mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-16 17:31:24 +01:00
79 lines
2.6 KiB
TypeScript
79 lines
2.6 KiB
TypeScript
import * as d3 from "d3";
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import {UINT16_MAX} from "config/constants";
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import {DISTANCE_FIELD, MIN_LAND_HEIGHT} from "config/generation";
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import {TIME} from "config/logging";
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import {createTypedArray} from "utils/arrayUtils";
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import {rn} from "utils/numberUtils";
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import {calculateVoronoi} from "../graph";
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const {LAND_COAST, WATER_COAST, DEEPER_WATER} = DISTANCE_FIELD;
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// repack grid cells: discart deep water cells, add land cells along the coast
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export function repackGrid(grid: IGrid) {
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TIME && console.time("repackGrid");
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const {cells: gridCells, points, features} = grid;
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const newCells: {p: TPoints; g: number[]; h: number[]} = {p: [], g: [], h: []}; // store new data
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const spacing2 = grid.spacing ** 2;
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for (const i of gridCells.i) {
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const height = gridCells.h[i];
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const type = gridCells.t[i];
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// exclude ocean points far from coast
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if (height < MIN_LAND_HEIGHT && type !== WATER_COAST && type !== DEEPER_WATER) continue;
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const feature = features[gridCells.f[i]];
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const isLake = feature && feature.type === "lake";
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// exclude non-coastal lake points
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if (type === DEEPER_WATER && (i % 4 === 0 || isLake)) continue;
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const [x, y] = points[i];
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addNewPoint(i, x, y, height);
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// add additional points for cells along coast
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if (type === LAND_COAST || type === WATER_COAST) {
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if (gridCells.b[i]) continue; // not for near-border cells
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gridCells.c[i].forEach(e => {
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if (i > e) return;
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if (gridCells.t[e] === type) {
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const dist2 = (y - points[e][1]) ** 2 + (x - points[e][0]) ** 2;
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if (dist2 < spacing2) return; // too close to each other
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const x1 = rn((x + points[e][0]) / 2, 1);
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const y1 = rn((y + points[e][1]) / 2, 1);
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addNewPoint(i, x1, y1, height);
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}
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});
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}
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}
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function addNewPoint(i: number, x: number, y: number, height: number) {
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newCells.p.push([x, y]);
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newCells.g.push(i);
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newCells.h.push(height);
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}
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const {cells, vertices} = calculateVoronoi(newCells.p, grid.boundary);
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function getCellArea(i: number) {
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const polygon = cells.v[i].map(v => vertices.p[v]);
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const area = Math.abs(d3.polygonArea(polygon));
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return Math.min(area, UINT16_MAX);
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}
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const pack = {
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vertices,
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cells: {
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...cells,
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p: newCells.p,
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g: createTypedArray({maxValue: grid.points.length, from: newCells.g}),
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q: d3.quadtree(newCells.p.map(([x, y], i) => [x, y, i])),
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h: new Uint8Array(newCells.h),
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area: createTypedArray({maxValue: UINT16_MAX, from: cells.i}).map(getCellArea)
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}
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};
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TIME && console.timeEnd("repackGrid");
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return pack;
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}
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