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1074 lines
30 KiB
JavaScript
1074 lines
30 KiB
JavaScript
5 years ago
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"use strict";
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function runif(lo, hi) {
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return lo + Math.random() * (hi - lo);
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}
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var rnorm = (function () {
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var z2 = null;
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function rnorm() {
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if (z2 != null) {
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var tmp = z2;
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z2 = null;
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return tmp;
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}
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var x1 = 0;
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var x2 = 0;
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var w = 2.0;
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while (w >= 1) {
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x1 = runif(-1, 1);
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x2 = runif(-1, 1);
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w = x1 * x1 + x2 * x2;
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}
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w = Math.sqrt(-2 * Math.log(w) / w);
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z2 = x2 * w;
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return x1 * w;
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}
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return rnorm;
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})();
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function randomVector(scale) {
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return [scale * rnorm(), scale * rnorm()];
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}
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var defaultExtent = {
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width: 1,
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height: 1
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};
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function generatePoints(n, extent) {
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extent = extent || defaultExtent;
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var pts = [];
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for (var i = 0; i < n; i++) {
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pts.push([(Math.random() - 0.5) * extent.width, (Math.random() - 0.5) * extent.height]);
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}
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return pts;
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}
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function centroid(pts) {
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var x = 0;
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var y = 0;
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for (var i = 0; i < pts.length; i++) {
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x += pts[i][0];
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y += pts[i][1];
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}
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return [x/pts.length, y/pts.length];
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}
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function improvePoints(pts, n, extent) {
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n = n || 1;
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extent = extent || defaultExtent;
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for (var i = 0; i < n; i++) {
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pts = voronoi(pts, extent)
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.polygons(pts)
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.map(centroid);
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}
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return pts;
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}
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function generateGoodPoints(n, extent) {
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extent = extent || defaultExtent;
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var pts = generatePoints(n, extent);
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pts = pts.sort(function (a, b) {
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return a[0] - b[0];
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});
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return improvePoints(pts, 1, extent);
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}
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function voronoi(pts, extent) {
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extent = extent || defaultExtent;
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var w = extent.width/2;
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var h = extent.height/2;
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return d3.voronoi().extent([[-w, -h], [w, h]])(pts);
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}
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function makeMesh(pts, extent) {
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extent = extent || defaultExtent;
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var vor = voronoi(pts, extent);
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var vxs = [];
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var vxids = {};
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var adj = [];
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var edges = [];
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var tris = [];
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for (var i = 0; i < vor.edges.length; i++) {
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var e = vor.edges[i];
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if (e == undefined) continue;
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var e0 = vxids[e[0]];
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var e1 = vxids[e[1]];
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if (e0 == undefined) {
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e0 = vxs.length;
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vxids[e[0]] = e0;
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vxs.push(e[0]);
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}
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if (e1 == undefined) {
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e1 = vxs.length;
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vxids[e[1]] = e1;
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vxs.push(e[1]);
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}
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adj[e0] = adj[e0] || [];
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adj[e0].push(e1);
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adj[e1] = adj[e1] || [];
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adj[e1].push(e0);
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edges.push([e0, e1, e.left, e.right]);
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tris[e0] = tris[e0] || [];
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if (!tris[e0].includes(e.left)) tris[e0].push(e.left);
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if (e.right && !tris[e0].includes(e.right)) tris[e0].push(e.right);
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tris[e1] = tris[e1] || [];
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if (!tris[e1].includes(e.left)) tris[e1].push(e.left);
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if (e.right && !tris[e1].includes(e.right)) tris[e1].push(e.right);
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}
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var mesh = {
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pts: pts,
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vor: vor,
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vxs: vxs,
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adj: adj,
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tris: tris,
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edges: edges,
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extent: extent
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}
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mesh.map = function (f) {
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var mapped = vxs.map(f);
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mapped.mesh = mesh;
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return mapped;
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}
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return mesh;
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}
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function generateGoodMesh(n, extent) {
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extent = extent || defaultExtent;
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var pts = generateGoodPoints(n, extent);
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return makeMesh(pts, extent);
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}
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function isedge(mesh, i) {
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return (mesh.adj[i].length < 3);
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}
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function isnearedge(mesh, i) {
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var x = mesh.vxs[i][0];
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var y = mesh.vxs[i][1];
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var w = mesh.extent.width;
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var h = mesh.extent.height;
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return x < -0.45 * w || x > 0.45 * w || y < -0.45 * h || y > 0.45 * h;
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}
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function neighbours(mesh, i) {
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var onbs = mesh.adj[i];
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var nbs = [];
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for (var i = 0; i < onbs.length; i++) {
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nbs.push(onbs[i]);
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}
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return nbs;
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}
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function distance(mesh, i, j) {
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var p = mesh.vxs[i];
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var q = mesh.vxs[j];
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return Math.sqrt((p[0] - q[0]) * (p[0] - q[0]) + (p[1] - q[1]) * (p[1] - q[1]));
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}
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function quantile(h, q) {
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var sortedh = [];
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for (var i = 0; i < h.length; i++) {
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sortedh[i] = h[i];
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}
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sortedh.sort(d3.ascending);
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return d3.quantile(sortedh, q);
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}
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function zero(mesh) {
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var z = [];
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for (var i = 0; i < mesh.vxs.length; i++) {
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z[i] = 0;
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}
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z.mesh = mesh;
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return z;
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}
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function slope(mesh, direction) {
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return mesh.map(function (x) {
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return x[0] * direction[0] + x[1] * direction[1];
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});
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}
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function cone(mesh, slope) {
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return mesh.map(function (x) {
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return Math.pow(x[0] * x[0] + x[1] * x[1], 0.5) * slope;
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});
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}
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function map(h, f) {
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var newh = h.map(f);
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newh.mesh = h.mesh;
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return newh;
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}
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function normalize(h) {
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var lo = d3.min(h);
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var hi = d3.max(h);
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return map(h, function (x) {return (x - lo) / (hi - lo)});
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}
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function peaky(h) {
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return map(normalize(h), Math.sqrt);
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}
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function add() {
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var n = arguments[0].length;
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var newvals = zero(arguments[0].mesh);
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for (var i = 0; i < n; i++) {
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for (var j = 0; j < arguments.length; j++) {
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newvals[i] += arguments[j][i];
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}
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}
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return newvals;
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}
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function mountains(mesh, n, r) {
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r = r || 0.05;
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var mounts = [];
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for (var i = 0; i < n; i++) {
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mounts.push([mesh.extent.width * (Math.random() - 0.5), mesh.extent.height * (Math.random() - 0.5)]);
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}
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var newvals = zero(mesh);
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for (var i = 0; i < mesh.vxs.length; i++) {
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var p = mesh.vxs[i];
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for (var j = 0; j < n; j++) {
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var m = mounts[j];
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newvals[i] += Math.pow(Math.exp(-((p[0] - m[0]) * (p[0] - m[0]) + (p[1] - m[1]) * (p[1] - m[1])) / (2 * r * r)), 2);
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}
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}
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return newvals;
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}
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function relax(h) {
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var newh = zero(h.mesh);
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for (var i = 0; i < h.length; i++) {
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var nbs = neighbours(h.mesh, i);
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if (nbs.length < 3) {
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newh[i] = 0;
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continue;
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}
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newh[i] = d3.mean(nbs.map(function (j) {return h[j]}));
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}
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return newh;
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}
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function downhill(h) {
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if (h.downhill) return h.downhill;
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function downfrom(i) {
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if (isedge(h.mesh, i)) return -2;
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var best = -1;
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var besth = h[i];
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var nbs = neighbours(h.mesh, i);
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for (var j = 0; j < nbs.length; j++) {
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if (h[nbs[j]] < besth) {
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besth = h[nbs[j]];
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best = nbs[j];
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}
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}
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return best;
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}
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var downs = [];
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for (var i = 0; i < h.length; i++) {
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downs[i] = downfrom(i);
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}
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h.downhill = downs;
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return downs;
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}
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function findSinks(h) {
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var dh = downhill(h);
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var sinks = [];
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for (var i = 0; i < dh.length; i++) {
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var node = i;
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while (true) {
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if (isedge(h.mesh, node)) {
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sinks[i] = -2;
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break;
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}
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if (dh[node] == -1) {
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sinks[i] = node;
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break;
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}
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node = dh[node];
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}
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}
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}
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function fillSinks(h, epsilon) {
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epsilon = epsilon || 1e-5;
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var infinity = 999999;
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var newh = zero(h.mesh);
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for (var i = 0; i < h.length; i++) {
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if (isnearedge(h.mesh, i)) {
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newh[i] = h[i];
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} else {
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newh[i] = infinity;
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}
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}
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while (true) {
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var changed = false;
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for (var i = 0; i < h.length; i++) {
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if (newh[i] == h[i]) continue;
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var nbs = neighbours(h.mesh, i);
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for (var j = 0; j < nbs.length; j++) {
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if (h[i] >= newh[nbs[j]] + epsilon) {
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newh[i] = h[i];
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changed = true;
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break;
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}
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var oh = newh[nbs[j]] + epsilon;
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if ((newh[i] > oh) && (oh > h[i])) {
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newh[i] = oh;
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changed = true;
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}
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}
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}
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if (!changed) return newh;
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}
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}
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function getFlux(h) {
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var dh = downhill(h);
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var idxs = [];
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var flux = zero(h.mesh);
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for (var i = 0; i < h.length; i++) {
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idxs[i] = i;
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flux[i] = 1/h.length;
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}
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idxs.sort(function (a, b) {
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return h[b] - h[a];
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});
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for (var i = 0; i < h.length; i++) {
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var j = idxs[i];
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if (dh[j] >= 0) {
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flux[dh[j]] += flux[j];
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}
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}
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return flux;
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}
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function getSlope(h) {
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var dh = downhill(h);
|
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var slope = zero(h.mesh);
|
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for (var i = 0; i < h.length; i++) {
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var s = trislope(h, i);
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slope[i] = Math.sqrt(s[0] * s[0] + s[1] * s[1]);
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continue;
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if (dh[i] < 0) {
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slope[i] = 0;
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} else {
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slope[i] = (h[i] - h[dh[i]]) / distance(h.mesh, i, dh[i]);
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}
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}
|
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return slope;
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||
|
}
|
||
|
|
||
|
function erosionRate(h) {
|
||
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var flux = getFlux(h);
|
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var slope = getSlope(h);
|
||
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var newh = zero(h.mesh);
|
||
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for (var i = 0; i < h.length; i++) {
|
||
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var river = Math.sqrt(flux[i]) * slope[i];
|
||
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var creep = slope[i] * slope[i];
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var total = 1000 * river + creep;
|
||
|
total = total > 200 ? 200 : total;
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||
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newh[i] = total;
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||
|
}
|
||
|
return newh;
|
||
|
}
|
||
|
|
||
|
function erode(h, amount) {
|
||
|
var er = erosionRate(h);
|
||
|
var newh = zero(h.mesh);
|
||
|
var maxr = d3.max(er);
|
||
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for (var i = 0; i < h.length; i++) {
|
||
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newh[i] = h[i] - amount * (er[i] / maxr);
|
||
|
}
|
||
|
return newh;
|
||
|
}
|
||
|
|
||
|
function doErosion(h, amount, n) {
|
||
|
n = n || 1;
|
||
|
h = fillSinks(h);
|
||
|
for (var i = 0; i < n; i++) {
|
||
|
h = erode(h, amount);
|
||
|
h = fillSinks(h);
|
||
|
}
|
||
|
return h;
|
||
|
}
|
||
|
|
||
|
function setSeaLevel(h, q) {
|
||
|
var newh = zero(h.mesh);
|
||
|
var delta = quantile(h, q);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
newh[i] = h[i] - delta;
|
||
|
}
|
||
|
return newh;
|
||
|
}
|
||
|
|
||
|
function cleanCoast(h, iters) {
|
||
|
for (var iter = 0; iter < iters; iter++) {
|
||
|
var changed = 0;
|
||
|
var newh = zero(h.mesh);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
newh[i] = h[i];
|
||
|
var nbs = neighbours(h.mesh, i);
|
||
|
if (h[i] <= 0 || nbs.length != 3) continue;
|
||
|
var count = 0;
|
||
|
var best = -999999;
|
||
|
for (var j = 0; j < nbs.length; j++) {
|
||
|
if (h[nbs[j]] > 0) {
|
||
|
count++;
|
||
|
} else if (h[nbs[j]] > best) {
|
||
|
best = h[nbs[j]];
|
||
|
}
|
||
|
}
|
||
|
if (count > 1) continue;
|
||
|
newh[i] = best / 2;
|
||
|
changed++;
|
||
|
}
|
||
|
h = newh;
|
||
|
newh = zero(h.mesh);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
newh[i] = h[i];
|
||
|
var nbs = neighbours(h.mesh, i);
|
||
|
if (h[i] > 0 || nbs.length != 3) continue;
|
||
|
var count = 0;
|
||
|
var best = 999999;
|
||
|
for (var j = 0; j < nbs.length; j++) {
|
||
|
if (h[nbs[j]] <= 0) {
|
||
|
count++;
|
||
|
} else if (h[nbs[j]] < best) {
|
||
|
best = h[nbs[j]];
|
||
|
}
|
||
|
}
|
||
|
if (count > 1) continue;
|
||
|
newh[i] = best / 2;
|
||
|
changed++;
|
||
|
}
|
||
|
h = newh;
|
||
|
}
|
||
|
return h;
|
||
|
}
|
||
|
|
||
|
function trislope(h, i) {
|
||
|
var nbs = neighbours(h.mesh, i);
|
||
|
if (nbs.length != 3) return [0,0];
|
||
|
var p0 = h.mesh.vxs[nbs[0]];
|
||
|
var p1 = h.mesh.vxs[nbs[1]];
|
||
|
var p2 = h.mesh.vxs[nbs[2]];
|
||
|
|
||
|
var x1 = p1[0] - p0[0];
|
||
|
var x2 = p2[0] - p0[0];
|
||
|
var y1 = p1[1] - p0[1];
|
||
|
var y2 = p2[1] - p0[1];
|
||
|
|
||
|
var det = x1 * y2 - x2 * y1;
|
||
|
var h1 = h[nbs[1]] - h[nbs[0]];
|
||
|
var h2 = h[nbs[2]] - h[nbs[0]];
|
||
|
|
||
|
return [(y2 * h1 - y1 * h2) / det,
|
||
|
(-x2 * h1 + x1 * h2) / det];
|
||
|
}
|
||
|
|
||
|
function cityScore(h, cities) {
|
||
|
var score = map(getFlux(h), Math.sqrt);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
if (h[i] <= 0 || isnearedge(h.mesh, i)) {
|
||
|
score[i] = -999999;
|
||
|
continue;
|
||
|
}
|
||
|
score[i] += 0.01 / (1e-9 + Math.abs(h.mesh.vxs[i][0]) - h.mesh.extent.width/2)
|
||
|
score[i] += 0.01 / (1e-9 + Math.abs(h.mesh.vxs[i][1]) - h.mesh.extent.height/2)
|
||
|
for (var j = 0; j < cities.length; j++) {
|
||
|
score[i] -= 0.02 / (distance(h.mesh, cities[j], i) + 1e-9);
|
||
|
}
|
||
|
}
|
||
|
return score;
|
||
|
}
|
||
|
function placeCity(render) {
|
||
|
render.cities = render.cities || [];
|
||
|
var score = cityScore(render.h, render.cities);
|
||
|
var newcity = d3.scan(score, d3.descending);
|
||
|
render.cities.push(newcity);
|
||
|
}
|
||
|
|
||
|
function placeCities(render) {
|
||
|
var params = render.params;
|
||
|
var h = render.h;
|
||
|
var n = params.ncities;
|
||
|
for (var i = 0; i < n; i++) {
|
||
|
placeCity(render);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function contour(h, level) {
|
||
|
level = level || 0;
|
||
|
var edges = [];
|
||
|
for (var i = 0; i < h.mesh.edges.length; i++) {
|
||
|
var e = h.mesh.edges[i];
|
||
|
if (e[3] == undefined) continue;
|
||
|
if (isnearedge(h.mesh, e[0]) || isnearedge(h.mesh, e[1])) continue;
|
||
|
if ((h[e[0]] > level && h[e[1]] <= level) ||
|
||
|
(h[e[1]] > level && h[e[0]] <= level)) {
|
||
|
edges.push([e[2], e[3]]);
|
||
|
}
|
||
|
}
|
||
|
return mergeSegments(edges);
|
||
|
}
|
||
|
|
||
|
function getRivers(h, limit) {
|
||
|
var dh = downhill(h);
|
||
|
var flux = getFlux(h);
|
||
|
var links = [];
|
||
|
var above = 0;
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
if (h[i] > 0) above++;
|
||
|
}
|
||
|
limit *= above / h.length;
|
||
|
for (var i = 0; i < dh.length; i++) {
|
||
|
if (isnearedge(h.mesh, i)) continue;
|
||
|
if (flux[i] > limit && h[i] > 0 && dh[i] >= 0) {
|
||
|
var up = h.mesh.vxs[i];
|
||
|
var down = h.mesh.vxs[dh[i]];
|
||
|
if (h[dh[i]] > 0) {
|
||
|
links.push([up, down]);
|
||
|
} else {
|
||
|
links.push([up, [(up[0] + down[0])/2, (up[1] + down[1])/2]]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return mergeSegments(links).map(relaxPath);
|
||
|
}
|
||
|
|
||
|
function getTerritories(render) {
|
||
|
var h = render.h;
|
||
|
var cities = render.cities;
|
||
|
var n = render.params.nterrs;
|
||
|
if (n > render.cities.length) n = render.cities.length;
|
||
|
var flux = getFlux(h);
|
||
|
var terr = [];
|
||
|
var queue = new PriorityQueue({comparator: function (a, b) {return a.score - b.score}});
|
||
|
function weight(u, v) {
|
||
|
var horiz = distance(h.mesh, u, v);
|
||
|
var vert = h[v] - h[u];
|
||
|
if (vert > 0) vert /= 10;
|
||
|
var diff = 1 + 0.25 * Math.pow(vert/horiz, 2);
|
||
|
diff += 100 * Math.sqrt(flux[u]);
|
||
|
if (h[u] <= 0) diff = 100;
|
||
|
if ((h[u] > 0) != (h[v] > 0)) return 1000;
|
||
|
return horiz * diff;
|
||
|
}
|
||
|
for (var i = 0; i < n; i++) {
|
||
|
terr[cities[i]] = cities[i];
|
||
|
var nbs = neighbours(h.mesh, cities[i]);
|
||
|
for (var j = 0; j < nbs.length; j++) {
|
||
|
queue.queue({
|
||
|
score: weight(cities[i], nbs[j]),
|
||
|
city: cities[i],
|
||
|
vx: nbs[j]
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
while (queue.length) {
|
||
|
var u = queue.dequeue();
|
||
|
if (terr[u.vx] != undefined) continue;
|
||
|
terr[u.vx] = u.city;
|
||
|
var nbs = neighbours(h.mesh, u.vx);
|
||
|
for (var i = 0; i < nbs.length; i++) {
|
||
|
var v = nbs[i];
|
||
|
if (terr[v] != undefined) continue;
|
||
|
var newdist = weight(u.vx, v);
|
||
|
queue.queue({
|
||
|
score: u.score + newdist,
|
||
|
city: u.city,
|
||
|
vx: v
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
terr.mesh = h.mesh;
|
||
|
return terr;
|
||
|
}
|
||
|
|
||
|
function getBorders(render) {
|
||
|
var terr = render.terr;
|
||
|
var h = render.h;
|
||
|
var edges = [];
|
||
|
for (var i = 0; i < terr.mesh.edges.length; i++) {
|
||
|
var e = terr.mesh.edges[i];
|
||
|
if (e[3] == undefined) continue;
|
||
|
if (isnearedge(terr.mesh, e[0]) || isnearedge(terr.mesh, e[1])) continue;
|
||
|
if (h[e[0]] < 0 || h[e[1]] < 0) continue;
|
||
|
if (terr[e[0]] != terr[e[1]]) {
|
||
|
edges.push([e[2], e[3]]);
|
||
|
}
|
||
|
}
|
||
|
return mergeSegments(edges).map(relaxPath);
|
||
|
}
|
||
|
|
||
|
function mergeSegments(segs) {
|
||
|
var adj = {};
|
||
|
for (var i = 0; i < segs.length; i++) {
|
||
|
var seg = segs[i];
|
||
|
var a0 = adj[seg[0]] || [];
|
||
|
var a1 = adj[seg[1]] || [];
|
||
|
a0.push(seg[1]);
|
||
|
a1.push(seg[0]);
|
||
|
adj[seg[0]] = a0;
|
||
|
adj[seg[1]] = a1;
|
||
|
}
|
||
|
var done = [];
|
||
|
var paths = [];
|
||
|
var path = null;
|
||
|
while (true) {
|
||
|
if (path == null) {
|
||
|
for (var i = 0; i < segs.length; i++) {
|
||
|
if (done[i]) continue;
|
||
|
done[i] = true;
|
||
|
path = [segs[i][0], segs[i][1]];
|
||
|
break;
|
||
|
}
|
||
|
if (path == null) break;
|
||
|
}
|
||
|
var changed = false;
|
||
|
for (var i = 0; i < segs.length; i++) {
|
||
|
if (done[i]) continue;
|
||
|
if (adj[path[0]].length == 2 && segs[i][0] == path[0]) {
|
||
|
path.unshift(segs[i][1]);
|
||
|
} else if (adj[path[0]].length == 2 && segs[i][1] == path[0]) {
|
||
|
path.unshift(segs[i][0]);
|
||
|
} else if (adj[path[path.length - 1]].length == 2 && segs[i][0] == path[path.length - 1]) {
|
||
|
path.push(segs[i][1]);
|
||
|
} else if (adj[path[path.length - 1]].length == 2 && segs[i][1] == path[path.length - 1]) {
|
||
|
path.push(segs[i][0]);
|
||
|
} else {
|
||
|
continue;
|
||
|
}
|
||
|
done[i] = true;
|
||
|
changed = true;
|
||
|
break;
|
||
|
}
|
||
|
if (!changed) {
|
||
|
paths.push(path);
|
||
|
path = null;
|
||
|
}
|
||
|
}
|
||
|
return paths;
|
||
|
}
|
||
|
|
||
|
function relaxPath(path) {
|
||
|
var newpath = [path[0]];
|
||
|
for (var i = 1; i < path.length - 1; i++) {
|
||
|
var newpt = [0.25 * path[i-1][0] + 0.5 * path[i][0] + 0.25 * path[i+1][0],
|
||
|
0.25 * path[i-1][1] + 0.5 * path[i][1] + 0.25 * path[i+1][1]];
|
||
|
newpath.push(newpt);
|
||
|
}
|
||
|
newpath.push(path[path.length - 1]);
|
||
|
return newpath;
|
||
|
}
|
||
|
function visualizePoints(svg, pts) {
|
||
|
var circle = svg.selectAll('circle').data(pts);
|
||
|
circle.enter()
|
||
|
.append('circle');
|
||
|
circle.exit().remove();
|
||
|
d3.selectAll('circle')
|
||
|
.attr('cx', function (d) {return 1000*d[0]})
|
||
|
.attr('cy', function (d) {return 1000*d[1]})
|
||
|
.attr('r', 100 / Math.sqrt(pts.length));
|
||
|
}
|
||
|
|
||
|
function makeD3Path(path) {
|
||
|
var p = d3.path();
|
||
|
p.moveTo(1000*path[0][0], 1000*path[0][1]);
|
||
|
for (var i = 1; i < path.length; i++) {
|
||
|
p.lineTo(1000*path[i][0], 1000*path[i][1]);
|
||
|
}
|
||
|
return p.toString();
|
||
|
}
|
||
|
|
||
|
function visualizeVoronoi(svg, field, lo, hi) {
|
||
|
if (hi == undefined) hi = d3.max(field) + 1e-9;
|
||
|
if (lo == undefined) lo = d3.min(field) - 1e-9;
|
||
|
var mappedvals = field.map(function (x) {return x > hi ? 1 : x < lo ? 0 : (x - lo) / (hi - lo)});
|
||
|
var tris = svg.selectAll('path.field').data(field.mesh.tris)
|
||
|
tris.enter()
|
||
|
.append('path')
|
||
|
.classed('field', true);
|
||
|
|
||
|
tris.exit()
|
||
|
.remove();
|
||
|
|
||
|
svg.selectAll('path.field')
|
||
|
.attr('d', makeD3Path)
|
||
|
.style('fill', function (d, i) {
|
||
|
return d3.interpolateViridis(mappedvals[i]);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
function visualizeDownhill(h) {
|
||
|
var links = getRivers(h, 0.01);
|
||
|
drawPaths('river', links);
|
||
|
}
|
||
|
|
||
|
function drawPaths(svg, cls, paths) {
|
||
|
var paths = svg.selectAll('path.' + cls).data(paths)
|
||
|
paths.enter()
|
||
|
.append('path')
|
||
|
.classed(cls, true)
|
||
|
paths.exit()
|
||
|
.remove();
|
||
|
svg.selectAll('path.' + cls)
|
||
|
.attr('d', makeD3Path);
|
||
|
}
|
||
|
|
||
|
function visualizeSlopes(svg, render) {
|
||
|
var h = render.h;
|
||
|
var strokes = [];
|
||
|
var r = 0.25 / Math.sqrt(h.length);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
if (h[i] <= 0 || isnearedge(h.mesh, i)) continue;
|
||
|
var nbs = neighbours(h.mesh, i);
|
||
|
nbs.push(i);
|
||
|
var s = 0;
|
||
|
var s2 = 0;
|
||
|
for (var j = 0; j < nbs.length; j++) {
|
||
|
var slopes = trislope(h, nbs[j]);
|
||
|
s += slopes[0] / 10;
|
||
|
s2 += slopes[1];
|
||
|
}
|
||
|
s /= nbs.length;
|
||
|
s2 /= nbs.length;
|
||
|
if (Math.abs(s) < runif(0.1, 0.4)) continue;
|
||
|
var l = r * runif(1, 2) * (1 - 0.2 * Math.pow(Math.atan(s), 2)) * Math.exp(s2/100);
|
||
|
var x = h.mesh.vxs[i][0];
|
||
|
var y = h.mesh.vxs[i][1];
|
||
|
if (Math.abs(l*s) > 2 * r) {
|
||
|
var n = Math.floor(Math.abs(l*s/r));
|
||
|
l /= n;
|
||
|
if (n > 4) n = 4;
|
||
|
for (var j = 0; j < n; j++) {
|
||
|
var u = rnorm() * r;
|
||
|
var v = rnorm() * r;
|
||
|
strokes.push([[x+u-l, y+v+l*s], [x+u+l, y+v-l*s]]);
|
||
|
}
|
||
|
} else {
|
||
|
strokes.push([[x-l, y+l*s], [x+l, y-l*s]]);
|
||
|
}
|
||
|
}
|
||
|
var lines = svg.selectAll('line.slope').data(strokes)
|
||
|
lines.enter()
|
||
|
.append('line')
|
||
|
.classed('slope', true);
|
||
|
lines.exit()
|
||
|
.remove();
|
||
|
svg.selectAll('line.slope')
|
||
|
.attr('x1', function (d) {return 1000*d[0][0]})
|
||
|
.attr('y1', function (d) {return 1000*d[0][1]})
|
||
|
.attr('x2', function (d) {return 1000*d[1][0]})
|
||
|
.attr('y2', function (d) {return 1000*d[1][1]})
|
||
|
}
|
||
|
|
||
|
|
||
|
function visualizeContour(h, level) {
|
||
|
level = level || 0;
|
||
|
var links = contour(h, level);
|
||
|
drawPaths('coast', links);
|
||
|
}
|
||
|
|
||
|
function visualizeBorders(h, cities, n) {
|
||
|
var links = getBorders(h, getTerritories(h, cities, n));
|
||
|
drawPaths('border', links);
|
||
|
}
|
||
|
|
||
|
|
||
|
function visualizeCities(svg, render) {
|
||
|
var cities = render.cities;
|
||
|
var h = render.h;
|
||
|
var n = render.params.nterrs;
|
||
|
|
||
|
var circs = svg.selectAll('circle.city').data(cities);
|
||
|
circs.enter()
|
||
|
.append('circle')
|
||
|
.classed('city', true);
|
||
|
circs.exit()
|
||
|
.remove();
|
||
|
svg.selectAll('circle.city')
|
||
|
.attr('cx', function (d) {return 1000*h.mesh.vxs[d][0]})
|
||
|
.attr('cy', function (d) {return 1000*h.mesh.vxs[d][1]})
|
||
|
.attr('r', function (d, i) {return i >= n ? 4 : 10})
|
||
|
.style('fill', 'white')
|
||
|
.style('stroke-width', 5)
|
||
|
.style('stroke-linecap', 'round')
|
||
|
.style('stroke', 'black')
|
||
|
.raise();
|
||
|
}
|
||
|
|
||
|
function dropEdge(h, p) {
|
||
|
p = p || 4
|
||
|
var newh = zero(h.mesh);
|
||
|
for (var i = 0; i < h.length; i++) {
|
||
|
var v = h.mesh.vxs[i];
|
||
|
var x = 2.4*v[0] / h.mesh.extent.width;
|
||
|
var y = 2.4*v[1] / h.mesh.extent.height;
|
||
|
newh[i] = h[i] - Math.exp(10*(Math.pow(Math.pow(x, p) + Math.pow(y, p), 1/p) - 1));
|
||
|
}
|
||
|
return newh;
|
||
|
}
|
||
|
|
||
|
function generateCoast(params) {
|
||
|
var mesh = generateGoodMesh(params.npts, params.extent);
|
||
|
var h = add(
|
||
|
slope(mesh, randomVector(6)),
|
||
|
cone(mesh, runif(-10, -10)),
|
||
|
mountains(mesh, 50)
|
||
|
);
|
||
|
for (var i = 0; i < 10; i++) {
|
||
|
h = relax(h);
|
||
|
}
|
||
|
h = peaky(h);
|
||
|
h = doErosion(h, runif(0, 0.1), 5);
|
||
|
h = setSeaLevel(h, runif(0.8, 0.7));
|
||
|
h = fillSinks(h);
|
||
|
h = cleanCoast(h, 3);
|
||
|
return h;
|
||
|
}
|
||
|
|
||
|
function terrCenter(h, terr, city, landOnly) {
|
||
|
var x = 0;
|
||
|
var y = 0;
|
||
|
var n = 0;
|
||
|
for (var i = 0; i < terr.length; i++) {
|
||
|
if (terr[i] != city) continue;
|
||
|
if (landOnly && h[i] <= 0) continue;
|
||
|
x += terr.mesh.vxs[i][0];
|
||
|
y += terr.mesh.vxs[i][1];
|
||
|
n++;
|
||
|
}
|
||
|
return [x/n, y/n];
|
||
|
}
|
||
|
|
||
|
function drawLabels(svg, render) {
|
||
|
var params = render.params;
|
||
|
var h = render.h;
|
||
|
var terr = render.terr;
|
||
|
var cities = render.cities;
|
||
|
var nterrs = render.params.nterrs;
|
||
|
var avoids = [render.rivers, render.coasts, render.borders];
|
||
|
var lang = makeRandomLanguage();
|
||
|
var citylabels = [];
|
||
|
function penalty(label) {
|
||
|
var pen = 0;
|
||
|
if (label.x0 < -0.45 * h.mesh.extent.width) pen += 100;
|
||
|
if (label.x1 > 0.45 * h.mesh.extent.width) pen += 100;
|
||
|
if (label.y0 < -0.45 * h.mesh.extent.height) pen += 100;
|
||
|
if (label.y1 > 0.45 * h.mesh.extent.height) pen += 100;
|
||
|
for (var i = 0; i < citylabels.length; i++) {
|
||
|
var olabel = citylabels[i];
|
||
|
if (label.x0 < olabel.x1 && label.x1 > olabel.x0 &&
|
||
|
label.y0 < olabel.y1 && label.y1 > olabel.y0) {
|
||
|
pen += 100;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (var i = 0; i < cities.length; i++) {
|
||
|
var c = h.mesh.vxs[cities[i]];
|
||
|
if (label.x0 < c[0] && label.x1 > c[0] && label.y0 < c[1] && label.y1 > c[1]) {
|
||
|
pen += 100;
|
||
|
}
|
||
|
}
|
||
|
for (var i = 0; i < avoids.length; i++) {
|
||
|
var avoid = avoids[i];
|
||
|
for (var j = 0; j < avoid.length; j++) {
|
||
|
var avpath = avoid[j];
|
||
|
for (var k = 0; k < avpath.length; k++) {
|
||
|
var pt = avpath[k];
|
||
|
if (pt[0] > label.x0 && pt[0] < label.x1 && pt[1] > label.y0 && pt[1] < label.y1) {
|
||
|
pen++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return pen;
|
||
|
}
|
||
|
for (var i = 0; i < cities.length; i++) {
|
||
|
var x = h.mesh.vxs[cities[i]][0];
|
||
|
var y = h.mesh.vxs[cities[i]][1];
|
||
|
var text = makeName(lang, 'city');
|
||
|
var size = i < nterrs ? params.fontsizes.city : params.fontsizes.town;
|
||
|
var sx = 0.65 * size/1000 * text.length;
|
||
|
var sy = size/1000;
|
||
|
var posslabels = [
|
||
|
{
|
||
|
x: x + 0.8 * sy,
|
||
|
y: y + 0.3 * sy,
|
||
|
align: 'start',
|
||
|
x0: x + 0.7 * sy,
|
||
|
y0: y - 0.6 * sy,
|
||
|
x1: x + 0.7 * sy + sx,
|
||
|
y1: y + 0.6 * sy
|
||
|
},
|
||
|
{
|
||
|
x: x - 0.8 * sy,
|
||
|
y: y + 0.3 * sy,
|
||
|
align: 'end',
|
||
|
x0: x - 0.9 * sy - sx,
|
||
|
y0: y - 0.7 * sy,
|
||
|
x1: x - 0.9 * sy,
|
||
|
y1: y + 0.7 * sy
|
||
|
},
|
||
|
{
|
||
|
x: x,
|
||
|
y: y - 0.8 * sy,
|
||
|
align: 'middle',
|
||
|
x0: x - sx/2,
|
||
|
y0: y - 1.9*sy,
|
||
|
x1: x + sx/2,
|
||
|
y1: y - 0.7 * sy
|
||
|
},
|
||
|
{
|
||
|
x: x,
|
||
|
y: y + 1.2 * sy,
|
||
|
align: 'middle',
|
||
|
x0: x - sx/2,
|
||
|
y0: y + 0.1*sy,
|
||
|
x1: x + sx/2,
|
||
|
y1: y + 1.3*sy
|
||
|
}
|
||
|
];
|
||
|
var label = posslabels[d3.scan(posslabels, function (a, b) {return penalty(a) - penalty(b)})];
|
||
|
label.text = text;
|
||
|
label.size = size;
|
||
|
citylabels.push(label);
|
||
|
}
|
||
|
var texts = svg.selectAll('text.city').data(citylabels);
|
||
|
texts.enter()
|
||
|
.append('text')
|
||
|
.classed('city', true);
|
||
|
texts.exit()
|
||
|
.remove();
|
||
|
svg.selectAll('text.city')
|
||
|
.attr('x', function (d) {return 1000*d.x})
|
||
|
.attr('y', function (d) {return 1000*d.y})
|
||
|
.style('font-size', function (d) {return d.size})
|
||
|
.style('text-anchor', function (d) {return d.align})
|
||
|
.text(function (d) {return d.text})
|
||
|
.raise();
|
||
|
|
||
|
var reglabels = [];
|
||
|
for (var i = 0; i < nterrs; i++) {
|
||
|
var city = cities[i];
|
||
|
var text = makeName(lang, 'region');
|
||
|
var sy = params.fontsizes.region / 1000;
|
||
|
var sx = 0.6 * text.length * sy;
|
||
|
var lc = terrCenter(h, terr, city, true);
|
||
|
var oc = terrCenter(h, terr, city, false);
|
||
|
var best = 0;
|
||
|
var bestscore = -999999;
|
||
|
for (var j = 0; j < h.length; j++) {
|
||
|
var score = 0;
|
||
|
var v = h.mesh.vxs[j];
|
||
|
score -= 3000 * Math.sqrt((v[0] - lc[0]) * (v[0] - lc[0]) + (v[1] - lc[1]) * (v[1] - lc[1]));
|
||
|
score -= 1000 * Math.sqrt((v[0] - oc[0]) * (v[0] - oc[0]) + (v[1] - oc[1]) * (v[1] - oc[1]));
|
||
|
if (terr[j] != city) score -= 3000;
|
||
|
for (var k = 0; k < cities.length; k++) {
|
||
|
var u = h.mesh.vxs[cities[k]];
|
||
|
if (Math.abs(v[0] - u[0]) < sx &&
|
||
|
Math.abs(v[1] - sy/2 - u[1]) < sy) {
|
||
|
score -= k < nterrs ? 4000 : 500;
|
||
|
}
|
||
|
if (v[0] - sx/2 < citylabels[k].x1 &&
|
||
|
v[0] + sx/2 > citylabels[k].x0 &&
|
||
|
v[1] - sy < citylabels[k].y1 &&
|
||
|
v[1] > citylabels[k].y0) {
|
||
|
score -= 5000;
|
||
|
}
|
||
|
}
|
||
|
for (var k = 0; k < reglabels.length; k++) {
|
||
|
var label = reglabels[k];
|
||
|
if (v[0] - sx/2 < label.x + label.width/2 &&
|
||
|
v[0] + sx/2 > label.x - label.width/2 &&
|
||
|
v[1] - sy < label.y &&
|
||
|
v[1] > label.y - label.size) {
|
||
|
score -= 20000;
|
||
|
}
|
||
|
}
|
||
|
if (h[j] <= 0) score -= 500;
|
||
|
if (v[0] + sx/2 > 0.5 * h.mesh.extent.width) score -= 50000;
|
||
|
if (v[0] - sx/2 < -0.5 * h.mesh.extent.width) score -= 50000;
|
||
|
if (v[1] > 0.5 * h.mesh.extent.height) score -= 50000;
|
||
|
if (v[1] - sy < -0.5 * h.mesh.extent.height) score -= 50000;
|
||
|
if (score > bestscore) {
|
||
|
bestscore = score;
|
||
|
best = j;
|
||
|
}
|
||
|
}
|
||
|
reglabels.push({
|
||
|
text: text,
|
||
|
x: h.mesh.vxs[best][0],
|
||
|
y: h.mesh.vxs[best][1],
|
||
|
size:sy,
|
||
|
width:sx
|
||
|
});
|
||
|
}
|
||
|
texts = svg.selectAll('text.region').data(reglabels);
|
||
|
texts.enter()
|
||
|
.append('text')
|
||
|
.classed('region', true);
|
||
|
texts.exit()
|
||
|
.remove();
|
||
|
svg.selectAll('text.region')
|
||
|
.attr('x', function (d) {return 1000*d.x})
|
||
|
.attr('y', function (d) {return 1000*d.y})
|
||
|
.style('font-size', function (d) {return 1000*d.size})
|
||
|
.style('text-anchor', 'middle')
|
||
|
.text(function (d) {return d.text})
|
||
|
.raise();
|
||
|
|
||
|
}
|
||
|
function drawMap(svg, render) {
|
||
|
render.rivers = getRivers(render.h, 0.01);
|
||
|
render.coasts = contour(render.h, 0);
|
||
|
render.terr = getTerritories(render);
|
||
|
render.borders = getBorders(render);
|
||
|
drawPaths(svg, 'river', render.rivers);
|
||
|
drawPaths(svg, 'coast', render.coasts);
|
||
|
drawPaths(svg, 'border', render.borders);
|
||
|
visualizeSlopes(svg, render);
|
||
|
visualizeCities(svg, render);
|
||
|
drawLabels(svg, render);
|
||
|
}
|
||
|
|
||
|
function doMap(svg, params) {
|
||
|
var render = {
|
||
|
params: params
|
||
|
};
|
||
|
var width = svg.attr('width');
|
||
|
svg.attr('height', width * params.extent.height / params.extent.width);
|
||
|
svg.attr('viewBox', -1000 * params.extent.width/2 + ' ' +
|
||
|
-1000 * params.extent.height/2 + ' ' +
|
||
|
1000 * params.extent.width + ' ' +
|
||
|
1000 * params.extent.height);
|
||
|
svg.selectAll().remove();
|
||
|
render.h = params.generator(params);
|
||
|
placeCities(render);
|
||
|
drawMap(svg, render);
|
||
|
}
|
||
|
|
||
|
var defaultParams = {
|
||
|
extent: defaultExtent,
|
||
|
generator: generateCoast,
|
||
|
npts: 16384,
|
||
|
ncities: 15,
|
||
|
nterrs: 5,
|
||
|
fontsizes: {
|
||
|
region: 40,
|
||
|
city: 25,
|
||
|
town: 20
|
||
|
}
|
||
|
}
|
||
|
|