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https://github.com/Azgaar/Fantasy-Map-Generator.git
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state only borders + watercolor style
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44b3911e65
commit
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9 changed files with 279 additions and 191 deletions
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@ -22,7 +22,7 @@ document.getElementById("exitCustomization").addEventListener("mousemove", showD
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/**
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* @param {string} tip Tooltip text
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* @param {boolean} main Show above other tooltips
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* @param {string} type Message type (color): error, warn, success
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* @param {string} type Message type (color): error / warn / success
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* @param {number} time Timeout to auto hide, ms
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*/
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function tip(tip = "Tip is undefined", main, type, time) {
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@ -880,30 +880,83 @@ function drawStates() {
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TIME && console.time("drawStates");
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regions.selectAll("path").remove();
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const cells = pack.cells,
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vertices = pack.vertices,
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states = pack.states,
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n = cells.i.length;
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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(""); // store path around each state
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const gap = new Array(states.length).fill(""); // store path along water for each state to fill the gaps
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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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// helper functions
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const isLand = i => i[1] === "land";
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const nextIsLand = (ar, i) => ar[i + 1]?.[1] === "land";
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const prevIsLand = (ar, i) => ar[i - 1]?.[1] === "land";
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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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});
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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 s = cells.state[i];
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const onborder = cells.c[i].some(n => cells.state[n] !== s);
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const state = cells.state[i];
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// if (state !== 5) continue;
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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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const borderWith = cells.c[i].map(c => cells.state[c]).find(n => n !== s);
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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, s, borderWith);
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const chain = connectVertices(vertex, state);
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if (chain.length < 3) continue;
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const points = chain.map(v => vertices.p[v[0]]);
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if (!vArray[s]) vArray[s] = [];
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vArray[s].push(points);
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body[s] += "M" + points.join("L");
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gap[s] += "M" + vertices.p[chain[0][0]] + chain.reduce((r, v, i, d) => (!i ? r : !v[2] ? r + "L" + vertices.p[v[0]] : d[i + 1] && !d[i + 1][2] ? r + "M" + vertices.p[v[0]] : r), "");
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// get path around state
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const points = chain.filter(v => v[1] !== "innerLake").map(v => vertices.p[v[0]]);
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if (!vArray[state]) vArray[state] = [];
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if (points.length) {
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vArray[state].push(points);
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body[state] += "M" + points.join("L");
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}
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// connect path for halo
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let discontinued = true;
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halo[state] += chain
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.map((v, i) => {
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if (isLand(v) || nextIsLand(chain, i) || prevIsLand(chain, i)) {
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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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discontinued = true;
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return "";
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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 (isLand(v)) {
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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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@ -912,54 +965,56 @@ function drawStates() {
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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, i) => [p.length > 10 ? p : null, i, states[i].color]).filter(d => d[0]);
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const gapData = gap.map((p, i) => [p.length > 10 ? p : null, i, states[i].color]).filter(d => d[0]);
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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 haloData = halo.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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const clipString = bodyData.map(d => `<clipPath id="state-clip${d[1]}"><use href="#state${d[1]}"/></clipPath>`).join("");
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const haloString = bodyData.map(d => `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666"}"/>`).join("");
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const haloString = haloData.map(d => `<path id="state-border${d[1]}" d="${d[0]}" clip-path="url(#state-clip${d[1]})" stroke="${d3.color(d[2]) ? d3.color(d[2]).darker().hex() : "#666666"}"/>`).join("");
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statesBody.html(bodyString + gapString);
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defs.select("#statePaths").html(clipString);
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statesHalo.html(haloString);
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// connect vertices to chain
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function connectVertices(start, t, state) {
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function connectVertices(start, state) {
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const chain = []; // vertices chain to form a path
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let land = vertices.c[start].some(c => cells.h[c] >= 20 && cells.state[c] !== t);
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function check(i) {
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state = cells.state[i];
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land = cells.h[i] >= 20;
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}
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const getType = c => {
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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[chain.length - 1] ? chain[chain.length - 1][0] : -1; // previous vertex in chain
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chain.push([current, state, land]); // add current vertex to sequence
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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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c.filter(c => cells.state[c] === t).forEach(c => (used[c] = 1));
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const c0 = c[0] >= n || cells.state[c[0]] !== t;
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const c1 = c[1] >= n || cells.state[c[1]] !== t;
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const c2 = c[2] >= n || cells.state[c[2]] !== t;
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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) {
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current = v[0];
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check(c0 ? c[0] : c[1]);
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} else if (v[1] !== prev && c1 !== c2) {
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current = v[1];
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check(c1 ? c[1] : c[2]);
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} else if (v[2] !== prev && c0 !== c2) {
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current = v[2];
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check(c2 ? c[2] : c[0]);
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}
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if (current === chain[chain.length - 1][0]) {
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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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}
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chain.push([start, state, land]); // add starting vertex to sequence to close the path
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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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TIME && console.timeEnd("drawStates");
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}
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