Fantasy-Map-Generator/src/scripts/generation/pack/repackGrid.ts
2022-11-04 01:18:37 +03:00

79 lines
2.6 KiB
TypeScript

import * as d3 from "d3";
import {UINT16_MAX} from "config/constants";
import {DISTANCE_FIELD, MIN_LAND_HEIGHT} from "config/generation";
import {TIME} from "config/logging";
import {createTypedArray} from "utils/arrayUtils";
import {rn} from "utils/numberUtils";
import {calculateVoronoi} from "../graph";
const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
// repack grid cells: discart deep water cells, add land cells along the coast
export function repackGrid(grid: IGrid) {
TIME && console.time("repackGrid");
const {cells: gridCells, points, features} = grid;
const newCells: {p: TPoints; g: number[]; h: number[]} = {p: [], g: [], h: []}; // store new data
const spacing2 = grid.spacing ** 2;
for (const i of gridCells.i) {
const height = gridCells.h[i];
const type = gridCells.t[i];
// exclude ocean points far from coast
if (height < MIN_LAND_HEIGHT && type !== WATER_COAST && type !== DEEPER_WATER) continue;
const feature = features[gridCells.f[i]];
const isLake = feature && feature.type === "lake";
// exclude non-coastal lake points
if (type === DEEPER_WATER && (i % 4 === 0 || isLake)) continue;
const [x, y] = points[i];
addNewPoint(i, x, y, height);
// add additional points for cells along coast
if (type === LAND_COAST || type === WATER_COAST) {
if (gridCells.b[i]) continue; // not for near-border cells
gridCells.c[i].forEach(e => {
if (i > e) return;
if (gridCells.t[e] === type) {
const dist2 = (y - points[e][1]) ** 2 + (x - points[e][0]) ** 2;
if (dist2 < spacing2) return; // too close to each other
const x1 = rn((x + points[e][0]) / 2, 1);
const y1 = rn((y + points[e][1]) / 2, 1);
addNewPoint(i, x1, y1, height);
}
});
}
}
function addNewPoint(i: number, x: number, y: number, height: number) {
newCells.p.push([x, y]);
newCells.g.push(i);
newCells.h.push(height);
}
const {cells, vertices} = calculateVoronoi(newCells.p, grid.boundary);
function getCellArea(i: number) {
const polygon = cells.v[i].map(v => vertices.p[v]);
const area = Math.abs(d3.polygonArea(polygon));
return Math.min(area, UINT16_MAX);
}
const pack = {
vertices,
cells: {
...cells,
p: newCells.p,
g: createTypedArray({maxValue: grid.points.length, from: newCells.g}),
q: d3.quadtree(newCells.p.map(([x, y], i) => [x, y, i])),
h: new Uint8Array(newCells.h),
area: createTypedArray({maxValue: UINT16_MAX, from: cells.i}).map(getCellArea)
}
};
TIME && console.timeEnd("repackGrid");
return pack;
}