mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 09:41:24 +01:00
141 lines
4.8 KiB
JavaScript
141 lines
4.8 KiB
JavaScript
import * as d3 from "d3";
|
|
|
|
import {ERROR, TIME} from "config/logging";
|
|
import {clipPoly} from "utils/lineUtils";
|
|
import {round} from "utils/stringUtils";
|
|
import {Ruler} from "modules/measurers";
|
|
|
|
// Detect and draw the coastline
|
|
export function drawCoastline() {
|
|
TIME && console.time("drawCoastline");
|
|
|
|
const {cells, vertices, features} = pack;
|
|
const n = cells.i.length;
|
|
|
|
const used = new Uint8Array(features.length); // store connected features
|
|
const largestLand = d3.scan(
|
|
features.map(f => (f.land ? f.cells : 0)),
|
|
(a, b) => b - a
|
|
);
|
|
|
|
const landMask = defs.select("#land");
|
|
const waterMask = defs.select("#water");
|
|
const lineGen = d3.line().curve(d3.curveBasisClosed);
|
|
|
|
for (const i of cells.i) {
|
|
const startFromEdge = !i && cells.h[i] >= 20;
|
|
if (!startFromEdge && cells.t[i] !== -1 && cells.t[i] !== 1) continue; // non-edge cell
|
|
const f = cells.f[i];
|
|
if (used[f]) continue; // already connected
|
|
if (features[f].type === "ocean") continue; // ocean cell
|
|
|
|
const type = features[f].type === "lake" ? 1 : -1; // type value to search for
|
|
const start = findStart(i, type);
|
|
if (start === -1) continue; // cannot start here
|
|
let vchain = connectVertices(start, type);
|
|
if (features[f].type === "lake") relax(vchain, 1.2);
|
|
used[f] = 1;
|
|
let points = clipPoly(vchain.map(v => vertices.p[v]));
|
|
const area = d3.polygonArea(points); // area with lakes/islands
|
|
if (area > 0 && features[f].type === "lake") {
|
|
points = points.reverse();
|
|
vchain = vchain.reverse();
|
|
}
|
|
|
|
features[f].area = Math.abs(area);
|
|
features[f].vertices = vchain;
|
|
|
|
const path = round(lineGen(points));
|
|
if (features[f].type === "lake") {
|
|
landMask
|
|
.append("path")
|
|
.attr("d", path)
|
|
.attr("fill", "black")
|
|
.attr("id", "land_" + f);
|
|
// waterMask.append("path").attr("d", path).attr("fill", "white").attr("id", "water_"+id); // uncomment to show over lakes
|
|
lakes
|
|
.select("#freshwater")
|
|
.append("path")
|
|
.attr("d", path)
|
|
.attr("id", "lake_" + f)
|
|
.attr("data-f", f); // draw the lake
|
|
} else {
|
|
landMask
|
|
.append("path")
|
|
.attr("d", path)
|
|
.attr("fill", "white")
|
|
.attr("id", "land_" + f);
|
|
waterMask
|
|
.append("path")
|
|
.attr("d", path)
|
|
.attr("fill", "black")
|
|
.attr("id", "water_" + f);
|
|
const g = features[f].group === "lake_island" ? "lake_island" : "sea_island";
|
|
coastline
|
|
.select("#" + g)
|
|
.append("path")
|
|
.attr("d", path)
|
|
.attr("id", "island_" + f)
|
|
.attr("data-f", f); // draw the coastline
|
|
}
|
|
|
|
// draw ruler to cover the biggest land piece
|
|
if (f === largestLand) {
|
|
const from = points[d3.scan(points, (a, b) => a[0] - b[0])];
|
|
const to = points[d3.scan(points, (a, b) => b[0] - a[0])];
|
|
rulers.create(Ruler, [from, to]);
|
|
}
|
|
}
|
|
|
|
// find cell vertex to start path detection
|
|
function findStart(i, t) {
|
|
if (t === -1 && cells.b[i]) return cells.v[i].find(v => vertices.c[v].some(c => c >= n)); // map border cell
|
|
const filtered = cells.c[i].filter(c => cells.t[c] === t);
|
|
const index = cells.c[i].indexOf(d3.min(filtered));
|
|
return index === -1 ? index : cells.v[i][index];
|
|
}
|
|
|
|
// connect vertices to chain
|
|
function connectVertices(start, t) {
|
|
const chain = []; // vertices chain to form a path
|
|
for (let i = 0, current = start; i === 0 || (current !== start && i < 50000); i++) {
|
|
const prev = chain[chain.length - 1]; // previous vertex in chain
|
|
chain.push(current); // add current vertex to sequence
|
|
const c = vertices.c[current]; // cells adjacent to vertex
|
|
const v = vertices.v[current]; // neighboring vertices
|
|
const c0 = c[0] >= n || cells.t[c[0]] === t;
|
|
const c1 = c[1] >= n || cells.t[c[1]] === t;
|
|
const c2 = c[2] >= n || cells.t[c[2]] === t;
|
|
if (v[0] !== prev && c0 !== c1) current = v[0];
|
|
else if (v[1] !== prev && c1 !== c2) current = v[1];
|
|
else if (v[2] !== prev && c0 !== c2) current = v[2];
|
|
if (current === chain[chain.length - 1]) {
|
|
ERROR && console.error("Next vertex is not found");
|
|
break;
|
|
}
|
|
}
|
|
return chain;
|
|
}
|
|
|
|
// move vertices that are too close to already added ones
|
|
function relax(vchain, r) {
|
|
const p = vertices.p,
|
|
tree = d3.quadtree();
|
|
|
|
for (let i = 0; i < vchain.length; i++) {
|
|
const v = vchain[i];
|
|
let [x, y] = [p[v][0], p[v][1]];
|
|
if (i && vchain[i + 1] && tree.find(x, y, r) !== undefined) {
|
|
const v1 = vchain[i - 1];
|
|
const v2 = vchain[i + 1];
|
|
const [x1, y1] = [p[v1][0], p[v1][1]];
|
|
const [x2, y2] = [p[v2][0], p[v2][1]];
|
|
[x, y] = [(x1 + x2) / 2, (y1 + y2) / 2];
|
|
p[v] = [x, y];
|
|
}
|
|
tree.add([x, y]);
|
|
}
|
|
}
|
|
|
|
TIME && console.timeEnd("drawCoastline");
|
|
}
|