mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-18 10:01:23 +01:00
111 lines
3.3 KiB
JavaScript
111 lines
3.3 KiB
JavaScript
"use strict";
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function drawCoastline() {
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TIME && console.time("drawCoastline");
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const {cells, vertices, features} = pack;
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const n = cells.i.length;
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const used = new Uint8Array(features.length); // store connected features
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const landMask = defs.select("#land");
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const waterMask = defs.select("#water");
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lineGen.curve(d3.curveBasisClosed);
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for (const i of cells.i) {
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const startFromEdge = !i && cells.h[i] >= 20;
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if (!startFromEdge && cells.t[i] !== -1 && cells.t[i] !== 1) continue; // non-edge cell
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const f = cells.f[i];
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if (used[f]) continue; // already connected
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if (features[f].type === "ocean") continue; // ocean cell
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const type = features[f].type === "lake" ? 1 : -1; // type value to search for
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const ofSameType = cellId => cells.t[cellId] === type || cellId >= n;
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const startingVertex = findStart(i, type);
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if (startingVertex === -1) continue; // cannot start here
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let vchain = connectVertices({vertices, startingVertex, ofSameType});
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if (features[f].type === "lake") relax(vchain, 1.2);
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used[f] = 1;
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let points = clipPoly(
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vchain.map(v => vertices.p[v]),
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1
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);
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const area = d3.polygonArea(points); // area with lakes/islands
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if (area > 0 && features[f].type === "lake") {
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points = points.reverse();
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vchain = vchain.reverse();
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}
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features[f].area = Math.abs(area);
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features[f].vertices = vchain;
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const path = round(lineGen(points));
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if (features[f].type === "lake") {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "land_" + f);
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lakes
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.select("#freshwater")
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.append("path")
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.attr("d", path)
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.attr("id", "lake_" + f)
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.attr("data-f", f); // draw the lake
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} else {
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landMask
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.append("path")
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.attr("d", path)
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.attr("fill", "white")
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.attr("id", "land_" + f);
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waterMask
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.append("path")
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.attr("d", path)
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.attr("fill", "black")
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.attr("id", "water_" + f);
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const g = features[f].group === "lake_island" ? "lake_island" : "sea_island";
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coastline
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.select("#" + g)
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.append("path")
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.attr("d", path)
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.attr("id", "island_" + f)
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.attr("data-f", f); // draw the coastline
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}
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}
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// find cell vertex to start path detection
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function findStart(i, t) {
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if (t === -1 && cells.b[i]) return cells.v[i].find(v => vertices.c[v].some(c => c >= n)); // map border cell
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const filtered = cells.c[i].filter(c => cells.t[c] === t);
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const index = cells.c[i].indexOf(d3.min(filtered));
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return index === -1 ? index : cells.v[i][index];
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}
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// move vertices that are too close to already added ones
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function relax(vchain, r) {
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const p = vertices.p,
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tree = d3.quadtree();
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for (let i = 0; i < vchain.length; i++) {
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const v = vchain[i];
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let [x, y] = [p[v][0], p[v][1]];
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if (i && vchain[i + 1] && tree.find(x, y, r) !== undefined) {
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const v1 = vchain[i - 1],
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v2 = vchain[i + 1];
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const [x1, y1] = [p[v1][0], p[v1][1]];
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const [x2, y2] = [p[v2][0], p[v2][1]];
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[x, y] = [(x1 + x2) / 2, (y1 + y2) / 2];
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p[v] = [x, y];
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}
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tree.add([x, y]);
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}
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}
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TIME && console.timeEnd("drawCoastline");
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}
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