Added: Initial world generation tool
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package coast
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import (
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"math"
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"salty/terrain/internal/field"
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)
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// The coast is a *distance*, not a line. Every coastal process is written in terms of how far a cell is from
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// the waterline and which stretch of waterline it belongs to: the shelf deepens with distance offshore, the
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// surf planes the land within a reach of it, sediment settles in the shallows behind it, and shelter is a
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// property of a stretch of shore that every cell near it inherits. So the first thing the pass builds is an
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// exact signed distance field with a feature index, and everything after it is a lookup.
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//
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// Exact, not a chamfer approximation: Felzenszwalb & Huttenlocher's transform is two 1-D passes and O(n)
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// whatever the radius, so there is nothing to buy by approximating, and a chamfer's 2 % anisotropy would show
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// up directly as a shelf that is wider along the grid axes than across them.
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// edt returns, for every cell, the squared distance in cells to the nearest seed cell and the index of that
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// seed. A column pass finds the nearest seed in each column; a row pass takes the lower envelope of the
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// parabolas those distances define.
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//
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// Cells in a column with no seed at all are given a cost above any real distance rather than an infinity, so
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// the envelope arithmetic never sees a NaN; they are then never chosen unless the map has no seeds anywhere,
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// which the caller checks for.
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func edt(seed []bool, w, h int) (d2 []float32, near []int32) {
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d2 = make([]float32, w*h)
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near = make([]int32, w*h)
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bigF := float64(w*w+h*h) * 4 // above any achievable dx² + dy²
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bigD := float32(math.Sqrt(bigF))
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colD := make([]float32, w*h) // distance in cells to the nearest seed in this column
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colN := make([]int32, w*h) // that seed's row, or -1
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field.Rows(w, func(x0, x1 int) {
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for x := x0; x < x1; x++ {
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best := -1
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for y := 0; y < h; y++ {
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i := y*w + x
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if seed[i] {
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best = y
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}
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if best < 0 {
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colD[i], colN[i] = bigD, -1
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} else {
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colD[i], colN[i] = float32(y-best), int32(best)
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}
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}
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best = -1
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for y := h - 1; y >= 0; y-- {
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i := y*w + x
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if seed[i] {
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best = y
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}
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if best >= 0 {
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if d := float32(best - y); d < colD[i] {
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colD[i], colN[i] = d, int32(best)
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}
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}
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}
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}
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})
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field.Rows(h, func(y0, y1 int) {
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f := make([]float64, w)
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v := make([]int, w)
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z := make([]float64, w+1)
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for y := y0; y < y1; y++ {
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row := y * w
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for x := 0; x < w; x++ {
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d := float64(colD[row+x])
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f[x] = d * d
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}
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k := 0
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v[0] = 0
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z[0] = math.Inf(-1)
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z[1] = math.Inf(1)
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for q := 1; q < w; q++ {
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s := intersect(f, v[k], q)
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for s <= z[k] {
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k--
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s = intersect(f, v[k], q)
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}
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k++
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v[k] = q
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z[k] = s
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z[k+1] = math.Inf(1)
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}
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k = 0
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for q := 0; q < w; q++ {
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for z[k+1] < float64(q) {
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k++
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}
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dx := float64(q - v[k])
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d2[row+q] = float32(dx*dx + f[v[k]])
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if n := colN[row+v[k]]; n < 0 {
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near[row+q] = -1
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} else {
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near[row+q] = n*int32(w) + int32(v[k])
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}
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}
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}
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})
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return d2, near
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}
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// intersect is where the parabolas rooted at p and q cross.
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func intersect(f []float64, p, q int) float64 {
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return ((f[q] + float64(q*q)) - (f[p] + float64(p*p))) / float64(2*q-2*p)
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}
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// Geometry is the coastline as the rest of the pass sees it.
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type Geometry struct {
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W, H int
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CellM float64
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// Dist is metres to the waterline: positive inland, negative offshore.
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Dist *field.Field
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// Ref is, for every cell, the waterline cell whose stretch of shore it belongs to. A land cell takes the
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// sea cell nearest to it, which is on the waterline by construction; a sea cell takes the waterline cell
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// nearest to the land cell nearest to it, which is the stretch of shore facing it. Every per-shore
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// quantity — shelter, shelf width, the backshore relief — is computed once on the waterline and read
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// everywhere else through this.
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Ref []int32
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// Waterline is the sea cells that touch land, in row-major order so anything iterating them is
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// deterministic.
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Waterline []int32
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// ShoreM is the length of the land/sea boundary in metres, counted as boundary edges. It overestimates a
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// diagonal coast by about 4/pi, as any edge-counted perimeter does.
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ShoreM float64
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}
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// Measure builds the signed distance field and the shore reference from a land/sea mask.
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func Measure(sea []bool, w, h int, cellM float64) *Geometry {
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anySea, anyLand := false, false
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land := make([]bool, len(sea))
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for i, s := range sea {
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land[i] = !s
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if s {
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anySea = true
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} else {
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anyLand = true
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}
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}
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g := &Geometry{W: w, H: h, CellM: cellM, Dist: field.New(w, h, cellM), Ref: make([]int32, w*h)}
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for i := range g.Ref {
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g.Ref[i] = -1
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}
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if !anySea || !anyLand {
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return g // an all-land or all-sea map has no coast; every pass below is a no-op on it
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}
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d2Sea, nearSea := edt(sea, w, h) // for a land cell: how far to water, and where
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d2Land, nearLand := edt(land, w, h) // for a sea cell: how far to land, and where
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for i := range sea {
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if sea[i] {
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g.Dist.Data[i] = float32(-math.Sqrt(float64(d2Land[i])) * cellM)
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} else {
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g.Dist.Data[i] = float32(math.Sqrt(float64(d2Sea[i])) * cellM)
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}
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}
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// The waterline: sea cells with land in the eight-neighbourhood, which is d2Land of 1 or 2.
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for i := range sea {
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if sea[i] && d2Land[i] <= 2.001 {
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g.Waterline = append(g.Waterline, int32(i))
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}
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}
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for i := range sea {
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if sea[i] {
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if l := nearLand[i]; l >= 0 {
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g.Ref[i] = nearSea[l]
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}
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} else {
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g.Ref[i] = nearSea[i]
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}
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}
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// Perimeter by boundary edges, which is what a shoreline length means on a grid.
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edges := 0
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for y := 0; y < h; y++ {
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for x := 0; x < w; x++ {
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i := y*w + x
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if x+1 < w && sea[i] != sea[i+1] {
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edges++
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}
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if y+1 < h && sea[i] != sea[i+w] {
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edges++
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}
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}
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}
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g.ShoreM = float64(edges) * cellM
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return g
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}
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