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v1.5.32 - resolve conflicts
This commit is contained in:
parent
79584fffac
commit
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7 changed files with 465 additions and 361 deletions
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@ -1,296 +1,376 @@
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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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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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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, p = cells.p, features = pack.features;
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// build distance field in cells from water (cells.t)
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void function markupLand() {
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const q = t => cells.i.filter(i => cells.t[i] === t);
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for (let t = 2, queue = q(t); queue.length; t++, queue = q(t)) {
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queue.forEach(i => cells.c[i].forEach(c => {
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if (!cells.t[c]) cells.t[c] = t+1;
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}));
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// build distance field in cells from water (cells.t)
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void function markupLand() {
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const q = t => cells.i.filter(i => cells.t[i] === t);
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for (let t = 2, queue = q(t); queue.length; t++, queue = q(t)) {
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queue.forEach(i => cells.c[i].forEach(c => {
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if (!cells.t[c]) cells.t[c] = t+1;
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}));
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}
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}()
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// height with added t value to make map less depressed
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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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resolveDepressions(h);
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features.forEach(f => {delete f.river; delete f.flux; delete f.inlets});
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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, not 0
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void function drainWater() {
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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 outlets = new Uint32Array(features.length);
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// enumerate lake outlet positions
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features.filter(f => f.type === "lake" && (f.group === "freshwater" || f.group === "frozen")).forEach(l => {
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let outlet = 0;
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if (l.shoreline) {
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outlet = l.shoreline[d3.scan(l.shoreline, (a,b) => h[a] - h[b])];
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} else { // in case it got missed or deleted
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WARN && console.warn('Re-scanning shoreline of a lake');
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const shallows = cells.i.filter(j => cells.t[j] === -1 && cells.f[j] === l.i);
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let shoreline = [];
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shallows.map(w => cells.c[w]).forEach(cList => cList.forEach(s => shoreline.push(s)));
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outlet = shoreline[d3.scan(shoreline, (a,b) => h[a] - h[b])];
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}
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}()
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outlets[l.i] = outlet;
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delete l.shoreline // cleanup temp data once used
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});
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// height with added t value to make map less depressed
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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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resolveDepressions(h);
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features.forEach(f => {delete f.river; delete f.flux;});
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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, not 0
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void function drainWater() {
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const land = cells.i.filter(i => h[i] >= 20).sort((a,b) => h[b] - h[a]);
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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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// near-border cell: pour out of the screen
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if (cells.b[i]) {
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if (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]});
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}
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return;
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}
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//const min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
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let min = cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
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// allow only one river can flow through a lake
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const cf = features[cells.f[i]]; // current cell feature
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if (cf.river && cf.river !== cells.r[i]) {
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cells.fl[i] = 0;
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}
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if (cells.fl[i] < 30) {
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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});
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riverNext++;
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}
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if (cells.r[min]) { // downhill cell already has river assigned
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if (cells.fl[min] < cells.fl[i]) {
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cells.conf[min] = cells.fl[min]; // mark confluence
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if (h[min] >= 20) riversData.find(r => r.river === cells.r[min]).parent = cells.r[i]; // min river is a tributary of current river
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cells.r[min] = cells.r[i]; // re-assign river if downhill part has less flux
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} else {
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cells.conf[min] += cells.fl[i]; // mark confluence
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if (h[min] >= 20) riversData.find(r => r.river === cells.r[i]).parent = cells.r[min]; // current river is a tributary of min river
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}
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} else cells.r[min] = cells.r[i]; // assign the river to the downhill cell
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const nx = p[min][0], ny = p[min][1];
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if (h[min] < 20) {
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// pour water to the sea haven
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riversData.push({river: cells.r[i], cell: cells.haven[i], x: nx, y: ny});
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const flowDown = function(min, mFlux, iFlux, ri, i = 0){
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if (cells.r[min]) { // downhill cell already has river assigned
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if (mFlux < iFlux) {
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cells.conf[min] = cells.fl[min]; // mark confluence
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if (h[min] >= 20) riversData.find(r => r.river === cells.r[min]).parent = ri; // min river is a tributary of current river
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cells.r[min] = ri; // re-assign river if downhill part has less flux
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} else {
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const mf = features[cells.f[min]]; // feature of min cell
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if (mf.type === "lake") {
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if (!mf.river || cells.fl[i] > mf.flux) {
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mf.river = cells.r[i]; // pour water to temporaly elevated lake
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mf.flux = cells.fl[i]; // entering flux
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cells.conf[min] += iFlux; // mark confluence
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if (h[min] >= 20) riversData.find(r => r.river === ri).parent = cells.r[min]; // current river is a tributary of min river
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}
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} else cells.r[min] = ri; // assign the river to the downhill cell
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if (h[min] < 20) {
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// pour water to the sea haven
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const oh = i ? cells.haven[i] : min;
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riversData.push({river: ri, cell: oh, x: p[min][0], y: p[min][1]});
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const mf = features[cells.f[min]]; // feature of min cell
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if (mf.type === "lake") {
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if (!mf.river || iFlux > mf.flux) {
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mf.river = ri; // pour water to temporaly elevated lake
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mf.flux = iFlux; // entering flux
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}
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mf.totalFlux += iFlux;
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if (mf.inlets) {
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mf.inlets.push(ri);
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} else {
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mf.inlets = [ri];
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}
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}
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} else {
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cells.fl[min] += iFlux; // propagate flux
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riversData.push({river: ri, cell: min, x: p[min][0], y: p[min][1]}); // add next River segment
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}
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}
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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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// lake outlets draw from lake
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let n = -1, out2 = 0;
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while (outlets.includes(i, n+1)) {
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n = outlets.indexOf(i, n+1);
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const l = features[n];
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if ( ! l ) {continue;}
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const j = cells.haven[i];
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// allow chain lakes to retain identity
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if(cells.r[j] !== l.river) {
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let touch = false;
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for (const c of cells.c[j]){
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if (cells.r[c] === l.river) {
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touch = true;
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break;
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}
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}
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cells.fl[min] += cells.fl[i]; // propagate flux
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riversData.push({river: cells.r[i], cell: min, x: nx, y: ny}); // add next River segment
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}
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});
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}()
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void function defineRivers() {
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pack.rivers = []; // rivers data
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const riverPaths = []; // temporary data for all rivers
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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 > 2) {
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const riverEnhanced = addMeandring(riverSegments);
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const width = rn(.8 + Math.random() * .4, 1); // river width modifier
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const increment = rn(.8 + Math.random() * .6, 1); // river bed widening modifier
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const [path, length] = getPath(riverEnhanced, width, increment);
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riverPaths.push([r, path, width, increment]);
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const source = riverSegments[0], mouth = riverSegments[riverSegments.length-2];
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const parent = source.parent || 0;
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pack.rivers.push({i:r, parent, length, source:source.cell, mouth:mouth.cell});
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} else {
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// remove too short rivers
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riverSegments.filter(s => cells.r[s.cell] === r).forEach(s => cells.r[s.cell] = 0);
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if (touch) {
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cells.r[j] = l.river;
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riversData.push({river: l.river, cell: j, x: p[j][0], y: p[j][1]});
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} else {
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cells.r[j] = riverNext;
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riversData.push({river: riverNext, cell: j, x: p[j][0], y: p[j][1]});
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riverNext++;
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}
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}
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cells.fl[j] = l.totalFlux; // signpost river size
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flowDown(i, cells.fl[i], l.totalFlux, cells.r[j]);
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// prevent dropping imediately back into the lake
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out2 = cells.c[i].filter(c => (h[c] >= 20 || cells.f[c] !== cells.f[j])).sort((a,b) => h[a] - h[b])[0]; // downhill cell not in the source lake
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// assign all to outlet basin
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if (l.inlets) l.inlets.forEach(fork => riversData.find(r => r.river === fork).parent = cells.r[j]);
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}
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const html = riverPaths.map(r =>`<path id="river${r[0]}" d="${r[1]}" data-width="${r[2]}" data-increment="${r[3]}"/>`).join("");
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rivers.html(html);
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}()
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// apply change heights as basic one
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if (changeHeights) cells.h = Uint8Array.from(h);
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TIME && console.timeEnd('generateRivers');
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}
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// depression filling algorithm (for a correct water flux modeling)
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const resolveDepressions = function(h) {
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const cells = pack.cells;
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const land = cells.i.filter(i => h[i] >= 20 && h[i] < 100 && !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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let depressed = false;
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for (let l = 0, depression = Infinity; depression && l < 100; l++) {
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depression = 0;
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for (const i of land) {
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const minHeight = d3.min(cells.c[i].map(c => h[c]));
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if (minHeight === 100) continue; // already max height
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if (h[i] <= minHeight) {
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h[i] = Math.min(minHeight + 1, 100);
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depression++;
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depressed = true;
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// near-border cell: pour out of the screen
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if (cells.b[i]) {
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if (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]});
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}
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return;
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}
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const min = out2 ? out2 : cells.c[i][d3.scan(cells.c[i], (a, b) => h[a] - h[b])]; // downhill cell
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if (cells.fl[i] < 30) {
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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});
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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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void function defineRivers() {
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pack.rivers = []; // rivers data
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const riverPaths = []; // temporary data for all rivers
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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 > 2) {
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const source = riverSegments[0], mouth = riverSegments[riverSegments.length-2];
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const riverEnhanced = addMeandring(riverSegments);
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let width = rn(.8 + Math.random() * .4, 1); // river width modifier [.2, 10]
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let increment = rn(.8 + Math.random() * .6, 1); // river bed widening modifier [.01, 3]
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const [path, length] = getPath(riverEnhanced, width, increment, cells.h[source.cell] >= 20 ? .1 : .6);
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riverPaths.push([r, path, width, increment]);
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const parent = source.parent || 0;
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pack.rivers.push({i:r, parent, length, source:source.cell, mouth:mouth.cell});
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} else {
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// remove too short rivers
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riverSegments.filter(s => cells.r[s.cell] === r).forEach(s => cells.r[s.cell] = 0);
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}
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}
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return depressed;
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}
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// drawRivers
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rivers.selectAll("path").remove();
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rivers.selectAll("path").data(riverPaths).enter()
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.append("path").attr("d", d => d[1]).attr("id", d => "river"+d[0])
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.attr("data-width", d => d[2]).attr("data-increment", d => d[3]);
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}()
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// add more river points on 1/3 and 2/3 of length
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const addMeandring = function(segments, rndFactor = 0.3) {
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const riverEnhanced = []; // to store enhanced segments
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let side = 1; // to control meandring direction
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// apply change heights as basic one
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if (changeHeights) cells.h = Uint8Array.from(h);
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for (let s = 0; s < segments.length; s++) {
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const sX = segments[s].x, sY = segments[s].y; // segment start coordinates
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const c = pack.cells.conf[segments[s].cell] || 0; // if segment is river confluence
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riverEnhanced.push([sX, sY, c]);
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TIME && console.timeEnd('generateRivers');
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}
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if (s+1 === segments.length) break; // do not enhance last segment
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const eX = segments[s+1].x, eY = segments[s+1].y; // segment end coordinates
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const angle = Math.atan2(eY - sY, eX - sX);
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const sin = Math.sin(angle), cos = Math.cos(angle);
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const serpentine = 1 / (s + 1) + 0.3;
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const meandr = serpentine + Math.random() * rndFactor;
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if (P(.5)) side *= -1; // change meandring direction in 50%
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const dist2 = (eX - sX) ** 2 + (eY - sY) ** 2;
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// if dist2 is big or river is small add extra points at 1/3 and 2/3 of segment
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if (dist2 > 64 || (dist2 > 16 && segments.length < 6)) {
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const p1x = (sX * 2 + eX) / 3 + side * -sin * meandr;
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const p1y = (sY * 2 + eY) / 3 + side * cos * meandr;
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if (P(.2)) side *= -1; // change 2nd extra point meandring direction in 20%
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const p2x = (sX + eX * 2) / 3 + side * sin * meandr;
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const p2y = (sY + eY * 2) / 3 + side * cos * meandr;
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riverEnhanced.push([p1x, p1y], [p2x, p2y]);
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// if dist is medium or river is small add 1 extra middlepoint
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} else if (dist2 > 16 || segments.length < 6) {
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const p1x = (sX + eX) / 2 + side * -sin * meandr;
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const p1y = (sY + eY) / 2 + side * cos * meandr;
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riverEnhanced.push([p1x, p1y]);
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// depression filling algorithm (for a correct water flux modeling)
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const resolveDepressions = function(h) {
|
||||
const cells = pack.cells;
|
||||
const land = cells.i.filter(i => h[i] >= 20 && h[i] < 100 && !cells.b[i]); // exclude near-border cells
|
||||
const lakes = pack.features.filter(f => f.type === "lake" && (f.group === "freshwater" || f.group === "frozen")); // to keep lakes flat
|
||||
lakes.forEach(l => {
|
||||
l.shoreline = [];
|
||||
l.height = 21;
|
||||
l.totalFlux = grid.cells.prec[cells.g[l.firstCell]];
|
||||
});
|
||||
for (let i of land.filter(i => cells.t[i] === 1)) { // select shoreline cells
|
||||
cells.c[i].map(c => pack.features[cells.f[c]]).forEach(cf => {
|
||||
if (lakes.includes(cf) && !cf.shoreline.includes(i)) {
|
||||
cf.shoreline.push(i);
|
||||
}
|
||||
})
|
||||
}
|
||||
land.sort((a,b) => h[b] - h[a]); // highest cells go first
|
||||
let depressed = false;
|
||||
|
||||
for (let l = 0, depression = Infinity; depression && l < 100; l++) {
|
||||
depression = 0;
|
||||
for (const l of lakes) {
|
||||
const minHeight = d3.min(l.shoreline.map(s => h[s]));
|
||||
if (minHeight === 100) continue; // already max height
|
||||
if (l.height <= minHeight) {
|
||||
l.height = Math.min(minHeight + 1, 100);
|
||||
depression++;
|
||||
depressed = true;
|
||||
}
|
||||
}
|
||||
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] // NB undefined is falsy (a || b is short for a ? a : b)
|
||||
));
|
||||
if (minHeight === 100) continue; // already max height
|
||||
if (h[i] <= minHeight) {
|
||||
h[i] = Math.min(minHeight + 1, 100);
|
||||
depression++;
|
||||
depressed = true;
|
||||
}
|
||||
}
|
||||
return riverEnhanced;
|
||||
}
|
||||
|
||||
const getPath = function(points, width = 1, increment = 1) {
|
||||
let offset, extraOffset = .1; // 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 riverPointsLeft = [], riverPointsRight = []; // store points on both sides to build a valid polygon
|
||||
const last = points.length - 1;
|
||||
const factor = riverLength / points.length;
|
||||
return depressed;
|
||||
}
|
||||
|
||||
// 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]);
|
||||
// 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
|
||||
|
||||
// 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 * width) + 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]);
|
||||
for (let s = 0; s < segments.length; s++) {
|
||||
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]);
|
||||
|
||||
if (s+1 === segments.length) break; // do not enhance 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]);
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
return riverEnhanced;
|
||||
}
|
||||
|
||||
const getPath = function(points, width = 1, increment = 1, starting = .1) {
|
||||
let offset, extraOffset = starting; // 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 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);
|
||||
xLeft = x + -sin * offset, yLeft = y + cos * offset;
|
||||
offset = (Math.atan(Math.pow(p * factor, 2) / widening) / 2 * width) + 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)];
|
||||
}
|
||||
|
||||
const specify = function() {
|
||||
if (!pack.rivers.length) return;
|
||||
Math.random = aleaPRNG(seed);
|
||||
const smallLength = pack.rivers.map(r => r.length||0).sort((a,b) => a-b)[Math.ceil(pack.rivers.length * .15)];
|
||||
const smallType = {"Creek":9, "River":3, "Brook":3, "Stream":1}; // weighted small river types
|
||||
// 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]);
|
||||
|
||||
for (const r of pack.rivers) {
|
||||
r.basin = getBasin(r.i, r.parent);
|
||||
r.name = getName(r.mouth);
|
||||
//debug.append("circle").attr("cx", pack.cells.p[r.mouth][0]).attr("cy", pack.cells.p[r.mouth][1]).attr("r", 2);
|
||||
const small = r.length < smallLength;
|
||||
r.type = r.parent && !(r.i%6) ? small ? "Branch" : "Fork" : small ? rw(smallType) : "River";
|
||||
}
|
||||
// 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)];
|
||||
}
|
||||
|
||||
const specify = function() {
|
||||
if (!pack.rivers.length) return;
|
||||
Math.random = aleaPRNG(seed);
|
||||
const smallLength = pack.rivers.map(r => r.length||0).sort((a,b) => a-b)[Math.ceil(pack.rivers.length * .15)];
|
||||
const smallType = {"Creek":9, "River":3, "Brook":3, "Stream":1}; // weighted small river types
|
||||
|
||||
for (const r of pack.rivers) {
|
||||
r.basin = getBasin(r.i, r.parent);
|
||||
r.name = getName(r.mouth);
|
||||
//debug.append("circle").attr("cx", pack.cells.p[r.mouth][0]).attr("cy", pack.cells.p[r.mouth][1]).attr("r", 2);
|
||||
const small = r.length < smallLength;
|
||||
r.type = r.parent && !(r.i%6) ? small ? "Branch" : "Fork" : small ? rw(smallType) : "River";
|
||||
}
|
||||
}
|
||||
|
||||
const getName = function(cell) {
|
||||
return Names.getCulture(pack.cells.culture[cell]);
|
||||
const getName = function(cell) {
|
||||
return Names.getCulture(pack.cells.culture[cell]);
|
||||
}
|
||||
|
||||
// remove river and all its tributaries
|
||||
const remove = function(id) {
|
||||
const cells = pack.cells;
|
||||
const riversToRemove = pack.rivers.filter(r => r.i === id || getBasin(r.i, r.parent, id) === 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 getBasin = function(r, p, e) {
|
||||
while (p && r !== p && r !== e) {
|
||||
const parent = pack.rivers.find(r => r.i === p);
|
||||
if (!parent) return r;
|
||||
r = parent.i;
|
||||
p = parent.parent;
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
// remove river and all its tributaries
|
||||
const remove = function(id) {
|
||||
const cells = pack.cells;
|
||||
const riversToRemove = pack.rivers.filter(r => r.i === id || getBasin(r.i, r.parent, id) === 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, addMeandring, getPath, specify, getName, getBasin, remove};
|
||||
|
||||
const getBasin = function(r, p, e) {
|
||||
while (p && r !== p && r !== e) {
|
||||
const parent = pack.rivers.find(r => r.i === p);
|
||||
if (!parent) return r;
|
||||
r = parent.i;
|
||||
p = parent.parent;
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
return {generate, resolveDepressions, addMeandring, getPath, specify, getName, getBasin, remove};
|
||||
|
||||
})));
|
||||
})));
|
||||
Loading…
Add table
Add a link
Reference in a new issue