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https://github.com/Azgaar/Fantasy-Map-Generator.git
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Elevated Lakes (#554)
Fix #465 (river/lake) by @CanisArtorus * Give lake features a height attribute * Outflow changes * Outlets afterwards * Fix river identities * Pathfind big river across small-basin lakes. * Scrap pathing, too ambitious * Delete extraneous (de-)elevateLakes * Code cleanup * Attempt drawing improvements * Make outflows a river again. * Edge Cases. Explore drawing width. * Pretty up. River initial width.
This commit is contained in:
parent
40e5930571
commit
ed33864e07
5 changed files with 120 additions and 70 deletions
18
main.js
18
main.js
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@ -530,7 +530,6 @@ function generate() {
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reGraph();
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reGraph();
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drawCoastline();
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drawCoastline();
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elevateLakes();
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Rivers.generate();
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Rivers.generate();
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defineBiomes();
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defineBiomes();
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@ -1122,22 +1121,6 @@ function reMarkFeatures() {
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TIME && console.timeEnd("reMarkFeatures");
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TIME && console.timeEnd("reMarkFeatures");
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}
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}
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// temporary elevate some lakes to resolve depressions and flux the water to form an open (exorheic) lake
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function elevateLakes() {
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if (templateInput.value === "Atoll") return; // no need for Atolls
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TIME && console.time('elevateLakes');
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const cells = pack.cells, features = pack.features;
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const maxCells = cells.i.length / 100; // size limit; let big lakes be closed (endorheic)
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cells.i.forEach(i => {
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if (cells.h[i] >= 20) return;
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if (features[cells.f[i]].group !== "freshwater" || features[cells.f[i]].cells > maxCells) return;
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cells.h[i] = 20;
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//debug.append("circle").attr("cx", cells.p[i][0]).attr("cy", cells.p[i][1]).attr("r", .5).attr("fill", "blue");
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});
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TIME && console.timeEnd('elevateLakes');
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}
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// assign biome id for each cell
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// assign biome id for each cell
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function defineBiomes() {
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function defineBiomes() {
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TIME && console.time("defineBiomes");
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TIME && console.time("defineBiomes");
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@ -1145,7 +1128,6 @@ function defineBiomes() {
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cells.biome = new Uint8Array(cells.i.length); // biomes array
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cells.biome = new Uint8Array(cells.i.length); // biomes array
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for (const i of cells.i) {
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for (const i of cells.i) {
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if (f[cells.f[i]].group === "freshwater") cells.h[i] = 19; // de-elevate lakes; here to save some resources
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const t = temp[cells.g[i]]; // cell temperature
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const t = temp[cells.g[i]]; // cell temperature
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const h = cells.h[i]; // cell height
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const h = cells.h[i]; // cell height
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const m = h < 20 ? 0 : calculateMoisture(i); // cell moisture
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const m = h < 20 ? 0 : calculateMoisture(i); // cell moisture
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@ -25,7 +25,7 @@
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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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.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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resolveDepressions(h);
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features.forEach(f => {delete f.river; delete f.flux;});
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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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const riversData = []; // rivers data
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cells.fl = new Uint16Array(cells.i.length); // water flux array
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cells.fl = new Uint16Array(cells.i.length); // water flux array
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@ -35,10 +35,95 @@
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void function drainWater() {
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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 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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outlets[l.i] = outlet;
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delete l.shoreline // cleanup temp data once used
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});
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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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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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land.forEach(function(i) {
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cells.fl[i] += grid.cells.prec[cells.g[i]]; // flux from precipitation
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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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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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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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// near-border cell: pour out of the screen
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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.b[i]) {
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if (cells.r[i]) {
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if (cells.r[i]) {
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@ -53,14 +138,7 @@
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return;
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return;
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}
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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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const min = out2 ? out2 : 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 (cells.fl[i] < 30) {
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if (h[min] >= 20) cells.fl[min] += cells.fl[i];
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if (h[min] >= 20) cells.fl[min] += cells.fl[i];
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riverNext++;
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riverNext++;
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}
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}
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if (cells.r[min]) { // downhill cell already has river assigned
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flowDown(min, cells.fl[min], cells.fl[i], cells.r[i], i);
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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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} 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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}
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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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}()
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}()
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const riverSegments = riversData.filter(d => d.river === 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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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 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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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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pack.rivers.push({i:r, parent, length, source:source.cell, mouth:mouth.cell});
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} else {
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} else {
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const resolveDepressions = function(h) {
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const resolveDepressions = function(h) {
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const cells = pack.cells;
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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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const land = cells.i.filter(i => h[i] >= 20 && h[i] < 100 && !cells.b[i]); // exclude near-border cells
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const lakes = pack.features.filter(f => f.type === "lake" && (f.group === "freshwater" || f.group === "frozen")); // to keep lakes flat
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lakes.forEach(l => {
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l.shoreline = [];
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l.height = 21;
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l.totalFlux = grid.cells.prec[cells.g[l.firstCell]];
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});
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for (let i of land.filter(i => cells.t[i] === 1)) { // select shoreline cells
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cells.c[i].map(c => pack.features[cells.f[c]]).forEach(cf => {
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if (lakes.includes(cf) && !cf.shoreline.includes(i)) {
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cf.shoreline.push(i);
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}
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})
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}
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land.sort((a,b) => h[b] - h[a]); // highest cells go first
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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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let depressed = false;
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for (let l = 0, depression = Infinity; depression && l < 100; l++) {
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for (let l = 0, depression = Infinity; depression && l < 100; l++) {
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depression = 0;
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depression = 0;
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for (const l of lakes) {
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const minHeight = d3.min(l.shoreline.map(s => h[s]));
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if (minHeight === 100) continue; // already max height
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if (l.height <= minHeight) {
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l.height = Math.min(minHeight + 1, 100);
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depression++;
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depressed = true;
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}
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}
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for (const i of land) {
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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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const minHeight = d3.min(cells.c[i].map(c => cells.t[c] > 0 ? h[c] :
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pack.features[cells.f[c]].height || h[c] // NB undefined is falsy (a || b is short for a ? a : b)
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));
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if (minHeight === 100) continue; // already max height
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if (minHeight === 100) continue; // already max height
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if (h[i] <= minHeight) {
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if (h[i] <= minHeight) {
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h[i] = Math.min(minHeight + 1, 100);
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h[i] = Math.min(minHeight + 1, 100);
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return riverEnhanced;
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return riverEnhanced;
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}
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}
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const getPath = function(points, width = 1, increment = 1) {
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const getPath = function(points, width = 1, increment = 1, starting = .1) {
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let offset, extraOffset = .1; // starting river width (to make river source visible)
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let offset, extraOffset = starting; // starting river width (to make river source visible)
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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
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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
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const widening = rn((1000 + (riverLength * 30)) * increment);
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const widening = rn((1000 + (riverLength * 30)) * increment);
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const riverPointsLeft = [], riverPointsRight = []; // store points on both sides to build a valid polygon
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const riverPointsLeft = [], riverPointsRight = []; // store points on both sides to build a valid polygon
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@ -176,7 +176,6 @@ function editHeightmap() {
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reGraph();
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reGraph();
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drawCoastline();
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drawCoastline();
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elevateLakes();
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Rivers.generate(change);
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Rivers.generate(change);
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if (!change) {
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if (!change) {
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@ -289,7 +288,6 @@ function editHeightmap() {
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drawCoastline();
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drawCoastline();
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if (changeHeights.checked) {
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if (changeHeights.checked) {
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elevateLakes();
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Rivers.generate(changeHeights.checked);
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Rivers.generate(changeHeights.checked);
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}
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}
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||||||
|
|
||||||
|
|
@ -314,7 +312,6 @@ function editHeightmap() {
|
||||||
|
|
||||||
for (const i of pack.cells.i) {
|
for (const i of pack.cells.i) {
|
||||||
const g = pack.cells.g[i];
|
const g = pack.cells.g[i];
|
||||||
if (pack.features[pack.cells.f[i]].group === "freshwater") pack.cells.h[i] = 19; // de-elevate lakes
|
|
||||||
const land = pack.cells.h[i] >= 20;
|
const land = pack.cells.h[i] >= 20;
|
||||||
|
|
||||||
// check biome
|
// check biome
|
||||||
|
|
|
||||||
|
|
@ -72,12 +72,7 @@ function processFeatureRegeneration(event, button) {
|
||||||
}
|
}
|
||||||
|
|
||||||
function regenerateRivers() {
|
function regenerateRivers() {
|
||||||
elevateLakes();
|
|
||||||
Rivers.generate();
|
Rivers.generate();
|
||||||
for (const i of pack.cells.i) {
|
|
||||||
const f = pack.features[pack.cells.f[i]]; // feature
|
|
||||||
if (f.group === "freshwater") pack.cells.h[i] = 19; // de-elevate lakes
|
|
||||||
}
|
|
||||||
Rivers.specify();
|
Rivers.specify();
|
||||||
if (!layerIsOn("toggleRivers")) toggleRivers();
|
if (!layerIsOn("toggleRivers")) toggleRivers();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -45,7 +45,6 @@ function editWorld() {
|
||||||
updateGlobePosition();
|
updateGlobePosition();
|
||||||
calculateTemperatures();
|
calculateTemperatures();
|
||||||
generatePrecipitation();
|
generatePrecipitation();
|
||||||
elevateLakes();
|
|
||||||
const heights = new Uint8Array(pack.cells.h);
|
const heights = new Uint8Array(pack.cells.h);
|
||||||
Rivers.generate();
|
Rivers.generate();
|
||||||
Rivers.specify();
|
Rivers.specify();
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue