Example #1
0
        private void AssignOceanCoastAndLand()
        {
            Queue <Center> queue          = new Queue <Center>();
            double         waterThreshold = 0.40;

            foreach (Center c in centers)
            {
                int numWater = 0;

                foreach (Corner cr in c.corners)
                {
                    if (cr.border)
                    {
                        c.border = true;
                        c.water  = true;
                        c.ocean  = true;
                        queue.Enqueue(c);
                    }
                    if (cr.water)
                    {
                        numWater++;
                    }
                }

                c.water = (c.ocean || ((double)numWater / c.corners.Count >= waterThreshold));
            }

            while (queue.Count > 0)
            {
                Center c = queue.Dequeue();

                foreach (Center n in c.neighbors)
                {
                    if (n.water && !n.ocean)
                    {
                        n.ocean = true;
                        queue.Enqueue(n);
                    }
                }
            }

            foreach (Center c in centers)
            {
                bool oNeighbor = false;
                bool lNeighbor = false;

                foreach (Center n in c.neighbors)
                {
                    oNeighbor |= n.ocean;
                    lNeighbor |= !n.water;
                }

                c.coast = oNeighbor & lNeighbor;
            }

            foreach (Corner c in corners)
            {
                int nO = 0;
                int nL = 0;

                foreach (Center cn in c.touches)
                {
                    nO += cn.ocean ? 1 : 0;
                    nL += !cn.water ? 1 : 0;
                }

                c.ocean = nO == c.touches.Count;
                c.coast = nO > 0 && nL > 0;
                c.water = c.border || ((nL != c.touches.Count) && !c.coast);
            }
        }
Example #2
0
        private void BuildGraph(Voronoi v)
        {
            Dictionary <Point, Center> pCMap = new Dictionary <Point, Center>();
            List <Point> points = v.SiteCoords();

            // For each point create a center
            foreach (Point p in points)
            {
                Center c = new Center();
                c.loc   = p;
                c.index = centers.Count;
                centers.Add(c);
                pCMap[p] = c;
            }

            // For each center, assign a region
            foreach (Center c in centers)
            {
                v.Region(c.loc);
            }

            List <Edge> libEdges            = v.Edges();
            Dictionary <int, Corner> pCRMap = new Dictionary <int, Corner>();

            // For each edge in the voronoi edges
            foreach (Edge e in libEdges)
            {
                LineSegment  vEdge = e.VoronoiEdge();
                LineSegment  dEdge = e.DelaunayLine();
                DelaunayEdge dE    = new DelaunayEdge();
                dE.index = edges.Count;
                edges.Add(dE);

                // Setup midpoints for viable voronoi edges for noisy edge generation
                if (vEdge.p0 != null && vEdge.p1 != null)
                {
                    dE.midPoint = InterpolatePoint(vEdge.p0, vEdge.p1, 0.5);
                }

                // Create corners for the voronoi vertices of the edge
                dE.v0 = MakeCorner(pCRMap, vEdge.p0);
                dE.v1 = MakeCorner(pCRMap, vEdge.p1);
                dE.d0 = pCMap[dEdge.p0];
                dE.d1 = pCMap[dEdge.p1];

                // Add borders for delaunay edges
                if (dE.d0 != null)
                {
                    dE.d0.borders.Add(dE);
                }
                if (dE.d1 != null)
                {
                    dE.d1.borders.Add(dE);
                }
                if (dE.v0 != null)
                {
                    dE.v0.protrudes.Add(dE);
                }
                if (dE.v1 != null)
                {
                    dE.v1.protrudes.Add(dE);
                }

                if (dE.d0 != null && dE.d1 != null)
                {
                    AddToCenterList(dE.d0.neighbors, dE.d1);
                    AddToCenterList(dE.d1.neighbors, dE.d0);
                }
                if (dE.v0 != null && dE.v1 != null)
                {
                    AddToCornerList(dE.v0.adjacent, dE.v1);
                    AddToCornerList(dE.v1.adjacent, dE.v0);
                }

                if (dE.d0 != null)
                {
                    AddToCornerList(dE.d0.corners, dE.v0);
                    AddToCornerList(dE.d0.corners, dE.v1);
                }
                if (dE.d1 != null)
                {
                    AddToCornerList(dE.d1.corners, dE.v0);
                    AddToCornerList(dE.d1.corners, dE.v1);
                }

                if (dE.v0 != null)
                {
                    AddToCenterList(dE.v0.touches, dE.d0);
                    AddToCenterList(dE.v0.touches, dE.d1);
                }
                if (dE.v1 != null)
                {
                    AddToCenterList(dE.v1.touches, dE.d0);
                    AddToCenterList(dE.v1.touches, dE.d1);
                }
            }
        }
Example #3
0
        // Draws a voronoi polygon
        private void DrawPolygon(System.Drawing.Graphics g, Center c, System.Drawing.Color color, bool noisyEdges,
                                 bool smoothBlending, bool lighting, bool drawBiomes)
        {
            Corner eC1 = null;
            Corner eC2 = null;

            c.area = 0;

            foreach (Center n in c.neighbors)
            {
                DelaunayEdge e = EdgeWithCenters(c, n);

                //Experimental Color (Biome Blending)
                if (smoothBlending && drawBiomes)
                {
                    color = BlendBiome(color, c, n);
                }

                //Experimental Lighting (Light Vectors)
                if (lighting && drawBiomes)
                {
                    color = ColorWithSlope(color, c, n, e);
                }


                // If noisy edges is off, draw triangles to create voronoi polygons (center to vertices of each edge)
                if (!noisyEdges)
                {
                    if (e.v0 == null)
                    {
                        continue;
                    }

                    Corner corner1A = e.v0.border ? e.v0 : e.v1;
                    if (corner1A.border)
                    {
                        if (eC1 == null)
                        {
                            eC1 = corner1A;
                        }
                        else
                        {
                            eC2 = corner1A;
                        }
                    }

                    DrawTriangle(g, e.v0, e.v1, c, color);

                    c.area = Math.Abs(c.loc.x * (e.v0.loc.y - e.v1.loc.y) + e.v0.loc.x * (e.v1.loc.y - c.loc.y) +
                                      e.v1.loc.x * (c.loc.y - e.v0.loc.y)) / 2;
                }

                //Experimental Polygon Drawing using noisy (natural) edges
                if (noisyEdges)
                {
                    // For each of the noisy edge paths fill the polygon created betweeen them and the center
                    if (path0[e.index] != null)
                    {
                        List <Point> tPath = path0[e.index];

                        System.Drawing.Point[] tA = new System.Drawing.Point[tPath.Count + 2];
                        tA[0] = new System.Drawing.Point((int)c.loc.x, (int)c.loc.y);
                        for (int i = 0; i < tPath.Count; i++)
                        {
                            tA[i + 1] = new System.Drawing.Point((int)tPath[i].x, (int)tPath[i].y);
                        }
                        tA[tA.Count() - 1] = new System.Drawing.Point((int)c.loc.x, (int)c.loc.y);

                        g.FillPolygon(new System.Drawing.SolidBrush(color), tA);
                    }

                    if (path1[e.index] != null)
                    {
                        List <Point> tPath = path1[e.index];

                        System.Drawing.Point[] tA = new System.Drawing.Point[tPath.Count + 2];
                        tA[0] = new System.Drawing.Point((int)c.loc.x, (int)c.loc.y);
                        for (int i = 0; i < tPath.Count; i++)
                        {
                            tA[i + 1] = new System.Drawing.Point((int)tPath[i].x, (int)tPath[i].y);
                        }
                        tA[tA.Count() - 1] = new System.Drawing.Point((int)c.loc.x, (int)c.loc.y);

                        g.FillPolygon(new System.Drawing.SolidBrush(color), tA);
                    }
                }
            }

            if (eC2 != null)
            {
                if (CloseEnough(eC1.loc.x, eC2.loc.x, 1))
                {
                    DrawTriangle(g, eC1, eC2, c, color);
                }
                else
                {
                    System.Drawing.Point[] points = new System.Drawing.Point[4];
                    points[0] = new System.Drawing.Point((int)c.loc.x, (int)c.loc.y);
                    points[1] = new System.Drawing.Point((int)eC1.loc.x, (int)eC1.loc.y);

                    int tX = (int)((CloseEnough(eC1.loc.x, bounds.x, 1) || CloseEnough(eC2.loc.x, bounds.x, 0.5))
                        ? bounds.x
                        : bounds.right);
                    int tY = (int)((CloseEnough(eC1.loc.y, bounds.y, 1) || CloseEnough(eC2.loc.y, bounds.y, 0.5))
                        ? bounds.y
                        : bounds.bottom);

                    points[2] = new System.Drawing.Point(tX, tY);
                    points[3] = new System.Drawing.Point((int)eC2.loc.x, (int)eC2.loc.y);

                    g.FillPolygon(new System.Drawing.SolidBrush(color), points);
                    c.area += 0;
                }
            }
        }
Example #4
0
 // Implemented in GraphImplementation
 abstract protected Enum GetBiome(Center p);
Example #5
0
 protected override Enum GetBiome(Center p)
 {
     if (p.ocean)
     {
         if (p.elevation > 0.9)
         {
             return(ColorData.OCEAN);
         }
         else if (p.elevation > 0.3)
         {
             return(ColorData.OCEAN);
         }
         else
         {
             return(ColorData.OCEAN);
         }
     }
     else if (p.water)
     {
         if (p.elevation < 0.1)
         {
             return(ColorData.MARSH);
         }
         else if (p.elevation > 0.8)
         {
             return(ColorData.ICE);
         }
         else
         {
             return(ColorData.LAKE);
         }
     }
     else if (p.coast)
     {
         return(ColorData.BEACH);
     }
     else if (p.elevation > 0.8)
     {
         if (p.moisture > 0.50)
         {
             return(ColorData.SNOW);
         }
         else if (p.moisture > 0.33)
         {
             return(ColorData.TUNDRA);
         }
         else if (p.moisture > 0.16)
         {
             return(ColorData.BARE);
         }
         else
         {
             return(ColorData.SCORCHED);
         }
     }
     else if (p.elevation > 0.6)
     {
         if (p.moisture > 0.66)
         {
             return(ColorData.TAIGA);
         }
         else if (p.moisture > 0.33)
         {
             return(ColorData.SHRUBLAND);
         }
         else
         {
             return(ColorData.TEMPERATE_DESERT);
         }
     }
     else if (p.elevation > 0.3)
     {
         if (p.moisture > 0.83)
         {
             return(ColorData.TEMPERATE_RAIN_FOREST);
         }
         else if (p.moisture > 0.5)
         {
             return(ColorData.TEMPERATE_DECIDUOUS_FOREST);
         }
         else if (p.moisture > 0.16)
         {
             return(ColorData.GRASSLAND);
         }
         else
         {
             return(ColorData.TEMPERATE_DESERT);
         }
     }
     else
     {
         if (p.moisture > 0.66)
         {
             return(ColorData.TROPICAL_RAIN_FOREST);
         }
         else if (p.moisture > 0.33)
         {
             return(ColorData.TROPICAL_SEASONAL_FOREST);
         }
         else if (p.moisture > 0.16)
         {
             return(ColorData.GRASSLAND);
         }
         else
         {
             return(ColorData.SUBTROPICAL_DESERT);
         }
     }
 }