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https://github.com/Azgaar/Fantasy-Map-Generator.git
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feat: render states - use global fn
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23e2484526
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2 changed files with 30 additions and 137 deletions
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@ -989,151 +989,44 @@ function toggleStates(event) {
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function drawStates() {
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TIME && console.time("drawStates");
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regions.selectAll("path").remove();
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const {cells, states} = pack;
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const {cells, vertices, features} = pack;
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const states = pack.states;
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const n = cells.i.length;
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const used = new Uint8Array(cells.i.length);
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const vArray = new Array(states.length); // store vertices array
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const body = new Array(states.length).fill(""); // path around each state
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const gap = new Array(states.length).fill(""); // path along water for each state to fill the gaps
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const halo = new Array(states.length).fill(""); // path around states, but not lakes
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const getStringPoint = v => vertices.p[v[0]].join(",");
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// define inner-state lakes to omit on border render
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const innerLakes = features.map(feature => {
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if (feature.type !== "lake") return false;
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if (!feature.shoreline) Lakes.getShoreline(feature);
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const states = feature.shoreline.map(i => cells.state[i]);
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return new Set(states).size > 1 ? false : true;
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const renderHalo = shapeRendering.value === "geometricPrecision";
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const paths = getVertexPaths({
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getType: cellId => cells.state[cellId],
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options: {fill: true, waterGap: true, halo: renderHalo}
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});
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for (const i of cells.i) {
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if (!cells.state[i] || used[i]) continue;
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const state = cells.state[i];
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const maxLength = states.length - 1;
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const bodyPaths = new Array(maxLength);
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const clipPaths = new Array(maxLength);
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const haloPaths = new Array(maxLength);
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const onborder = cells.c[i].some(n => cells.state[n] !== state);
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if (!onborder) continue;
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for (const [index, {fill, waterGap, halo}] of paths) {
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const color = states[index].color;
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const borderWith = cells.c[i].map(c => cells.state[c]).find(n => n !== state);
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const vertex = cells.v[i].find(v => vertices.c[v].some(i => cells.state[i] === borderWith));
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const chain = connectVertices(vertex, state);
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bodyPaths.push(
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/* html */ `<path d="${waterGap}" fill="none" stroke="${color}" id="state-gap${index}" /><path d="${fill}" fill="${color}" stroke="none" id="state${index}" />`
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);
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const noInnerLakes = chain.filter(v => v[1] !== "innerLake");
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if (noInnerLakes.length < 3) continue;
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// get path around the state
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if (!vArray[state]) vArray[state] = [];
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const points = noInnerLakes.map(v => vertices.p[v[0]]);
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vArray[state].push(points);
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body[state] += "M" + points.join("L");
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// connect path for halo
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let discontinued = true;
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halo[state] += noInnerLakes
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.map(v => {
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if (v[1] === "border") {
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discontinued = true;
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return "";
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}
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const operation = discontinued ? "M" : "L";
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discontinued = false;
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return `${operation}${getStringPoint(v)}`;
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})
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.join("");
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// connect gaps between state and water into a single path
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discontinued = true;
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gap[state] += chain
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.map(v => {
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if (v[1] === "land") {
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discontinued = true;
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return "";
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}
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const operation = discontinued ? "M" : "L";
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discontinued = false;
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return `${operation}${getStringPoint(v)}`;
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})
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.join("");
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}
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// find state visual center
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vArray.forEach((ar, i) => {
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const sorted = ar.sort((a, b) => b.length - a.length); // sort by points number
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states[i].pole = polylabel(sorted, 1.0); // pole of inaccessibility
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});
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const bodyData = body.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const gapData = gap.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const bodyString = bodyData.map(d => `<path id="state${d[1]}" d="${d[0]}" fill="${d[2]}" stroke="none"/>`).join("");
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const gapString = gapData.map(d => `<path id="state-gap${d[1]}" d="${d[0]}" fill="none" stroke="${d[2]}"/>`).join("");
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statesBody.html(bodyString + gapString);
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const isOptimized = shapeRendering.value === "optimizeSpeed";
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if (!isOptimized) {
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const haloData = halo.map((p, s) => [p.length > 10 ? p : null, s, states[s].color]).filter(d => d[0]);
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const haloString = haloData
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.map(d => {
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const stroke = d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666";
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return `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${stroke}"/>`;
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})
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.join("");
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statesHalo.html(haloString);
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const clipString = bodyData
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.map(d => `<clipPath id="state-clip${d[1]}"><use href="#state${d[1]}"/></clipPath>`)
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.join("");
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defs.select("#statePaths").html(clipString);
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}
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function connectVertices(start, state) {
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const chain = []; // vertices chain to form a path
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const getType = c => {
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const borderCell = c.find(i => cells.b[i]);
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if (borderCell) return "border";
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const waterCell = c.find(i => cells.h[i] < 20);
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if (!waterCell) return "land";
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if (innerLakes[cells.f[waterCell]]) return "innerLake";
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return features[cells.f[waterCell]].type;
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};
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for (let i = 0, current = start; i === 0 || (current !== start && i < 20000); i++) {
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const prev = chain.length ? chain[chain.length - 1][0] : -1; // previous vertex in chain
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const c = vertices.c[current]; // cells adjacent to vertex
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chain.push([current, getType(c)]); // add current vertex to sequence
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c.filter(c => cells.state[c] === state).forEach(c => (used[c] = 1));
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const c0 = c[0] >= n || cells.state[c[0]] !== state;
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const c1 = c[1] >= n || cells.state[c[1]] !== state;
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const c2 = c[2] >= n || cells.state[c[2]] !== state;
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const v = vertices.v[current]; // neighboring vertices
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if (v[0] !== prev && c0 !== c1) current = v[0];
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else if (v[1] !== prev && c1 !== c2) current = v[1];
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else if (v[2] !== prev && c0 !== c2) current = v[2];
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if (current === prev) {
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ERROR && console.error("Next vertex is not found");
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break;
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}
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if (renderHalo) {
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const haloColor = d3.color(color)?.darker().hex() || "#666666";
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clipPaths.push(/* html */ `<clipPath id="state-clip${index}"><use href="#state${index}"/></clipPath>`);
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haloPaths.push(
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/* html */ `<path id="state-border${index}" d="${halo}" clip-path="url(#state-clip${index})" stroke="${haloColor}"/>`
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);
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}
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if (chain.length) chain.push(chain[0]);
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return chain;
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}
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invokeActiveZooming();
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byId("statesBody").innerHTML = bodyPaths.join("");
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byId("statePaths").innerHTML = renderHalo ? clipPaths.join("") : "";
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byId("statesHalo").innerHTML = renderHalo ? haloPaths.join("") : "";
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// vArray.forEach((ar, i) => {
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// const sorted = ar.sort((a, b) => b.length - a.length); // sort by points number
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// states[i].pole = polylabel(sorted, 1.0); // pole of inaccessibility
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// });
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TIME && console.timeEnd("drawStates");
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}
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@ -65,7 +65,7 @@ function getVertexPaths({getType, options}) {
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function isLandVertex(vertex) {
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const adjacentCells = vertices.c[vertex];
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return adjacentCells.every(i => cells.h[i] >= MIN_LAND_HEIGHT);
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return adjacentCells.every(i => cells.h[i] >= 20);
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}
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function addPath(index, vertexChain) {
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