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geometry.ts
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147 lines (129 loc) · 5.2 KB
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/*
* From http://www.redblobgames.com/maps/magpen4/
* Copyright 2017 Red Blob Games <redblobgames@gmail.com>
* License: Apache v2.0 <http://www.apache.org/licenses/LICENSE-2.0.html>
*/
import Map from "./map.ts";
import type {Mesh} from "./types.d.ts";
/**
* Fill a buffer with data from the mesh.
*/
function setMeshGeometry(mesh: Mesh, P: Float32Array) {
let {numRegions, numTriangles} = mesh;
if (P.length !== 2 * (numRegions + numTriangles)) { throw "wrong size"; }
let p = 0;
for (let r = 0; r < numRegions; r++) {
P[p++] = mesh.is_ghost_r(r) ? 0.0 : mesh.x_of_r(r);
P[p++] = mesh.is_ghost_r(r) ? 0.0 : mesh.y_of_r(r);
}
for (let t = 0; t < numTriangles; t++) {
P[p++] = mesh.x_of_t(t);
P[p++] = mesh.y_of_t(t);
}
};
/**
* Fill an indexed buffer with data from the map.
*/
function setMapGeometry(map: Map, mountain_folds: number, I: Int32Array, P: Float32Array) {
let {mesh, flow_s, elevation_r, elevation_t, rainfall_r} = map;
let {numSolidSides, numRegions, numTriangles, is_boundary_t} = mesh;
if (I.length !== 3 * numSolidSides) { throw "wrong size"; }
if (P.length !== 2 * (numRegions + numTriangles)) { throw "wrong size"; }
let p = 0;
for (let r = 0; r < numRegions; r++) {
P[p++] = elevation_r[r];
P[p++] = rainfall_r[r];
}
for (let t = 0; t < numTriangles; t++) {
// The quadrilateral's folds can have a lower elevation to
// make the valleys lower than the ridges. We'll apply it at
// higher elevations, and not at all at sea level or below. I
// also tried using slope but liked elevation better.
P[p++] = (1.0 - mountain_folds * Math.sqrt(Math.max(0, elevation_t[t]))) * elevation_t[t];
let s0 = 3*t;
let r1 = mesh.r_begin_s(s0),
r2 = mesh.r_begin_s(s0+1),
r3 = mesh.r_begin_s(s0+2);
P[p++] = 1/3 * (rainfall_r[r1] + rainfall_r[r2] + rainfall_r[r3]);
}
let i = 0;
for (let s = 0; s < numSolidSides; s++) {
let s_opposite = mesh.s_opposite_s(s),
r1 = mesh.r_begin_s(s),
r2 = mesh.r_begin_s(s_opposite),
t1 = mesh.t_inner_s(s),
t2 = mesh.t_inner_s(s_opposite);
// Each quadrilateral is turned into two triangles, so each
// half-edge gets turned into one. There are two ways to fold
// a quadrilateral. This is usually a nuisance but in this
// case it's a feature. See the explanation here
// https://www.redblobgames.com/x/1725-procedural-elevation/#rendering
let is_valley = false;
if (elevation_r[r1] < 0.0 || elevation_r[r2] < 0.0) is_valley = true;
if (flow_s[s] > 0 || flow_s[s_opposite] > 0) is_valley = true;
if (is_boundary_t[t1] || is_boundary_t[t2]) is_valley = false;
if (is_valley) {
// It's a coastal or river edge, forming a valley
I[i++] = r1; I[i++] = numRegions+t2; I[i++] = numRegions+t1;
} else {
// It's a ridge
I[i++] = r1; I[i++] = r2; I[i++] = numRegions+t1;
}
}
if (I.length !== i) { throw "wrong size"; }
if (P.length !== p) { throw "wrong size"; }
};
export function clamp(x: number, lo: number, hi: number): number {
if (x < lo) { x = lo; }
if (x > hi) { x = hi; }
return x;
}
/**
* Fill a buffer with river geometry
*/
function setRiverGeometry(map: Map, spacing: number, riversParam: any, P: Float32Array): number {
const MIN_FLOW = Math.exp(riversParam.lg_min_flow);
const RIVER_WIDTH = Math.exp(riversParam.lg_river_width);
let {mesh, s_downslope_t, flow_s} = map;
let {numSolidTriangles, length_s} = mesh;
function riverSize(s: number, flow: number): number {
if (s < 0) { return 1; }
let width = Math.sqrt(flow - MIN_FLOW) * spacing * RIVER_WIDTH;
return width / length_s[s];
}
let p = 0;
for (let t = 0; t < numSolidTriangles; t++) {
let s_out = s_downslope_t[t];
let outflow = flow_s[s_out];
if (s_out < 0 || outflow < MIN_FLOW) continue;
let s_in1 = mesh.s_next_s(s_out);
let s_in2 = mesh.s_next_s(s_in1);
let flow_in1 = flow_s[mesh.s_opposite_s(s_in1)];
let flow_in2 = flow_s[mesh.s_opposite_s(s_in2)];
function add(s1, s2, s3, width1, width2) { // no flow on side s3
let r1 = mesh.r_begin_s(s1),
r2 = mesh.r_begin_s(s2),
r3 = mesh.r_begin_s(s3);
P[p++] = mesh.x_of_r(r1);
P[p++] = mesh.y_of_r(r1);
P[p++] = width1;
P[p++] = width2;
P[p++] = mesh.x_of_r(r2);
P[p++] = mesh.y_of_r(r2);
P[p++] = width1;
P[p++] = width2;
P[p++] = mesh.x_of_r(r3);
P[p++] = mesh.y_of_r(r3);
P[p++] = width1;
P[p++] = width2;
}
if (flow_in1 >= MIN_FLOW) {
add(s_out, s_in1, s_in2, riverSize(s_out, outflow), riverSize(s_in1, flow_in1));
}
if (flow_in2 >= MIN_FLOW) {
add(s_in2, s_out, s_in1, riverSize(s_in2, flow_in2), riverSize(s_out, outflow));
}
}
return p / 12;
};
export default {setMeshGeometry, setMapGeometry, setRiverGeometry};