCell && feature.flux > feature.evaporation);
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for (const lake of lakes) {
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const lakeCell = cells.c[i].find(c => h[c] < 20 && cells.f[c] === lake.i);
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cells.fl[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
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cells.fl[lakeCell] += Math.max(lake.flux - lake.evaporation, 0); // not evaporated lake water drains to outlet
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// allow chain lakes to retain identity
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if (cells.r[lakeCell] !== lake.river) {
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const sameRiver = cells.c[lakeCell].some(c => cells.r[c] === lake.river);
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if (sameRiver) {
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cells.r[lakeCell] = lake.river;
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riversData.push({river: lake.river, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
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} else {
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cells.r[lakeCell] = riverNext;
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riversData.push({river: riverNext, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
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riverNext++;
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// allow chain lakes to retain identity
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if (cells.r[lakeCell] !== lake.river) {
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const sameRiver = cells.c[lakeCell].some(c => cells.r[c] === lake.river);
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if (sameRiver) {
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cells.r[lakeCell] = lake.river;
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riversData.push({river: lake.river, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
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} else {
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cells.r[lakeCell] = riverNext;
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riversData.push({river: riverNext, cell: lakeCell, x: p[lakeCell][0], y: p[lakeCell][1], flux: cells.fl[lakeCell]});
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riverNext++;
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}
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}
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lake.outlet = cells.r[lakeCell];
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flowDown(i, cells.fl[i], cells.fl[lakeCell], lake.outlet);
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}
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lake.outlet = cells.r[lakeCell];
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flowDown(i, cells.fl[i], cells.fl[lakeCell], lake.outlet);
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// assign all tributary rivers to outlet basin
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for (let outlet = lakes[0]?.outlet, l = 0; l < lakes.length; l++) {
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lakes[l].inlets?.forEach(fork => (riversData.find(r => r.river === fork).parent = outlet));
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}
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// near-border cell: pour water out of the screen
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if (cells.b[i] && cells.r[i]) {
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let to = [];
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const min = Math.min(y, graphHeight - y, x, graphWidth - x);
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if (min === y) to = [x, 0];
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else if (min === graphHeight - y) to = [x, graphHeight];
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else if (min === x) to = [0, y];
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else if (min === graphWidth - x) to = [graphWidth, y];
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riversData.push({river: cells.r[i], cell: i, x: to[0], y: to[1], flux: cells.fl[i]});
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return;
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}
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// downhill cell (make sure it's not in the source lake)
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const min = lakeOutCells[i] ? cells.c[i].filter(c => !lakes.map(lake => lake.i).includes(cells.f[c])).sort((a, b) => h[a] - h[b])[0] : cells.c[i].sort((a, b) => h[a] - h[b])[0];
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if (cells.fl[i] < MIN_FLUX_TO_FORM_RIVER) {
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if (h[min] >= 20) cells.fl[min] += cells.fl[i];
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return; // flux is too small to operate as river
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}
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// proclaim a new river
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if (!cells.r[i]) {
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cells.r[i] = riverNext;
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riversData.push({river: riverNext, cell: i, x, y, flux: cells.fl[i]});
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riverNext++;
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}
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flowDown(min, cells.fl[min], cells.fl[i], cells.r[i], i);
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});
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}
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function flowDown(toCell, toFlux, fromFlux, river, fromCell = 0) {
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if (cells.r[toCell]) {
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// downhill cell already has river assigned
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if (toFlux < fromFlux) {
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cells.conf[toCell] = cells.fl[toCell]; // mark confluence
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if (h[toCell] >= 20) riversData.find(r => r.river === cells.r[toCell]).parent = river; // min river is a tributary of current river
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cells.r[toCell] = river; // re-assign river if downhill part has less flux
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} else {
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cells.conf[toCell] += fromFlux; // mark confluence
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if (h[toCell] >= 20) riversData.find(r => r.river === river).parent = cells.r[toCell]; // current river is a tributary of min river
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}
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} else cells.r[toCell] = river; // assign the river to the downhill cell
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if (h[toCell] < 20) {
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// pour water to the water body
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const haven = fromCell ? cells.haven[fromCell] : toCell;
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riversData.push({river, cell: haven, x: p[toCell][0], y: p[toCell][1], flux: fromFlux});
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const waterBody = features[cells.f[toCell]];
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if (waterBody.type === "lake") {
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if (!waterBody.river || fromFlux > waterBody.enteringFlux) {
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waterBody.river = river;
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waterBody.enteringFlux = fromFlux;
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}
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waterBody.flux = waterBody.flux + fromFlux;
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waterBody.inlets ? waterBody.inlets.push(river) : (waterBody.inlets = [river]);
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}
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} else {
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// propagate flux and add next river segment
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cells.fl[toCell] += fromFlux;
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riversData.push({river, cell: toCell, x: p[toCell][0], y: p[toCell][1], flux: fromFlux});
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}
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}
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function defineRivers() {
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cells.r = new Uint16Array(cells.i.length); // re-initiate rivers array
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pack.rivers = []; // rivers data
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const riverPaths = [];
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for (let r = 1; r <= riverNext; r++) {
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const riverSegments = riversData.filter(d => d.river === r);
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if (riverSegments.length < 3) continue;
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for (const segment of riverSegments) {
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const i = segment.cell;
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if (cells.r[i]) continue;
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if (cells.h[i] < 20) continue;
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cells.r[i] = r;
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}
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const source = riverSegments[0].cell;
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const mouth = riverSegments[riverSegments.length - 2].cell;
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const widthFactor = rn(0.8 + Math.random() * 0.4, 1); // river width modifier [.8, 1.2]
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const sourceWidth = cells.h[source] >= 20 ? 0.1 : rn(Math.min(Math.max((cells.fl[source] / 500) ** 0.4, 0.5), 1.7), 2);
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const riverMeandered = addMeandering(riverSegments, sourceWidth * 10, 0.5);
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const [path, length, offset] = getPath(riverMeandered, widthFactor, sourceWidth);
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riverPaths.push([path, r]);
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const parent = riverSegments[0].parent || 0;
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const width = rn(offset ** 2, 2); // mounth width in km
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const discharge = last(riverSegments).flux; // in m3/s
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pack.rivers.push({i: r, source, mouth, discharge, length, width, widthFactor, sourceWidth, parent});
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}
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// assign all tributary rivers to outlet basin
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for (let outlet = lakes[0]?.outlet, l = 0; l < lakes.length; l++) {
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lakes[l].inlets?.forEach(fork => riversData.find(r => r.river === fork).parent = outlet);
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}
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// draw rivers
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rivers.html(riverPaths.map(d => `<path id="river${d[1]}" d="${d[0]}"/>`).join(""));
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}
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};
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// near-border cell: pour water out of the screen
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if (cells.b[i] && cells.r[i]) {
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const to = [];
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const min = Math.min(y, graphHeight - y, x, graphWidth - x);
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if (min === y) {to[0] = x; to[1] = 0;} else
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if (min === graphHeight - y) {to[0] = x; to[1] = graphHeight;} else
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if (min === x) {to[0] = 0; to[1] = y;} else
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if (min === graphWidth - x) {to[0] = graphWidth; to[1] = y;}
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riversData.push({river: cells.r[i], cell: i, x: to[0], y: to[1], flux: cells.fl[i]});
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return;
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}
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// downhill cell (make sure it's not in the source lake)
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const min = lakeOutCells[i]
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? cells.c[i].filter(c => !lakes.map(lake => lake.i).includes(cells.f[c])).sort((a, b) => h[a] - h[b])[0]
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: cells.c[i].sort((a, b) => h[a] - h[b])[0];
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if (cells.fl[i] < MIN_FLUX_TO_FORM_RIVER) {
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if (h[min] >= 20) cells.fl[min] += cells.fl[i];
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return; // flux is too small to operate as river
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}
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// proclaim a new river
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if (!cells.r[i]) {
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cells.r[i] = riverNext;
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riversData.push({river: riverNext, cell: i, x, y, flux: cells.fl[i]});
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riverNext++;
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}
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flowDown(min, cells.fl[min], cells.fl[i], cells.r[i], i);
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// add distance to water value to land cells to make map less depressed
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function alterHeights() {
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const cells = pack.cells;
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return Array.from(cells.h).map((h, i) => {
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if (h < 20 || cells.t[i] < 1) return h;
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return h + cells.t[i] / 100 + d3.mean(cells.c[i].map(c => cells.t[c])) / 10000;
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});
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}
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function flowDown(toCell, toFlux, fromFlux, river, fromCell = 0) {
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if (cells.r[toCell]) {
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// downhill cell already has river assigned
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if (toFlux < fromFlux) {
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cells.conf[toCell] = cells.fl[toCell]; // mark confluence
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if (h[toCell] >= 20) riversData.find(r => r.river === cells.r[toCell]).parent = river; // min river is a tributary of current river
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cells.r[toCell] = river; // re-assign river if downhill part has less flux
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} else {
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cells.conf[toCell] += fromFlux; // mark confluence
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if (h[toCell] >= 20) riversData.find(r => r.river === river).parent = cells.r[toCell]; // current river is a tributary of min river
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// depression filling algorithm (for a correct water flux modeling)
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const resolveDepressions = function (h, maxIterations) {
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const {cells, features} = pack;
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const height = i => features[cells.f[i]].height || h[i]; // height of lake or specific cell
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const lakes = features.filter(f => f.type === "lake");
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const land = cells.i.filter(i => h[i] >= 20 && !cells.b[i]); // exclude near-border cells
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land.sort((a, b) => h[b] - h[a]); // highest cells go first
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const progress = [];
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let depressions = Infinity;
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let prevDepressions = null;
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for (let iteration = 0; depressions && iteration < maxIterations; iteration++) {
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if (progress.length > 5 && d3.sum(progress) > 0) {
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// bad progress, abort and set heights back
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h = alterHeights();
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depressions = progress[0];
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break;
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}
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} else cells.r[toCell] = river; // assign the river to the downhill cell
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if (h[toCell] < 20) {
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// pour water to the water body
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const haven = fromCell ? cells.haven[fromCell] : toCell;
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riversData.push({river, cell: haven, x: p[toCell][0], y: p[toCell][1], flux: fromFlux});
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depressions = 0;
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const waterBody = features[cells.f[toCell]];
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if (waterBody.type === "lake") {
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if (!waterBody.river || fromFlux > waterBody.enteringFlux) {
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waterBody.river = river;
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waterBody.enteringFlux = fromFlux;
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if (iteration < 180) {
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for (const l of lakes) {
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if (l.closed) continue;
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const minHeight = d3.min(l.shoreline.map(s => h[s]));
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if (minHeight >= 100 || l.height > minHeight) continue;
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if (iteration > 150) {
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l.shoreline.forEach(i => (h[i] = cells.h[i]));
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l.height = d3.min(l.shoreline.map(s => h[s])) - 1;
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l.closed = true;
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continue;
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}
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depressions++;
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l.height = minHeight + 0.2;
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}
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waterBody.flux = waterBody.flux + fromFlux;
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waterBody.inlets ? waterBody.inlets.push(river) : waterBody.inlets = [river];
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}
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} else {
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// propagate flux and add next river segment
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cells.fl[toCell] += fromFlux;
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riversData.push({river, cell: toCell, x: p[toCell][0], y: p[toCell][1], flux: fromFlux});
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}
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}
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function defineRivers() {
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cells.r = new Uint16Array(cells.i.length); // re-initiate rivers array
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pack.rivers = []; // rivers data
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const riverPaths = [];
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for (let r = 1; r <= riverNext; r++) {
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const riverSegments = riversData.filter(d => d.river === r);
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if (riverSegments.length < 3) continue;
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for (const segment of riverSegments) {
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const i = segment.cell;
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if (cells.r[i]) continue;
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if (cells.h[i] < 20) continue;
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cells.r[i] = r;
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}
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const source = riverSegments[0].cell;
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const mouth = riverSegments[riverSegments.length-2].cell;
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for (const i of land) {
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const minHeight = d3.min(cells.c[i].map(c => height(c)));
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if (minHeight >= 100 || h[i] > minHeight) continue;
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const widthFactor = rn(.8 + Math.random() * .4, 1); // river width modifier [.8, 1.2]
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const sourceWidth = cells.h[source] >= 20 ? .1 : rn(Math.min(Math.max((cells.fl[source] / 500) ** .4, .5), 1.7), 2);
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depressions++;
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h[i] = minHeight + 0.1;
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}
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const riverMeandered = addMeandering(riverSegments, sourceWidth * 10, .5);
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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});
|
||||
prevDepressions !== null && progress.push(depressions - prevDepressions);
|
||||
prevDepressions = depressions;
|
||||
}
|
||||
|
||||
// draw rivers
|
||||
rivers.html(riverPaths.map(d => `<path id="river${d[1]}" d="${d[0]}"/>`).join(""));
|
||||
}
|
||||
}
|
||||
if (!depressions) return;
|
||||
WARN && console.warn(`Unresolved depressions: ${depressions}. Edit heightmap to fix`);
|
||||
//const flow = cells.i.length < 65535 ? new Uint16Array(cells.i.length) : new Uint32Array(cells.i.length);
|
||||
//flow[i] = min;
|
||||
//debug.append("path").attr("class", "arrow").attr("d", `M${cells.p[i][0]},${cells.p[i][1]}L${cells.p[min][0]},${cells.p[min][1]}`);
|
||||
};
|
||||
|
||||
// depression filling algorithm (for a correct water flux modeling)
|
||||
const resolveDepressions = function(h) {
|
||||
const {cells, features} = pack;
|
||||
const ITERATIONS = 150;
|
||||
// add more river points on 1/3 and 2/3 of length
|
||||
const addMeandering = function (segments, width = 1, meandering = 0.5) {
|
||||
const riverMeandered = []; // to store enhanced segments
|
||||
|
||||
const lakes = features.filter(f => f.type === "lake");
|
||||
lakes.forEach(l => {
|
||||
const uniqueCells = new Set();
|
||||
l.vertices.forEach(v => pack.vertices.c[v].forEach(c => cells.h[c] >= 20 && uniqueCells.add(c)));
|
||||
l.shoreline = [...uniqueCells];
|
||||
});
|
||||
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
|
||||
riverMeandered.push([sX, sY, c]);
|
||||
|
||||
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
|
||||
if (s + 1 === segments.length) break; // do not meander last segment
|
||||
|
||||
let depressions = Infinity;
|
||||
for (let l = 0; depressions && l < ITERATIONS; l++) {
|
||||
depressions = 0;
|
||||
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);
|
||||
|
||||
for (const l of lakes) {
|
||||
const minHeight = d3.min(l.shoreline.map(s => h[s]));
|
||||
if (minHeight >= 100 || l.height > minHeight) continue;
|
||||
l.height = minHeight + 1;
|
||||
depressions++;
|
||||
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]);
|
||||
}
|
||||
}
|
||||
|
||||
for (const i of land) {
|
||||
const minHeight = d3.min(cells.c[i].map(c => cells.t[c] > 0 ? h[c] : pack.features[cells.f[c]].height || h[c]));
|
||||
if (minHeight >= 100 || h[i] > minHeight) continue;
|
||||
h[i] = minHeight + 1;
|
||||
depressions++;
|
||||
}
|
||||
}
|
||||
return riverMeandered;
|
||||
};
|
||||
|
||||
depressions && ERROR && console.error("Heightmap is depressed. Issues with rivers expected. Remove depressed areas to resolve");
|
||||
}
|
||||
const getPath = function (points, widthFactor = 1, sourceWidth = 0.1) {
|
||||
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 = 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;
|
||||
|
||||
// add more river points on 1/3 and 2/3 of length
|
||||
const addMeandering = function(segments, width = 1, meandering = .5) {
|
||||
const riverMeandered = []; // to store enhanced segments
|
||||
|
||||
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
|
||||
riverMeandered.push([sX, sY, c]);
|
||||
|
||||
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 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 riverMeandered;
|
||||
}
|
||||
|
||||
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 = 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;
|
||||
|
||||
// first point
|
||||
let x = points[0][0], y = points[0][1], c;
|
||||
let angle = Math.atan2(y - points[1][1], x - points[1][0]);
|
||||
let sin = Math.sin(angle), cos = Math.cos(angle);
|
||||
let xLeft = x + -sin * extraOffset, yLeft = y + cos * extraOffset;
|
||||
riverPointsLeft.push([xLeft, yLeft]);
|
||||
let xRight = x + sin * extraOffset, yRight = y + -cos * extraOffset;
|
||||
riverPointsRight.unshift([xRight, yRight]);
|
||||
|
||||
// middle points
|
||||
for (let p = 1; p < last; p++) {
|
||||
x = points[p][0], y = points[p][1], c = points[p][2] || 0;
|
||||
const xPrev = points[p-1][0], yPrev = points[p - 1][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 * widthFactor) + extraOffset;
|
||||
const confOffset = Math.atan(c * 5 / widening);
|
||||
extraOffset += confOffset;
|
||||
xLeft = x + -sin * offset, yLeft = y + cos * (offset + confOffset);
|
||||
// first point
|
||||
let x = points[0][0],
|
||||
y = points[0][1],
|
||||
c;
|
||||
let angle = Math.atan2(y - points[1][1], x - points[1][0]);
|
||||
let sin = Math.sin(angle),
|
||||
cos = Math.cos(angle);
|
||||
let xLeft = x + -sin * extraOffset,
|
||||
yLeft = y + cos * extraOffset;
|
||||
riverPointsLeft.push([xLeft, yLeft]);
|
||||
xRight = x + sin * offset, yRight = y + -cos * offset;
|
||||
let xRight = x + sin * extraOffset,
|
||||
yRight = y + -cos * extraOffset;
|
||||
riverPointsRight.unshift([xRight, yRight]);
|
||||
}
|
||||
|
||||
// end point
|
||||
x = points[last][0], y = points[last][1], c = points[last][2];
|
||||
if (c) extraOffset += Math.atan(c * 10 / widening); // add extra width on river confluence
|
||||
angle = Math.atan2(points[last-1][1] - y, points[last-1][0] - x);
|
||||
sin = Math.sin(angle), cos = Math.cos(angle);
|
||||
xLeft = x + -sin * offset, yLeft = y + cos * offset;
|
||||
riverPointsLeft.push([xLeft, yLeft]);
|
||||
xRight = x + sin * offset, yRight = y + -cos * offset;
|
||||
riverPointsRight.unshift([xRight, yRight]);
|
||||
// middle points
|
||||
for (let p = 1; p < last; p++) {
|
||||
(x = points[p][0]), (y = points[p][1]), (c = points[p][2] || 0);
|
||||
const xPrev = points[p - 1][0],
|
||||
yPrev = points[p - 1][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) * widthFactor + extraOffset;
|
||||
const confOffset = Math.atan((c * 5) / widening);
|
||||
extraOffset += confOffset;
|
||||
(xLeft = x + -sin * offset), (yLeft = y + cos * (offset + confOffset));
|
||||
riverPointsLeft.push([xLeft, yLeft]);
|
||||
(xRight = x + sin * offset), (yRight = y + -cos * offset);
|
||||
riverPointsRight.unshift([xRight, yRight]);
|
||||
}
|
||||
|
||||
// generate polygon path and return
|
||||
lineGen.curve(d3.curveCatmullRom.alpha(0.1));
|
||||
const right = lineGen(riverPointsRight);
|
||||
let left = lineGen(riverPointsLeft);
|
||||
left = left.substring(left.indexOf("C"));
|
||||
return [round(right + left, 2), rn(riverLength, 2), offset];
|
||||
}
|
||||
// end point
|
||||
(x = points[last][0]), (y = points[last][1]), (c = points[last][2]);
|
||||
if (c) extraOffset += Math.atan((c * 10) / widening); // add extra width on river confluence
|
||||
angle = Math.atan2(points[last - 1][1] - y, points[last - 1][0] - x);
|
||||
(sin = Math.sin(angle)), (cos = Math.cos(angle));
|
||||
(xLeft = x + -sin * offset), (yLeft = y + cos * offset);
|
||||
riverPointsLeft.push([xLeft, yLeft]);
|
||||
(xRight = x + sin * offset), (yRight = y + -cos * offset);
|
||||
riverPointsRight.unshift([xRight, yRight]);
|
||||
|
||||
const specify = function() {
|
||||
const rivers = pack.rivers;
|
||||
if (!rivers.length) return;
|
||||
Math.random = aleaPRNG(seed);
|
||||
const tresholdElement = Math.ceil(rivers.length * .15);
|
||||
const smallLength = rivers.map(r => r.length || 0).sort((a, b) => a-b)[tresholdElement];
|
||||
const smallType = {"Creek":9, "River":3, "Brook":3, "Stream":1}; // weighted small river types
|
||||
// generate polygon path and return
|
||||
lineGen.curve(d3.curveCatmullRom.alpha(0.1));
|
||||
const right = lineGen(riverPointsRight);
|
||||
let left = lineGen(riverPointsLeft);
|
||||
left = left.substring(left.indexOf("C"));
|
||||
return [round(right + left, 2), rn(riverLength, 2), offset];
|
||||
};
|
||||
|
||||
for (const r of rivers) {
|
||||
r.basin = getBasin(r.i);
|
||||
r.name = getName(r.mouth);
|
||||
const small = r.length < smallLength;
|
||||
r.type = r.parent && !(r.i%6) ? small ? "Branch" : "Fork" : small ? rw(smallType) : "River";
|
||||
}
|
||||
}
|
||||
const specify = function () {
|
||||
const rivers = pack.rivers;
|
||||
if (!rivers.length) return;
|
||||
Math.random = aleaPRNG(seed);
|
||||
const tresholdElement = Math.ceil(rivers.length * 0.15);
|
||||
const smallLength = rivers.map(r => r.length || 0).sort((a, b) => a - b)[tresholdElement];
|
||||
const smallType = {Creek: 9, River: 3, Brook: 3, Stream: 1}; // weighted small river types
|
||||
|
||||
const getName = function(cell) {
|
||||
return Names.getCulture(pack.cells.culture[cell]);
|
||||
}
|
||||
for (const r of rivers) {
|
||||
r.basin = getBasin(r.i);
|
||||
r.name = getName(r.mouth);
|
||||
const small = r.length < smallLength;
|
||||
r.type = r.parent && !(r.i % 6) ? (small ? "Branch" : "Fork") : small ? rw(smallType) : "River";
|
||||
}
|
||||
};
|
||||
|
||||
// remove river and all its tributaries
|
||||
const remove = function(id) {
|
||||
const cells = pack.cells;
|
||||
const riversToRemove = pack.rivers.filter(r => r.i === id || r.parent === id || r.basin === id).map(r => r.i);
|
||||
riversToRemove.forEach(r => rivers.select("#river"+r).remove());
|
||||
cells.r.forEach((r, i) => {
|
||||
if (!r || !riversToRemove.includes(r)) return;
|
||||
cells.r[i] = 0;
|
||||
cells.fl[i] = grid.cells.prec[cells.g[i]];
|
||||
cells.conf[i] = 0;
|
||||
});
|
||||
pack.rivers = pack.rivers.filter(r => !riversToRemove.includes(r.i));
|
||||
}
|
||||
const getName = function (cell) {
|
||||
return Names.getCulture(pack.cells.culture[cell]);
|
||||
};
|
||||
|
||||
const getBasin = function(r) {
|
||||
const parent = pack.rivers.find(river => river.i === r)?.parent;
|
||||
if (!parent || r === parent) return r;
|
||||
return getBasin(parent);
|
||||
}
|
||||
// remove river and all its tributaries
|
||||
const remove = function (id) {
|
||||
const cells = pack.cells;
|
||||
const riversToRemove = pack.rivers.filter(r => r.i === id || r.parent === id || r.basin === id).map(r => r.i);
|
||||
riversToRemove.forEach(r => rivers.select("#river" + r).remove());
|
||||
cells.r.forEach((r, i) => {
|
||||
if (!r || !riversToRemove.includes(r)) return;
|
||||
cells.r[i] = 0;
|
||||
cells.fl[i] = grid.cells.prec[cells.g[i]];
|
||||
cells.conf[i] = 0;
|
||||
});
|
||||
pack.rivers = pack.rivers.filter(r => !riversToRemove.includes(r.i));
|
||||
};
|
||||
|
||||
return {generate, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
|
||||
const getBasin = function (r) {
|
||||
const parent = pack.rivers.find(river => river.i === r)?.parent;
|
||||
if (!parent || r === parent) return r;
|
||||
return getBasin(parent);
|
||||
};
|
||||
|
||||
})));
|
||||
return {generate, resolveDepressions, addMeandering, getPath, specify, getName, getBasin, remove};
|
||||
});
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue