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Refactor layers rendering (#1120)
* feat: render states - use global fn * feat: render states - separate pole detection from layer render * feat: render provinces * chore: unify drawFillWithGap * refactor: drawIce * refactor: drawBorders * refactor: drawHeightmap * refactor: drawTemperature * refactor: drawBiomes * refactor: drawPrec * refactor: drawPrecipitation * refactor: drawPopulation * refactor: drawCells * refactor: geColor * refactor: drawMarkers * refactor: drawScaleBar * refactor: drawScaleBar * refactor: drawMilitary * refactor: pump version to 1.104.00 * refactor: pump version to 1.104.00 * refactor: drawCoastline and createDefaultRuler * refactor: drawCoastline * refactor: Features module start * refactor: features - define distance fields * feat: drawFeatures * feat: drawIce don't hide * feat: detect coastline - fix issue with border feature * feat: separate labels rendering from generation process * feat: auto-update and restore layers * refactor - change layers * refactor - sort layers * fix: regenerate burgs to re-render layers * fix: getColor is not defined * fix: burgs overview - don't auto-show labels on hover * fix: redraw population on change * refactor: improve tooltip logic for burg labels and icons * chore: pump version to 1.104.0 * fefactor: edit coastline and lake * fix: minot fixes * fix: submap --------- Co-authored-by: Azgaar <azgaar.fmg@yandex.com>
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52 changed files with 2473 additions and 2713 deletions
61
modules/renderers/draw-features.js
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61
modules/renderers/draw-features.js
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"use strict";
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function drawFeatures() {
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TIME && console.time("drawFeatures");
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const featurePaths = defs.select("#featurePaths");
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const landMask = defs.select("#land");
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const waterMask = defs.select("#water");
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for (const feature of pack.features) {
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if (!feature || feature.type === "ocean") continue;
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featurePaths
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.append("path")
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.attr("d", getFeaturePath(feature))
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.attr("id", "feature_" + feature.i)
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.attr("data-f", feature.i);
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if (feature.type === "lake") {
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landMask
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.append("use")
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.attr("href", "#feature_" + feature.i)
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.attr("data-f", feature.i)
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.attr("fill", "black");
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lakes
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.select(`#${feature.group}`)
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.append("use")
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.attr("href", "#feature_" + feature.i)
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.attr("data-f", feature.i);
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} else {
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landMask
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.append("use")
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.attr("href", "#feature_" + feature.i)
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.attr("data-f", feature.i)
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.attr("fill", "white");
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waterMask
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.append("use")
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.attr("href", "#feature_" + feature.i)
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.attr("data-f", feature.i)
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.attr("fill", "black");
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const coastlineGroup = feature.group === "lake_island" ? "#lake_island" : "#sea_island";
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coastline
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.select(coastlineGroup)
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.append("use")
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.attr("href", "#feature_" + feature.i)
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.attr("data-f", feature.i);
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}
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}
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TIME && console.timeEnd("drawFeatures");
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}
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function getFeaturePath(feature) {
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const points = feature.vertices.map(vertex => pack.vertices.p[vertex]);
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const simplifiedPoints = simplify(points, 0.3);
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const clippedPoints = clipPoly(simplifiedPoints, 1);
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const lineGen = d3.line().curve(d3.curveBasisClosed);
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const path = round(lineGen(clippedPoints));
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return path;
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}
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