/
rivers.go
239 lines (221 loc) · 6.04 KB
/
rivers.go
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package genmapvoronoi
import (
"github.com/Flokey82/go_gens/vmesh"
"github.com/pzsz/voronoi"
)
// getRiverPaths returns the merged river segments whose flux exceeds the provided limit.
// Each river is represented as a sequence of vertices.
func getRiverPaths(h *vmesh.Heightmap, limit float64) [][]voronoi.Vertex {
dh := h.Downhill()
flux := getFlux(h)
var links [][2]voronoi.Vertex
// Sum up how many vertices are above sea level.
var above int
for i := 0; i < h.Len(); i++ {
if h.Values[i] > 0 {
above++
}
}
// Adjust the limit based on the ratio of vertices
// above sea level to the total number of vertices.
limit *= float64(above) / float64(h.Len())
for i := 0; i < len(dh); i++ {
//if isnearedge(h.Mesh, i){
// continue
//}
if flux.Values[i] > limit && h.Values[i] > 0 && dh[i] >= 0 {
up := h.Vertices[i]
down := h.Vertices[dh[i]]
if h.Values[dh[i]] > 0 {
links = append(links, [2]voronoi.Vertex{up, down})
} else {
links = append(links, [2]voronoi.Vertex{up, {X: (up.X + down.X) / 2, Y: (up.Y + down.Y) / 2}})
}
}
}
// Merge all segments to river paths.
mergedSegs := mergeSegments(links)
for i := range mergedSegs {
// Relax the paths a little.
mergedSegs[i] = relaxPath(mergedSegs[i])
}
return mergedSegs
}
// getRivers returns a map from vertex index to "river ID", where the river
// ID is a simple enumeration of all continuous river paths.
func getRivers(h *vmesh.Heightmap, limit float64) []int {
rivers := make([]int, h.Len())
// Set up defaults.
for i := range rivers {
rivers[i] = -1 // -1 means no river
}
dh := h.Downhill()
flux := getFlux(h)
var links [][2]int
// Sum up how many vertices are above sea level.
var above int
for i := 0; i < h.Len(); i++ {
if h.Values[i] > 0 {
above++
}
}
// Adjust the limit based on the ratio of vertices
// above sea level to the total number of vertices.
limit *= float64(above) / float64(h.Len())
for i := 0; i < len(dh); i++ {
//if isnearedge(h.Mesh, i){
// continue
//}
if flux.Values[i] > limit && h.Values[i] > 0 && dh[i] >= 0 {
up := i
down := dh[i]
links = append(links, [2]int{up, down})
}
}
// Merge the river segments.
mergedSegs := mergeIndexSegments(links)
for i := range mergedSegs {
// Assign the "river ID" to each of its vertices.
for _, idx := range mergedSegs[i] {
rivers[idx] = i
}
}
return rivers
}
// mergeIndexSegments matches up the ends of the segments (vertex indices) and returns
// a slice containing all continuous, connected segments as sequence of connected vertex indices.
//
// NOTE: This is identical to mergeSegments, except that the indices are used instead of the actual vertices.
// TODO: Deduplicate code.
func mergeIndexSegments(segs [][2]int) [][]int {
adj := make(map[int][]int)
for i := 0; i < len(segs); i++ {
seg := segs[i]
a0 := adj[seg[0]]
a1 := adj[seg[1]]
a0 = append(a0, seg[1])
a1 = append(a1, seg[0])
adj[seg[0]] = a0
adj[seg[1]] = a1
}
done := make(map[int]bool)
var paths [][]int
var path []int
for {
if path == nil {
for i := 0; i < len(segs); i++ {
if done[i] {
continue
}
done[i] = true
path = []int{segs[i][0], segs[i][1]}
break
}
if path == nil {
break
}
}
var changed bool
for i := 0; i < len(segs); i++ {
if done[i] {
continue
}
if len(adj[path[0]]) == 2 && segs[i][0] == path[0] {
path = unshiftIndexPath(path, segs[i][1])
} else if len(adj[path[0]]) == 2 && segs[i][1] == path[0] {
path = unshiftIndexPath(path, segs[i][0])
} else if len(adj[path[len(path)-1]]) == 2 && segs[i][0] == path[len(path)-1] {
path = append(path, segs[i][1])
} else if len(adj[path[len(path)-1]]) == 2 && segs[i][1] == path[len(path)-1] {
path = append(path, segs[i][0])
} else {
continue
}
done[i] = true
changed = true
break
}
if !changed {
paths = append(paths, path)
path = nil
}
}
return paths
}
func unshiftIndexPath(path []int, p int) []int {
return append([]int{p}, path...)
}
// mergeSegments matches up the ends of the segments (vertex pairs) and returns
// a slice containing all continuous, connected segments as sequence of connected vertices.
func mergeSegments(segs [][2]voronoi.Vertex) [][]voronoi.Vertex {
adj := make(map[voronoi.Vertex][]voronoi.Vertex)
for i := 0; i < len(segs); i++ {
seg := segs[i]
a0 := adj[seg[0]]
a1 := adj[seg[1]]
a0 = append(a0, seg[1])
a1 = append(a1, seg[0])
adj[seg[0]] = a0
adj[seg[1]] = a1
}
done := make(map[int]bool)
var paths [][]voronoi.Vertex
var path []voronoi.Vertex
for {
if path == nil {
for i := 0; i < len(segs); i++ {
if done[i] {
continue
}
done[i] = true
path = []voronoi.Vertex{segs[i][0], segs[i][1]}
break
}
if path == nil {
break
}
}
var changed bool
for i := 0; i < len(segs); i++ {
if done[i] {
continue
}
if len(adj[path[0]]) == 2 && segs[i][0] == path[0] {
path = unshiftPath(path, segs[i][1])
} else if len(adj[path[0]]) == 2 && segs[i][1] == path[0] {
path = unshiftPath(path, segs[i][0])
} else if len(adj[path[len(path)-1]]) == 2 && segs[i][0] == path[len(path)-1] {
path = append(path, segs[i][1])
} else if len(adj[path[len(path)-1]]) == 2 && segs[i][1] == path[len(path)-1] {
path = append(path, segs[i][0])
} else {
continue
}
done[i] = true
changed = true
break
}
if !changed {
paths = append(paths, path)
path = nil
}
}
return paths
}
func unshiftPath(path []voronoi.Vertex, p voronoi.Vertex) []voronoi.Vertex {
return append([]voronoi.Vertex{p}, path...)
}
// relaxPath averages the vertex coordinates in the path with their neighbours (to an extent)
// and returns a "smoothed"/relaxed path.
func relaxPath(path []voronoi.Vertex) []voronoi.Vertex {
newpath := []voronoi.Vertex{path[0]}
for i := 1; i < len(path)-1; i++ {
newpt := voronoi.Vertex{
X: 0.25*path[i-1].X + 0.5*path[i].X + 0.25*path[i+1].X,
Y: 0.25*path[i-1].Y + 0.5*path[i].Y + 0.25*path[i+1].Y,
}
newpath = append(newpath, newpt)
}
newpath = append(newpath, path[len(path)-1])
return newpath
}