/**
* Absolute height change.
*/
const ELEVATION_SET = 0;
/**
* Relative height change.
*/
const ELEVATION_MODIFY = 1;
/**
* Sets the elevation of the Area in dependence to the given blendRadius and
* interpolates it with the existing elevation.
*
* @param type - ELEVATION_MODIFY or ELEVATION_SET.
* @param elevation - target height.
* @param blendRadius - How steep the elevation change is.
* @param randomElevation - maximum random elevation difference added to each vertex.
*/
function SmoothElevationPainter(type, elevation, blendRadius, randomElevation = 0)
{
this.type = type;
this.elevation = elevation;
this.blendRadius = blendRadius;
this.randomElevation = randomElevation;
if (type != ELEVATION_SET && type != ELEVATION_MODIFY)
throw new Error("SmoothElevationPainter: invalid type '" + type + "'");
}
SmoothElevationPainter.prototype.paint = function(area)
{
// The heightmap grid has one more vertex per side than the tile grid
let heightmapSize = g_Map.height.length;
// Remember height inside the area before changing it
let gotHeightPt = [];
let newHeight = [];
for (let i = 0; i < heightmapSize; ++i)
{
gotHeightPt[i] = new Uint8Array(heightmapSize);
newHeight[i] = new Float32Array(heightmapSize);
}
// Get heightmap grid vertices within or adjacent to the area
let brushSize = 2;
let heightPoints = [];
for (let point of area.getPoints())
for (let dx = -1; dx < 1 + brushSize; ++dx)
{
let nx = point.x + dx;
for (let dz = -1; dz < 1 + brushSize; ++dz)
{
let nz = point.y + dz;
let position = new Vector2D(nx, nz);
if (g_Map.validHeight(position) && !gotHeightPt[nx][nz])
{
newHeight[nx][nz] = g_Map.getHeight(position);
gotHeightPt[nx][nz] = 1;
heightPoints.push(position);
}
}
}
let withinArea = (area, position) => g_TileVertices.some(vertexPos => area.contains(Vector2D.sub(position, vertexPos)));
// Change height inside the area depending on the distance to the border
breadthFirstSearchPaint({
"area": area,
"brushSize": brushSize,
"gridSize": heightmapSize,
"withinArea": withinArea,
"paintTile": (point, distance) => {
let a = 1;
if (distance <= this.blendRadius)
a = (distance - 1) / this.blendRadius;
if (this.type == ELEVATION_SET)
newHeight[point.x][point.y] = (1 - a) * g_Map.getHeight(point);
newHeight[point.x][point.y] += a * this.elevation + randFloat(-0.5, 0.5) * this.randomElevation;
}
});
// Smooth everything out
for (let point of heightPoints)
{
if (!withinArea(area, point))
continue;
let count = 0;
let sum = 0;
for (let dx = -1; dx <= 1; ++dx)
{
let nx = point.x + dx;
for (let dz = -1; dz <= 1; ++dz)
{
let nz = point.y + dz;
if (g_Map.validHeight(new Vector2D(nx, nz)))
{
sum += newHeight[nx][nz];
++count;
}
}
}
g_Map.setHeight(point, (newHeight[point.x][point.y] + sum / count) / 2);
}
};
/**
* Calls the given paintTile function on all points within the given Area,
* providing the distance to the border of the area (1 for points on the border).
* This function can traverse any grid, for instance the tile grid or the larger heightmap grid.
*
* @property area - An Area storing the set of points on the tile grid.
* @property gridSize - The size of the grid to be traversed.
* @property brushSize - Number of points per axis on the grid that are considered a point on the tilemap.
* @property withinArea - Whether a point of the grid is considered part of the Area.
* @property paintTile - Called for each point of the Area of the tile grid.
*/
function breadthFirstSearchPaint(args)
{
// These variables save which points were visited already and the shortest distance to the area
let saw = [];
let dist = [];
for (let i = 0; i < args.gridSize; ++i)
{
saw[i] = new Uint8Array(args.gridSize);
dist[i] = new Uint16Array(args.gridSize);
}
let withinGrid = (x, z) => Math.min(x, z) >= 0 && Math.max(x, z) < args.gridSize;
// Find all points outside of the area, mark them as seen and set zero distance
let pointQueue = [];
for (let point of args.area.getPoints())
// The brushSize is added because the entire brushSize is by definition part of the area
for (let dx = -1; dx < 1 + args.brushSize; ++dx)
{
let nx = point.x + dx;
for (let dz = -1; dz < 1 + args.brushSize; ++dz)
{
let nz = point.y + dz;
let position = new Vector2D(nx, nz);
if (!withinGrid(nx, nz) || args.withinArea(args.area, position) || saw[nx][nz])
continue;
saw[nx][nz] = 1;
dist[nx][nz] = 0;
pointQueue.push(position);
}
}
// Visit these points, then direct neighbors of them, then their neighbors recursively.
// Call the paintTile method for each point within the area, with distance == 1 for the border.
while (pointQueue.length)
{
let point = pointQueue.shift();
let distance = dist[point.x][point.y];
if (args.withinArea(args.area, point))
args.paintTile(point, distance);
// Enqueue neighboring points
for (let dx = -1; dx <= 1; ++dx)
{
let nx = point.x + dx;
for (let dz = -1; dz <= 1; ++dz)
{
let nz = point.y + dz;
let position = new Vector2D(nx, nz);
if (!withinGrid(nx, nz) || !args.withinArea(args.area, position) || saw[nx][nz])
continue;
saw[nx][nz] = 1;
dist[nx][nz] = distance + 1;
pointQueue.push(position);
}
}
}
}