feat: render states - use global fn

This commit is contained in:
Azgaar 2024-09-02 02:35:50 +02:00
parent 23e2484526
commit 093014088c
2 changed files with 30 additions and 137 deletions

View file

@ -989,151 +989,44 @@ function toggleStates(event) {
function drawStates() { function drawStates() {
TIME && console.time("drawStates"); TIME && console.time("drawStates");
regions.selectAll("path").remove(); const {cells, states} = pack;
const {cells, vertices, features} = pack; const renderHalo = shapeRendering.value === "geometricPrecision";
const states = pack.states; const paths = getVertexPaths({
const n = cells.i.length; getType: cellId => cells.state[cellId],
options: {fill: true, waterGap: true, halo: renderHalo}
const used = new Uint8Array(cells.i.length);
const vArray = new Array(states.length); // store vertices array
const body = new Array(states.length).fill(""); // path around each state
const gap = new Array(states.length).fill(""); // path along water for each state to fill the gaps
const halo = new Array(states.length).fill(""); // path around states, but not lakes
const getStringPoint = v => vertices.p[v[0]].join(",");
// define inner-state lakes to omit on border render
const innerLakes = features.map(feature => {
if (feature.type !== "lake") return false;
if (!feature.shoreline) Lakes.getShoreline(feature);
const states = feature.shoreline.map(i => cells.state[i]);
return new Set(states).size > 1 ? false : true;
}); });
for (const i of cells.i) { const maxLength = states.length - 1;
if (!cells.state[i] || used[i]) continue; const bodyPaths = new Array(maxLength);
const state = cells.state[i]; const clipPaths = new Array(maxLength);
const haloPaths = new Array(maxLength);
const onborder = cells.c[i].some(n => cells.state[n] !== state); for (const [index, {fill, waterGap, halo}] of paths) {
if (!onborder) continue; const color = states[index].color;
const borderWith = cells.c[i].map(c => cells.state[c]).find(n => n !== state); bodyPaths.push(
const vertex = cells.v[i].find(v => vertices.c[v].some(i => cells.state[i] === borderWith)); /* html */ `<path d="${waterGap}" fill="none" stroke="${color}" id="state-gap${index}" /><path d="${fill}" fill="${color}" stroke="none" id="state${index}" />`
const chain = connectVertices(vertex, state); );
const noInnerLakes = chain.filter(v => v[1] !== "innerLake"); if (renderHalo) {
if (noInnerLakes.length < 3) continue; const haloColor = d3.color(color)?.darker().hex() || "#666666";
clipPaths.push(/* html */ `<clipPath id="state-clip${index}"><use href="#state${index}"/></clipPath>`);
// get path around the state haloPaths.push(
if (!vArray[state]) vArray[state] = []; /* html */ `<path id="state-border${index}" d="${halo}" clip-path="url(#state-clip${index})" stroke="${haloColor}"/>`
const points = noInnerLakes.map(v => vertices.p[v[0]]); );
vArray[state].push(points);
body[state] += "M" + points.join("L");
// connect path for halo
let discontinued = true;
halo[state] += noInnerLakes
.map(v => {
if (v[1] === "border") {
discontinued = true;
return "";
}
const operation = discontinued ? "M" : "L";
discontinued = false;
return `${operation}${getStringPoint(v)}`;
})
.join("");
// connect gaps between state and water into a single path
discontinued = true;
gap[state] += chain
.map(v => {
if (v[1] === "land") {
discontinued = true;
return "";
}
const operation = discontinued ? "M" : "L";
discontinued = false;
return `${operation}${getStringPoint(v)}`;
})
.join("");
}
// find state visual center
vArray.forEach((ar, i) => {
const sorted = ar.sort((a, b) => b.length - a.length); // sort by points number
states[i].pole = polylabel(sorted, 1.0); // pole of inaccessibility
});
const bodyData = body.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
const gapData = gap.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
const bodyString = bodyData.map(d => `<path id="state${d[1]}" d="${d[0]}" fill="${d[2]}" stroke="none"/>`).join("");
const gapString = gapData.map(d => `<path id="state-gap${d[1]}" d="${d[0]}" fill="none" stroke="${d[2]}"/>`).join("");
statesBody.html(bodyString + gapString);
const isOptimized = shapeRendering.value === "optimizeSpeed";
if (!isOptimized) {
const haloData = halo.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
const haloString = haloData
.map(d => {
const stroke = d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666";
return `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${stroke}"/>`;
})
.join("");
statesHalo.html(haloString);
const clipString = bodyData
.map(d => `<clipPath id="state-clip${d[1]}"><use href="#state${d[1]}"/></clipPath>`)
.join("");
defs.select("#statePaths").html(clipString);
}
function connectVertices(start, state) {
const chain = []; // vertices chain to form a path
const getType = c => {
const borderCell = c.find(i => cells.b[i]);
if (borderCell) return "border";
const waterCell = c.find(i => cells.h[i] < 20);
if (!waterCell) return "land";
if (innerLakes[cells.f[waterCell]]) return "innerLake";
return features[cells.f[waterCell]].type;
};
for (let i = 0, current = start; i === 0 || (current !== start && i < 20000); i++) {
const prev = chain.length ? chain[chain.length - 1][0] : -1; // previous vertex in chain
const c = vertices.c[current]; // cells adjacent to vertex
chain.push([current, getType(c)]); // add current vertex to sequence
c.filter(c => cells.state[c] === state).forEach(c => (used[c] = 1));
const c0 = c[0] >= n || cells.state[c[0]] !== state;
const c1 = c[1] >= n || cells.state[c[1]] !== state;
const c2 = c[2] >= n || cells.state[c[2]] !== state;
const v = vertices.v[current]; // neighboring vertices
if (v[0] !== prev && c0 !== c1) current = v[0];
else if (v[1] !== prev && c1 !== c2) current = v[1];
else if (v[2] !== prev && c0 !== c2) current = v[2];
if (current === prev) {
ERROR && console.error("Next vertex is not found");
break;
}
} }
if (chain.length) chain.push(chain[0]);
return chain;
} }
invokeActiveZooming(); byId("statesBody").innerHTML = bodyPaths.join("");
byId("statePaths").innerHTML = renderHalo ? clipPaths.join("") : "";
byId("statesHalo").innerHTML = renderHalo ? haloPaths.join("") : "";
// vArray.forEach((ar, i) => {
// const sorted = ar.sort((a, b) => b.length - a.length); // sort by points number
// states[i].pole = polylabel(sorted, 1.0); // pole of inaccessibility
// });
TIME && console.timeEnd("drawStates"); TIME && console.timeEnd("drawStates");
} }

View file

@ -65,7 +65,7 @@ function getVertexPaths({getType, options}) {
function isLandVertex(vertex) { function isLandVertex(vertex) {
const adjacentCells = vertices.c[vertex]; const adjacentCells = vertices.c[vertex];
return adjacentCells.every(i => cells.h[i] >= MIN_LAND_HEIGHT); return adjacentCells.every(i => cells.h[i] >= 20);
} }
function addPath(index, vertexChain) { function addPath(index, vertexChain) {